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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.40 by root, Tue Feb 13 21:28:11 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (stringarg)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 stringarg = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!stringarg)
234 { 227 {
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
373 * normal applies. 377 * normal applies.
374 */ 378 */
375int 379int
376cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
377{ 381{
378 object *tmp;
379
380 if (op->invisible > 1000) 382 if (op->invisible > 1000)
381 { 383 {
382 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");
383 return 0; 385 return 0;
384 } 386 }
400 else 402 else
401 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
402 404
403 op->contr->hidden = 0; 405 op->contr->hidden = 0;
404 } 406 }
407
405 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
406 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!");
407 else 410 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 412
410 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
411 414
412 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
413 * harm to the player. 416 * harm to the player.
414 */ 417 */
415 for_all_actives (tmp) 418 for_all_actives (tmp)
463 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
464 { 467 {
465 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))
466 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.");
467 else 470 else
468 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 } 472 }
474 473
475 op->destroy (); 474 op->destroy ();
476} 475}
477 476
493 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.");
494 return 1; 493 return 1;
495 } 494 }
496 495
497 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL) 497
498 if (!dummy)
499 { 499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0; 502 return 0;
503 } 503 }
566} 566}
567 567
568int 568int
569perceive_self (object *op) 569perceive_self (object *op)
570{ 570{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 573
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
576 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
577 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 582 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
581 584
582 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
583 586
584 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
586 else 589 else
587 { 590 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
590 if (tmp != NULL) 593 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 { 595 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 602 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 604 {
609 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
611 else 607 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 609
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 }
619 613
620 return 1; 614 buf << '\0'; // zero-terminate
621}
622 615
623/* int cast_create_town_portal (object *op, object *caster, int dir) 616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 617
871 return 1; 618 return 1;
872} 619}
873 620
874/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
962 */ 709 */
963 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 711 tmp->set_owner (op);
965 712
966 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
968 715
969 name = tmp->name; 716 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 718 {
972 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);
973 return 0; 720 return 0;
974 } 721 }
975 722
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 726
980 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1002 { 749 {
1003 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
1005 752
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 756
1010 } 757 }
1011 else 758 else
1012 posblocked = 1; 759 posblocked = 1;
1019 ((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)
1020 { 767 {
1021 object *tmp2 = tmp->clone (); 768 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 769 m->insert (tmp2, x, y, op);
1023 770
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 773 }
1027 else 774 else
1028 negblocked = 1; 775 negblocked = 1;
1029 } 776 }
1145 892
1146 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 */
1147 return 1; 894 return 1;
1148} 895}
1149 896
1150
1151/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1152 * op is the caster. 898 * op is the caster.
1153 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1154 * spell is the spell object. 900 * spell is the spell object.
1155 */ 901 */
1181 { 927 {
1182 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1183 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1184 * on amount of damage healed. 930 * on amount of damage healed.
1185 */ 931 */
1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1187 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1188 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1189 936
1190 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 else if (heal > 50) 939 else if (heal > 50)
1201 success = 1; 948 success = 1;
1202 } 949 }
1203 } 950 }
1204 951
1205 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1207 success = 1; 954 success = 1;
1208 955
1209 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1210 { 957 {
1211 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1260 } 1007 }
1261 1008
1262 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1263 { 1010 {
1264 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1265 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1267 success = 1; 1016 success = 1;
1268 /* 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 */
1269 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");
1270 } 1019 }
1271 1020
1272 return success; 1021 return success;
1273} 1022}
1274
1275 1023
1276/* 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
1277 * 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
1278 * good comments for those. 1026 * good comments for those.
1279 */ 1027 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1029 "You grow no stronger.",
1282 "You grow no more agile.", 1030 "You grow no more agile.",
1283 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1284 "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."
1285 "You are no easier to look at.", 1035 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1036};
1289 1037
1290int 1038int
1291cast_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)
1292{ 1040{
1293 object *force = NULL; 1041 object *force = 0;
1294 int i; 1042 int i;
1295 1043
1296 /* 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. */
1297 object *tmp = dir 1045 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1047 : op;
1300 1048
1301 if (!tmp) 1049 if (!tmp)
1302 return 0; 1050 return 0;
1303 1051
1304 /* 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. */
1313 } 1061 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1063 {
1316 if (!silent) 1064 if (!silent)
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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
1318 return 0; 1067 return 0;
1319 } 1068 }
1320 } 1069 }
1321 } 1070 }
1322 if (force == NULL) 1071
1072 if (!force)
1323 { 1073 {
1324 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1326 if (spell_ob->race) 1077 if (spell_ob->race)
1327 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1328 else 1079 else
1329 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1330 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1331 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.");
1332 1084
1333 } 1085 }
1334 else 1086 else
1340 { 1092 {
1341 force->duration = duration; 1093 force->duration = duration;
1342 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.");
1343 } 1095 }
1344 else 1096 else
1345 {
1346 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.");
1347 } 1098
1348 return 1; 1099 return 1;
1349 } 1100 }
1101
1350 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;
1351 force->speed = 1.0; 1103 force->speed = 1.0;
1352 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1354 1106
1360 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);
1361 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1114 force->resist[i] = 100;
1363 } 1115 }
1364 } 1116 }
1117
1365 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1366 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);
1367 1120
1368 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1369 { 1122 {
1370 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1124 for (i = 0; i < NUM_STATS; i++)
1372 { 1125 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1126 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1127 {
1377 sm = 0; 1128 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1129 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1130 sm += rndm (1, 3);
1380 1131
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1134
1384 if (sm < 0) 1135 force->stats.stat (i) = sm;
1385 sm = 0; 1136
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1137 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1139 }
1391 } 1140 }
1392 } 1141 }
1413 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1414 1163
1415 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1166 tmp->update_stats ();
1167
1418 return 1; 1168 return 1;
1419} 1169}
1420 1170
1421/* 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
1422 * 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
1423 * of the caster. 1173 * of the caster.
1424 */ 1174 */
1425
1426int 1175int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1177{
1429 int i; 1178 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1180
1432 /* 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. */
1433 if (dir != 0) 1182 if (dir != 0)
1434 { 1183 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1436 } 1188 }
1437 else 1189 else
1438 {
1439 tmp = op; 1190 tmp = op;
1440 }
1441 1191
1442 /* 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. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1194 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1196 {
1447 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1448 { 1198 {
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1455 return 0; 1205 return 0;
1456 } 1206 }
1457 } 1207 }
1458 } 1208 }
1209
1459 if (force == NULL) 1210 if (force == NULL)
1460 { 1211 {
1461 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1214 if (spell_ob->race)
1528} 1279}
1529 1280
1530/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1531 * 1282 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1534 * about 90% of that of the item itself. It uses the value of the
1535 * object before charisma adjustments, because the nuggets themselves
1536 * will be will be adjusted by charisma when sold.
1537 * 1285 *
1538 * 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
1539 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1540 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1541 * to the max amount of small nuggets as you could get. 1289 * when sold.
1542 *
1543 * For example, if an item is worth 110 gold, you will get
1544 * 4 large nuggets, and from 0-10 small nuggets.
1545 * 1290 *
1546 * 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
1547 * 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
1548 * alchemised. 1293 * alchemised.
1549 */ 1294 */
1550static void 1295static void
1551alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552{ 1297{
1553 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1554 1299
1555 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1556 * 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
1557 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1560 * the stuff back to town. 1305 * the stuff back to town.
1572 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1573 1318
1574 obj->destroy (); 1319 obj->destroy ();
1575} 1320}
1576 1321
1577static void
1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1579{
1580 int flag = 0;
1581
1582 /* Put any nuggets below the player, but we can only pass this
1583 * flag if we are on the same space as the player
1584 */
1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1587
1588 if (small_nuggets)
1589 {
1590 object *tmp = small->clone ();
1591 tmp->nrof = small_nuggets;
1592 m->insert (tmp, x, y, op, flag);
1593 }
1594
1595 if (large_nuggets)
1596 {
1597 object *tmp = large->clone ();
1598 tmp->nrof = large_nuggets;
1599 m->insert (tmp, x, y, op, flag);
1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605}
1606
1607int 1322int
1608alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1609{ 1324{
1610 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1611 return 0; 1326 return 0;
1612 1327
1613 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1614 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1615 1333
1616 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1617 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight 1336 * in sight
1619 */ 1337 */
1671 if (weight > weight_max) 1389 if (weight > weight_max)
1672 break; 1390 break;
1673 } 1391 }
1674 } 1392 }
1675 1393
1394 value -= rndm (value >> 4);
1676 value = min (value, value_max); 1395 value = min (value, value_max);
1677 1396
1678 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1679 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1685 /* Insert all the nuggets at one time. This probably saves time, but
1686 * it also prevents us from alcheming nuggets that were just created
1687 * with this spell.
1688 */ 1399 {
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1406 }
1690 1407
1691 if (weight > weight_max) 1408 if (weight > weight_max)
1692 goto bailout; 1409 goto bailout;
1693 } 1410 }
1694 } 1411 }
1695 1412
1696bailout: 1413bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1; 1414 return 1;
1700} 1415}
1701
1702 1416
1703/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1704 * items. 1418 * items.
1705 */ 1419 */
1706int 1420int
1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1716 { 1430 {
1717 was_one++; 1431 was_one++;
1432
1718 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1719 { 1434 {
1720 success++; 1435 success++;
1721 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1722 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1723 1438
1724 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1726 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1445 }
1730 } 1446 }
1731 1447
1732 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1733 { 1449 {
1744 1460
1745 return success; 1461 return success;
1746} 1462}
1747 1463
1748/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1749
1750int 1465int
1751cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1752{ 1467{
1468 dynbuf_text buf;
1753 object *tmp; 1469 object *tmp;
1754 int success = 0, num_ident;
1755 1470
1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1757 1472
1758 if (num_ident < 1) 1473 if (num_ident < 1)
1759 num_ident = 1; 1474 num_ident = 1;
1760 1475
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 { 1479 {
1765 identify (tmp); 1480 identify (tmp);
1766 1481
1767 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1768 { 1483 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1770 1485
1771 if (tmp->msg) 1486 if (tmp->msg)
1772 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1775 }
1776 } 1488 }
1777 1489
1778 num_ident--; 1490 num_ident--;
1779 success = 1;
1780 if (!num_ident) 1491 if (!num_ident)
1781 break; 1492 break;
1782 } 1493 }
1783 } 1494 }
1784 1495
1786 * 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
1787 * was not fully used. 1498 * was not fully used.
1788 */ 1499 */
1789 if (num_ident) 1500 if (num_ident)
1790 { 1501 {
1791 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)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 { 1504 {
1794 identify (tmp); 1505 identify (tmp);
1795 1506
1796 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1797 { 1508 {
1798 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));
1799 1510
1800 if (tmp->msg) 1511 if (tmp->msg)
1801 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1804 }
1805
1806 esrv_send_item (op, tmp);
1807 } 1513 }
1808 1514
1809 num_ident--; 1515 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1516 if (!num_ident)
1812 break; 1517 break;
1813 } 1518 }
1814 } 1519 }
1815 1520
1816 if (!success) 1521 if (buf.empty ())
1817 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 }
1818 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1819 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1820 1532 return 1;
1821 return success; 1533 }
1822} 1534}
1823 1535
1824int 1536int
1825cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1826{ 1538{
1831 1543
1832 /* 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
1833 * doing it over and over again. 1545 * doing it over and over again.
1834 */ 1546 */
1835 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1836 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1837 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1838 1550
1839 if (!skill) 1551 if (!skill)
1840 skill = caster; 1552 skill = caster;
1841 1553
1842 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 { 1555 {
1845 m = op->map;
1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1847 if (mflags & P_OUT_OF_MAP)
1848 continue;
1849
1850 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up. 1559 * down - that is easier than working up.
1854 */ 1560 */
1855 1561
1856 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)
1857 last = tmp; 1563 last = tmp;
1858 1564
1859 /* 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
1860 * would happen. 1566 * would happen.
1861 */ 1567 */
1862 if (!last) 1568 if (!last)
1863 continue; 1569 continue;
1864 1570
1865 done_one = 0; 1571 done_one = 0;
1866 floor = 0; 1572 floor = 0;
1867 detect = NULL; 1573 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1869 { 1575 {
1870 /* show invisible */ 1576 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1875 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1877 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1882 { 1588 {
1883 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)
1884 { 1590 {
1885 tmp->invisible = 0; 1591 tmp->invisible = 0;
1886 done_one = 1; 1592 done_one = 1;
1887 } 1593 }
1888 } 1594 }
1889 1595
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1; 1597 floor = 1;
1892 1598
1893 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1894 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1895 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
1896 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */ 1603 */
1898 if (floor) 1604 if (floor)
1899 continue; 1605 continue;
1900 1606
1901 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1902 * 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.
1903 * 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
1904 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1906 */ 1612 */
1907 1613
1908 /* detect magic */ 1614 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !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))
1911 { 1617 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */ 1619 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1916 done_one = 1; 1623 done_one = 1;
1917 } 1624 }
1625
1918 /* detect monster */ 1626 /* detect monster */
1919 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))
1920 { 1628 {
1921 done_one = 2; 1629 done_one = 2;
1630
1922 if (!detect) 1631 if (!detect)
1923 detect = tmp; 1632 detect = tmp;
1924 } 1633 }
1634
1925 /* 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
1926 * 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
1927 * race must match. 1637 * race must match.
1928 */ 1638 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1931 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1932 { 1642 {
1933 done_one = 2; 1643 done_one = 2;
1644
1934 if (!detect) 1645 if (!detect)
1935 detect = tmp; 1646 detect = tmp;
1936 } 1647 }
1648
1937 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) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 { 1651 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1; 1653 done_one = 1;
1942 } 1654 }
1943 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1944 1656
1945 /* 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
1946 * where the magic is. 1658 * where the magic is.
1947 */ 1659 */
1948 if (done_one) 1660 if (done_one)
1949 { 1661 {
1950 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1951 1663
1952 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1954 { 1666 {
1955 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 } 1674 }
1963 1675
1964 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1965 } 1677 }
1966 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1967 1679
1968 1680
1969 /* 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 */
1970 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))
1971 { 1683 {
1972 done_one = 0; 1684 done_one = 0;
1685
1973 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1687 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 { 1689 {
1977 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))
1978 { 1691 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
1981 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1982 } 1696 }
1697
1983 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) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 { 1700 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1705 }
1990 } /* if item is not identified */ 1706 } /* if item is not identified */
1991 } /* for the players inventory */ 1707 } /* for the players inventory */
1992 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
1993 return 1; 1710 return 1;
1994} 1711}
1995 1712
1996 1713
1997/** 1714/**
2010 1727
2011 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.");
2012 1729
2013 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 { 1731 {
2015 object *tmp;
2016
2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2018
2019 /* Explodes a fireball centered at player */
2020 tmp = get_archetype (EXPLODING_FIREBALL);
2021 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2023
2024 tmp->insert_at (victim);
2025 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2026 } 1735 }
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2028 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2030 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!");
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 { 1741 {
2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2079 } 1788 }
2080 /* give sp */ 1789 /* give sp */
2081 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
2082 { 1791 {
2083 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);
2084 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2085 return 1; 1794 return 1;
2086 } 1795 }
2087 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2088 else if (op != plyr) 1797 else if (op != plyr)
2089 { 1798 {
2101 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2102 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2103 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2104 if (sucked > 0) 1813 if (sucked > 0)
2105 { 1814 {
2106 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
2107 } 1816 }
2108 } 1817 }
2109 return 1; 1818 return 1;
2110 } 1819 }
2111 return 0; 1820 return 0;
2153 /* Basically, if the object is magical and not counterspell, 1862 /* Basically, if the object is magical and not counterspell,
2154 * we will more or less remove the object. Don't counterspell 1863 * we will more or less remove the object. Don't counterspell
2155 * monsters either. 1864 * monsters either.
2156 */ 1865 */
2157 1866
2158 if (head->attacktype & AT_MAGIC && 1867 if (head->attacktype & AT_MAGIC
2159 !(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))
2160 head->destroy (); 1871 head->destroy ();
2161 else 1872 else
2162 switch (head->type) 1873 switch (head->type)
2163 { 1874 {
2164 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
2165 if (op->level > head->level) 1881 if (op->level > head->level)
2166 head->destroy (); 1882 head->destroy ();
2167 1883
2168 break; 1884 break;
2169 1885
2180 break; 1896 break;
2181 } 1897 }
2182 } 1898 }
2183} 1899}
2184 1900
2185
2186
2187/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
2188int 1902int
2189cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
2190{ 1904{
2191 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2204 break; 1918 break;
2205 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
2206 { 1920 {
2207 1921
2208 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
2209 { 1923 {
2210 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);
2211 return 0; 1925 return 0;
2212 } 1926 }
2213 else 1927 else
2214 { 1928 {
2215 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
2216 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
2217 tmp->name = buf; 1931 tmp->name = buf;
2218 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
2219 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
2220 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
2221 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
2222 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);
2223 return 1; 1939 return 1;
2224 } 1940 }
2225 } 1941 }
2226 } 1942 }
2236 * 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,
2237 * 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
2238 * 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
2239 * player checks. MSW 2003-01-06 1955 * player checks. MSW 2003-01-06
2240 */ 1956 */
2241
2242int 1957int
2243animate_weapon (object *op, object *caster, object *spell, int dir) 1958animate_weapon (object *op, object *caster, object *spell, int dir)
2244{ 1959{
2245 object *weapon, *tmp; 1960 object *weapon, *tmp;
2246 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2247 int a, i; 1962 int a, i;
2248 sint16 x, y; 1963 sint16 x, y;
2249 maptile *m; 1964 maptile *m;
2250 materialtype_t *mt;
2251 1965
2252 if (!spell->other_arch) 1966 if (!spell->other_arch)
2253 { 1967 {
2254 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2255 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);
2258 /* exit if it's not a player using this spell. */ 1972 /* exit if it's not a player using this spell. */
2259 if (op->type != PLAYER) 1973 if (op->type != PLAYER)
2260 return 0; 1974 return 0;
2261 1975
2262 /* if player already has a golem, abort */ 1976 /* if player already has a golem, abort */
2263 if (op->contr->ranges[range_golem]) 1977 if (object *golem = op->contr->golem)
2264 { 1978 {
2265 control_golem (op->contr->ranges[range_golem], dir); 1979 control_golem (golem, dir);
2266 return 0; 1980 return 0;
2267 } 1981 }
2268 1982
2269 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2270 if (!dir) 1984 if (!dir)
2271 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);
2272 1986
2273 m = op->map; 1987 m = op->map;
2274 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2275 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2276 1990
2277 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2278 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)
2279 ((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))
2280 { 1994 {
2281 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.");
2282 return 0; 1996 return 0;
2283 } 1997 }
2284 1998
2288 if (!weapon) 2002 if (!weapon)
2289 { 2003 {
2290 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!");
2291 return 0; 2005 return 0;
2292 } 2006 }
2007
2293 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2294 { 2009 {
2295 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.");
2296 return 0; 2011 return 0;
2297 } 2012 }
2013
2298 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2299 { 2015 {
2300 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.");
2301 return 0; 2017 return 0;
2302 } 2018 }
2019
2303 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2304 { 2021 {
2305 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));
2306 return 0; 2023 return 0;
2307 } 2024 }
2308 2025
2309 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2310 {
2311 tmp = get_split_ob (weapon, 1);
2312 esrv_send_item (op, weapon);
2313 weapon = tmp;
2314 }
2315 2027
2316 /* create the golem object */ 2028 /* create the golem object */
2317 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2318 2030
2319 /* 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 */
2320 CLEAR_FLAG (tmp, FLAG_MONSTER); 2032 CLEAR_FLAG (tmp, FLAG_MONSTER);
2321 tmp->stats.exp = 0; 2033 tmp->stats.exp = 0;
2322 add_friendly_object (tmp); 2034 add_friendly_object (tmp);
2323 tmp->type = GOLEM; 2035 tmp->type = GOLEM;
2324 tmp->set_owner (op); 2036 tmp->set_owner (op);
2037 op->contr->golem = tmp;
2325 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2326 op->contr->ranges[range_golem] = tmp;
2327 op->contr->shoottype = range_golem;
2328 2039
2329 /* 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
2330 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2331 * used above. 2042 * used above.
2332 */ 2043 */
2333 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2334 weapon->remove (); 2045 weapon->remove ();
2335 insert_ob_in_ob (weapon, tmp); 2046
2336 esrv_send_item (op, weapon); 2047 tmp->insert (weapon);
2048
2337 /* 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,
2338 * 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
2339 * body_info, skills, etc) 2051 * body_info, skills, etc)
2340 */ 2052 */
2341 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2367 2079
2368 /* attacktype */ 2080 /* attacktype */
2369 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2370 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2371 2083
2372 mt = NULL;
2373 if (op->materialname != NULL)
2374 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2375 if (mt != NULL)
2376 { 2085 {
2377 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2378 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2379 a = mt->save[0]; 2088 a = mt->save[0];
2380 } 2089 }
2382 { 2091 {
2383 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2384 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2385 a = 10; 2094 a = 10;
2386 } 2095 }
2096
2387 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2388 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2389 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2390 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2391 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2397 2107
2398 /* 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 */
2399 2109
2400 if (a > 14) 2110 if (a > 14)
2401 a = 14; 2111 a = 14;
2112
2402 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));
2403 2114
2404 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2405 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)));
2406 2117
2416 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2417 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2418 } 2129 }
2419 2130
2420 /* 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. */
2421 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));
2422 2133
2423 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2424 tmp->direction = dir; 2135 tmp->direction = dir;
2425 2136
2426 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2430/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2431 2142
2432/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2433 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2434 */ 2145 */
2435
2436int 2146int
2437cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2438{ 2148{
2439 int success; 2149 int success;
2440 2150
2448 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2449 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.");
2450 else 2160 else
2451 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.");
2452 } 2162 }
2163
2453 return success; 2164 return success;
2454} 2165}
2455
2456
2457
2458
2459 2166
2460/* 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.
2461 * 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,
2462 * spell is the spell object itself. 2169 * spell is the spell object itself.
2463 */ 2170 */
2475 2182
2476 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);
2477 2184
2478 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);
2479 2186
2480 new_aura->set_owner (op);
2481 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2482 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2483 2189
2484 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2485 if (refresh) 2192 if (refresh)
2486 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.");
2487 else 2194 else
2488 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
2489 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2490 return 1; 2200 return 1;
2491} 2201}
2492
2493 2202
2494/* 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,
2495 * 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
2496 * around him. 2205 * around him.
2497 * Aura parameters: 2206 * Aura parameters:
2498 * duration: duration counter. 2207 * duration: duration counter.
2499 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2500 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2501 */ 2210 */
2502
2503void 2211void
2504move_aura (object *aura) 2212move_aura (object *aura)
2505{ 2213{
2506 int i, mflags;
2507 object *env;
2508 maptile *m;
2509
2510 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2511 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2512 2217
2513 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2514 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2515 */ 2220 */
2516 aura->remove (); 2221 aura->remove ();
2521 aura->destroy (); 2226 aura->destroy ();
2522 return; 2227 return;
2523 } 2228 }
2524 2229
2525 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2526 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2527 { 2232 {
2528 aura->destroy (); 2233 aura->destroy ();
2529 return; 2234 return;
2530 } 2235 }
2531 2236
2532 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2533 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2534 */ 2239 */
2535 aura->insert_at (env, aura); 2240 aura->insert_at (env, aura);
2536 2241
2537 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2538 { 2243 {
2539 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2540 2246
2541 nx = aura->x + freearr_x[i];
2542 ny = aura->y + freearr_y[i];
2543 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2544
2545 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2546 * 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
2547 * 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.
2548 */ 2250 */
2549 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)))
2550 { 2252 {
2551 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2552 2254
2553 if (aura->other_arch) 2255 if (aura->other_arch)
2554 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2555 } 2257 }
2556 } 2258 }
2557 2259
2558 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2559 aura->remove (); 2261 env->insert (aura);
2560 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2561} 2263}
2562 2264
2563/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2564 * op is the piece object. 2266 * op is the piece object.
2565 */ 2267 */
2566
2567void 2268void
2568move_peacemaker (object *op) 2269move_peacemaker (object *op)
2569{ 2270{
2570 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2571
2572 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2573 { 2272 {
2574 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2575 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2576 2275
2577 if (tmp->head)
2578 victim = tmp->head;
2579 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2580 continue; 2277 continue;
2278
2581 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2582 continue; 2280 continue;
2281
2583 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2584 continue; 2283 continue;
2585 2284
2586 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2587 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2588 2287
2589 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2590 { 2289 {
2591 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2592 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2593 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2594 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2595#if 0 2295#if 0
2596 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2597 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2604 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2605 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2606 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2607 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2608 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2609 if (victim->name) 2310 if (victim->name)
2610 {
2611 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);
2612 } 2312 }
2613 }
2614 } 2313 }
2615} 2314}
2616
2617 2315
2618/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2619 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2620 */ 2318 */
2621
2622int 2319int
2623write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2624{ 2321{
2625 char rune[HUGE_BUF];
2626 object *tmp;
2627
2628 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2629 { 2323 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2631 return 0; 2325 return 0;
2632 } 2326 }
2635 { 2329 {
2636 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?");
2637 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);
2638 return 0; 2332 return 0;
2639 } 2333 }
2334
2640 if (!spell->other_arch) 2335 if (!spell->other_arch)
2641 return 0; 2336 return 0;
2337
2642 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2643
2644 snprintf (rune, sizeof (rune), "%s\n", msg);
2645 2339
2646 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2647 tmp->msg = rune; 2341 tmp->msg = msg;
2648 2342
2649 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2650 return 1; 2345 return 1;
2651} 2346}
2347

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