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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.53 by root, Tue May 22 10:50:01 2007 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (stringarg)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 stringarg = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!stringarg)
234 { 227 {
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
462 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
463 { 467 {
464 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))
465 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.");
466 else 470 else
467 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 472 }
473 473
474 op->destroy (); 474 op->destroy ();
475} 475}
476 476
492 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.");
493 return 1; 493 return 1;
494 } 494 }
495 495
496 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 497
498 if (!dummy)
498 { 499 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 502 return 0;
502 } 503 }
565} 566}
566 567
567int 568int
568perceive_self (object *op) 569perceive_self (object *op)
569{ 570{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 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);
590 592
591 if (tmp) 593 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 597 }
596 598
597 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 602 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 604 {
604 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
606 else 607 else
607 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";
608 609
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 610 break;
611 } 611 }
612 } 612 }
613 } 613
614 buf << '\0'; // zero-terminate
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
614 617
615 return 1; 618 return 1;
616} 619}
617 620
618/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
706 */ 709 */
707 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op); 711 tmp->set_owner (op);
709 712
710 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
712 715
713 name = tmp->name; 716 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
715 { 718 {
716 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);
717 return 0; 720 return 0;
718 } 721 }
719 722
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
723 726
724 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
746 { 749 {
747 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
749 752
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
753 756
754 } 757 }
755 else 758 else
756 posblocked = 1; 759 posblocked = 1;
763 ((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)
764 { 767 {
765 object *tmp2 = tmp->clone (); 768 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 769 m->insert (tmp2, x, y, op);
767 770
768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
770 } 773 }
771 else 774 else
772 negblocked = 1; 775 negblocked = 1;
773 } 776 }
889 892
890 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 */
891 return 1; 894 return 1;
892} 895}
893 896
894
895/* cast_heal: Heals something. 897/* cast_heal: Heals something.
896 * op is the caster. 898 * op is the caster.
897 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
898 * spell is the spell object. 900 * spell is the spell object.
899 */ 901 */
925 { 927 {
926 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 930 * on amount of damage healed.
929 */ 931 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
932 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
933 936
934 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 939 else if (heal > 50)
945 success = 1; 948 success = 1;
946 } 949 }
947 } 950 }
948 951
949 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
951 success = 1; 954 success = 1;
952 955
953 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
954 { 957 {
955 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1004 } 1007 }
1005 1008
1006 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1007 { 1010 {
1008 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1009 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1011 success = 1; 1016 success = 1;
1012 /* 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 */
1013 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");
1014 } 1019 }
1015 1020
1016 return success; 1021 return success;
1017} 1022}
1018
1019 1023
1020/* 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
1021 * 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
1022 * good comments for those. 1026 * good comments for those.
1023 */ 1027 */
1024static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1025 "You grow no stronger.", 1029 "You grow no stronger.",
1026 "You grow no more agile.", 1030 "You grow no more agile.",
1027 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1028 "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."
1029 "You are no easier to look at.", 1035 "You are no easier to look at.",
1030 "no int",
1031 "no pow"
1032}; 1036};
1033 1037
1034int 1038int
1035cast_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)
1036{ 1040{
1037 object *force = NULL; 1041 object *force = 0;
1038 int i; 1042 int i;
1039 1043
1040 /* 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. */
1041 object *tmp = dir 1045 object *tmp = dir
1042 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1043 : op; 1047 : op;
1044 1048
1045 if (!tmp) 1049 if (!tmp)
1046 return 0; 1050 return 0;
1047 1051
1048 /* 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. */
1057 } 1061 }
1058 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1059 { 1063 {
1060 if (!silent) 1064 if (!silent)
1061 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
1062 return 0; 1067 return 0;
1063 } 1068 }
1064 } 1069 }
1065 } 1070 }
1066 if (force == NULL) 1071
1072 if (!force)
1067 { 1073 {
1068 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1069 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1070 if (spell_ob->race) 1077 if (spell_ob->race)
1071 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1072 else 1079 else
1073 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1074 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1075 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.");
1076 1084
1077 } 1085 }
1078 else 1086 else
1084 { 1092 {
1085 force->duration = duration; 1093 force->duration = duration;
1086 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.");
1087 } 1095 }
1088 else 1096 else
1089 {
1090 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.");
1091 } 1098
1092 return 1; 1099 return 1;
1093 } 1100 }
1101
1094 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;
1095 force->speed = 1.0; 1103 force->speed = 1.0;
1096 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1097 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1098 1106
1104 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);
1105 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1106 force->resist[i] = 100; 1114 force->resist[i] = 100;
1107 } 1115 }
1108 } 1116 }
1117
1109 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1110 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);
1111 1120
1112 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1113 { 1122 {
1153 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1154 1163
1155 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1156 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1157 tmp->update_stats (); 1166 tmp->update_stats ();
1167
1158 return 1; 1168 return 1;
1159} 1169}
1160 1170
1161/* 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
1162 * 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
1163 * of the caster. 1173 * of the caster.
1164 */ 1174 */
1165
1166int 1175int
1167cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1168{ 1177{
1169 int i; 1178 int i;
1170 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1171 1180
1172 /* 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. */
1173 if (dir != 0) 1182 if (dir != 0)
1174 { 1183 {
1175 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1176 } 1188 }
1177 else 1189 else
1178 {
1179 tmp = op; 1190 tmp = op;
1180 }
1181 1191
1182 /* 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. */
1183 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1184 { 1194 {
1185 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1186 { 1196 {
1187 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1188 { 1198 {
1194 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);
1195 return 0; 1205 return 0;
1196 } 1206 }
1197 } 1207 }
1198 } 1208 }
1209
1199 if (force == NULL) 1210 if (force == NULL)
1200 { 1211 {
1201 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1214 if (spell_ob->race)
1268} 1279}
1269 1280
1270/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1271 * 1282 *
1272 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1273 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1274 * about 90% of that of the item itself. It uses the value of the
1275 * object before charisma adjustments, because the nuggets themselves
1276 * will be will be adjusted by charisma when sold.
1277 * 1285 *
1278 * 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
1279 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1280 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1281 * to the max amount of small nuggets as you could get. 1289 * when sold.
1282 *
1283 * For example, if an item is worth 110 gold, you will get
1284 * 4 large nuggets, and from 0-10 small nuggets.
1285 * 1290 *
1286 * 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
1287 * 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
1288 * alchemised. 1293 * alchemised.
1289 */ 1294 */
1290static void 1295static void
1291alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1292{ 1297{
1293 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1294 1299
1295 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1296 * 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
1297 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1298 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1299 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1300 * the stuff back to town. 1305 * the stuff back to town.
1312 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1313 1318
1314 obj->destroy (); 1319 obj->destroy ();
1315} 1320}
1316 1321
1317static void
1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1319{
1320 int flag = 0;
1321
1322 /* Put any nuggets below the player, but we can only pass this
1323 * flag if we are on the same space as the player
1324 */
1325 if (x == op->x && y == op->y && op->map == m)
1326 flag = INS_BELOW_ORIGINATOR;
1327
1328 if (small_nuggets)
1329 {
1330 object *tmp = small->clone ();
1331 tmp->nrof = small_nuggets;
1332 m->insert (tmp, x, y, op, flag);
1333 }
1334
1335 if (large_nuggets)
1336 {
1337 object *tmp = large->clone ();
1338 tmp->nrof = large_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1345}
1346
1347int 1322int
1348alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1349{ 1324{
1350 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1351 return 0; 1326 return 0;
1352 1327
1353 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1354 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1355 1333
1356 /* 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
1357 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1358 * in sight 1336 * in sight
1359 */ 1337 */
1411 if (weight > weight_max) 1389 if (weight > weight_max)
1412 break; 1390 break;
1413 } 1391 }
1414 } 1392 }
1415 1393
1394 value -= rndm (value >> 4);
1416 value = min (value, value_max); 1395 value = min (value, value_max);
1417 1396
1418 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1419 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1424
1425 /* Insert all the nuggets at one time. This probably saves time, but
1426 * it also prevents us from alcheming nuggets that were just created
1427 * with this spell.
1428 */ 1399 {
1429 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 }
1430 1407
1431 if (weight > weight_max) 1408 if (weight > weight_max)
1432 goto bailout; 1409 goto bailout;
1433 } 1410 }
1434 } 1411 }
1435 1412
1436bailout: 1413bailout:
1437 large->destroy ();
1438 small->destroy ();
1439 return 1; 1414 return 1;
1440} 1415}
1441
1442 1416
1443/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1444 * items. 1418 * items.
1445 */ 1419 */
1446int 1420int
1453 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1454 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1455 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1456 { 1430 {
1457 was_one++; 1431 was_one++;
1432
1458 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1459 { 1434 {
1460 success++; 1435 success++;
1461 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1462 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1463 1438
1464 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1465 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1466 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1467 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1468 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1469 } 1445 }
1470 } 1446 }
1471 1447
1472 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1473 { 1449 {
1484 1460
1485 return success; 1461 return success;
1486} 1462}
1487 1463
1488/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1489
1490int 1465int
1491cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1492{ 1467{
1468 dynbuf_text buf;
1493 object *tmp; 1469 object *tmp;
1494 int success = 0, num_ident;
1495 1470
1496 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1497 1472
1498 if (num_ident < 1) 1473 if (num_ident < 1)
1499 num_ident = 1; 1474 num_ident = 1;
1500 1475
1501 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1504 { 1479 {
1505 identify (tmp); 1480 identify (tmp);
1506 1481
1507 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1508 { 1483 {
1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1510 1485
1511 if (tmp->msg) 1486 if (tmp->msg)
1512 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1515 }
1516 } 1488 }
1517 1489
1518 num_ident--; 1490 num_ident--;
1519 success = 1;
1520 if (!num_ident) 1491 if (!num_ident)
1521 break; 1492 break;
1522 } 1493 }
1523 } 1494 }
1524 1495
1531 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1533 { 1504 {
1534 identify (tmp); 1505 identify (tmp);
1535 1506
1536 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1537 { 1508 {
1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1539 1510
1540 if (tmp->msg) 1511 if (tmp->msg)
1541 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1544 }
1545
1546 esrv_send_item (op, tmp);
1547 } 1513 }
1548 1514
1549 num_ident--; 1515 num_ident--;
1550 success = 1;
1551 if (!num_ident) 1516 if (!num_ident)
1552 break; 1517 break;
1553 } 1518 }
1554 } 1519 }
1555 1520
1556 if (!success) 1521 if (buf.empty ())
1557 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 }
1558 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1559 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1560 1532 return 1;
1561 return success; 1533 }
1562} 1534}
1563 1535
1564int 1536int
1565cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1566{ 1538{
1571 1543
1572 /* 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
1573 * doing it over and over again. 1545 * doing it over and over again.
1574 */ 1546 */
1575 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1576 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1577 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1578 1550
1579 if (!skill) 1551 if (!skill)
1580 skill = caster; 1552 skill = caster;
1581 1553
1582 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1583 for (y = op->y - range; y <= op->y + range; y++)
1584 { 1555 {
1585 m = op->map;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1589
1590 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1591 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1592 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1593 * down - that is easier than working up. 1559 * down - that is easier than working up.
1594 */ 1560 */
1595 1561
1596 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)
1597 last = tmp; 1563 last = tmp;
1598 1564
1599 /* 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
1600 * would happen. 1566 * would happen.
1601 */ 1567 */
1602 if (!last) 1568 if (!last)
1603 continue; 1569 continue;
1604 1570
1605 done_one = 0; 1571 done_one = 0;
1606 floor = 0; 1572 floor = 0;
1607 detect = NULL; 1573 detect = NULL;
1608 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1609 { 1575 {
1610 /* show invisible */ 1576 /* show invisible */
1611 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1612 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1613 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1614 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1615 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1616 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1617 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1618 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1619 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1620 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1621 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1622 { 1588 {
1623 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)
1624 { 1590 {
1625 tmp->invisible = 0; 1591 tmp->invisible = 0;
1626 done_one = 1; 1592 done_one = 1;
1627 } 1593 }
1628 } 1594 }
1629 1595
1630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1631 floor = 1; 1597 floor = 1;
1632 1598
1633 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1634 * 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
1635 * 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
1636 * 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.
1637 */ 1603 */
1638 if (floor) 1604 if (floor)
1639 continue; 1605 continue;
1640 1606
1641 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1642 * 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.
1643 * 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
1644 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1645 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1646 */ 1612 */
1647 1613
1648 /* detect magic */ 1614 /* detect magic */
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1650 !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))
1651 { 1617 {
1652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1653 /* make runes more visibile */ 1619 /* make runes more visibile */
1654 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1655 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1656 done_one = 1; 1623 done_one = 1;
1657 } 1624 }
1625
1658 /* detect monster */ 1626 /* detect monster */
1659 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))
1660 { 1628 {
1661 done_one = 2; 1629 done_one = 2;
1630
1662 if (!detect) 1631 if (!detect)
1663 detect = tmp; 1632 detect = tmp;
1664 } 1633 }
1634
1665 /* 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
1666 * 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
1667 * race must match. 1637 * race must match.
1668 */ 1638 */
1669 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1670 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1671 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1672 { 1642 {
1673 done_one = 2; 1643 done_one = 2;
1644
1674 if (!detect) 1645 if (!detect)
1675 detect = tmp; 1646 detect = tmp;
1676 } 1647 }
1648
1677 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) &&
1678 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1679 { 1651 {
1680 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1681 done_one = 1; 1653 done_one = 1;
1682 } 1654 }
1683 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1684 1656
1685 /* 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
1686 * where the magic is. 1658 * where the magic is.
1687 */ 1659 */
1688 if (done_one) 1660 if (done_one)
1689 { 1661 {
1690 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1691 1663
1692 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1693 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1694 { 1666 {
1695 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1696 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1697 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1698 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1699 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1700 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1701 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1702 } 1674 }
1703 1675
1704 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1705 } 1677 }
1706 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1707 1679
1708 1680
1709 /* 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 */
1710 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))
1711 { 1683 {
1712 done_one = 0; 1684 done_one = 0;
1685
1713 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1714 { 1687 {
1715 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1716 { 1689 {
1717 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))
1718 { 1691 {
1719 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1720 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
1721 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1722 } 1696 }
1697
1723 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) &&
1724 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1725 { 1700 {
1726 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1727 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1705 }
1730 } /* if item is not identified */ 1706 } /* if item is not identified */
1731 } /* for the players inventory */ 1707 } /* for the players inventory */
1732 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
1733 return 1; 1710 return 1;
1734} 1711}
1735 1712
1736 1713
1737/** 1714/**
1750 1727
1751 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.");
1752 1729
1753 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1754 { 1731 {
1755 object *tmp;
1756
1757 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1758
1759 /* Explodes a fireball centered at player */
1760 tmp = get_archetype (EXPLODING_FIREBALL);
1761 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1762 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1763
1764 tmp->insert_at (victim);
1765 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
1766 } 1735 }
1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1768 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.");
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1770 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!");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1772 { 1741 {
1773 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1819 } 1788 }
1820 /* give sp */ 1789 /* give sp */
1821 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
1822 { 1791 {
1823 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);
1824 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
1825 return 1; 1794 return 1;
1826 } 1795 }
1827 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
1828 else if (op != plyr) 1797 else if (op != plyr)
1829 { 1798 {
1841 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
1842 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
1843 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
1844 if (sucked > 0) 1813 if (sucked > 0)
1845 { 1814 {
1846 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
1847 } 1816 }
1848 } 1817 }
1849 return 1; 1818 return 1;
1850 } 1819 }
1851 return 0; 1820 return 0;
1927 break; 1896 break;
1928 } 1897 }
1929 } 1898 }
1930} 1899}
1931 1900
1932
1933
1934/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
1935int 1902int
1936cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
1937{ 1904{
1938 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
1950 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1951 break; 1918 break;
1952 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
1953 { 1920 {
1954 1921
1955 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
1956 { 1923 {
1957 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);
1958 return 0; 1925 return 0;
1959 } 1926 }
1960 else 1927 else
1961 { 1928 {
1962 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
1963 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
1964 tmp->name = buf; 1931 tmp->name = buf;
1965 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
1966 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
1967 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
1968 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
1969 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);
1970 return 1; 1939 return 1;
1971 } 1940 }
1972 } 1941 }
1973 } 1942 }
1991 object *weapon, *tmp; 1960 object *weapon, *tmp;
1992 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
1993 int a, i; 1962 int a, i;
1994 sint16 x, y; 1963 sint16 x, y;
1995 maptile *m; 1964 maptile *m;
1996 materialtype_t *mt;
1997 1965
1998 if (!spell->other_arch) 1966 if (!spell->other_arch)
1999 { 1967 {
2000 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2001 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);
2012 return 0; 1980 return 0;
2013 } 1981 }
2014 1982
2015 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2016 if (!dir) 1984 if (!dir)
2017 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);
2018 1986
2019 m = op->map; 1987 m = op->map;
2020 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2021 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2022 1990
2023 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2024 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2025 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2026 { 1994 {
2027 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.");
2028 return 0; 1996 return 0;
2029 } 1997 }
2030 1998
2034 if (!weapon) 2002 if (!weapon)
2035 { 2003 {
2036 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!");
2037 return 0; 2005 return 0;
2038 } 2006 }
2007
2039 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2040 { 2009 {
2041 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.");
2042 return 0; 2011 return 0;
2043 } 2012 }
2013
2044 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2045 { 2015 {
2046 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.");
2047 return 0; 2017 return 0;
2048 } 2018 }
2019
2049 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2050 { 2021 {
2051 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));
2052 return 0; 2023 return 0;
2053 } 2024 }
2054 2025
2055 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2056 {
2057 tmp = get_split_ob (weapon, 1);
2058 esrv_send_item (op, weapon);
2059 weapon = tmp;
2060 }
2061 2027
2062 /* create the golem object */ 2028 /* create the golem object */
2063 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2064 2030
2065 /* 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 */
2070 tmp->set_owner (op); 2036 tmp->set_owner (op);
2071 op->contr->golem = tmp; 2037 op->contr->golem = tmp;
2072 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2073 2039
2074 /* 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
2075 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2076 * used above. 2042 * used above.
2077 */ 2043 */
2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2079 weapon->remove (); 2045 weapon->remove ();
2080 2046
2081 insert_ob_in_ob (weapon, tmp); 2047 tmp->insert (weapon);
2082 esrv_send_item (op, weapon); 2048
2083 /* 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,
2084 * 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
2085 * body_info, skills, etc) 2051 * body_info, skills, etc)
2086 */ 2052 */
2087 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2113 2079
2114 /* attacktype */ 2080 /* attacktype */
2115 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2116 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2117 2083
2118 mt = NULL;
2119 if (op->materialname != NULL)
2120 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2121 if (mt != NULL)
2122 { 2085 {
2123 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2124 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2125 a = mt->save[0]; 2088 a = mt->save[0];
2126 } 2089 }
2128 { 2091 {
2129 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2131 a = 10; 2094 a = 10;
2132 } 2095 }
2096
2133 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2134 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2135 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2136 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2137 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2143 2107
2144 /* 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 */
2145 2109
2146 if (a > 14) 2110 if (a > 14)
2147 a = 14; 2111 a = 14;
2112
2148 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));
2149 2114
2150 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2151 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)));
2152 2117
2162 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2163 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2164 } 2129 }
2165 2130
2166 /* 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. */
2167 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));
2168 2133
2169 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2170 tmp->direction = dir; 2135 tmp->direction = dir;
2171 2136
2172 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2176/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2177 2142
2178/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2179 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2180 */ 2145 */
2181
2182int 2146int
2183cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2184{ 2148{
2185 int success; 2149 int success;
2186 2150
2194 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2195 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.");
2196 else 2160 else
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2198 } 2162 }
2163
2199 return success; 2164 return success;
2200} 2165}
2201
2202
2203
2204
2205 2166
2206/* 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.
2207 * 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,
2208 * spell is the spell object itself. 2169 * spell is the spell object itself.
2209 */ 2170 */
2221 2182
2222 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);
2223 2184
2224 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);
2225 2186
2226 new_aura->set_owner (op);
2227 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2228 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2229 2189
2230 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2231 if (refresh) 2192 if (refresh)
2232 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.");
2233 else 2194 else
2234 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
2235 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2236 return 1; 2200 return 1;
2237} 2201}
2238
2239 2202
2240/* 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,
2241 * 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
2242 * around him. 2205 * around him.
2243 * Aura parameters: 2206 * Aura parameters:
2244 * duration: duration counter. 2207 * duration: duration counter.
2245 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2246 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2247 */ 2210 */
2248
2249void 2211void
2250move_aura (object *aura) 2212move_aura (object *aura)
2251{ 2213{
2252 int i, mflags;
2253 object *env;
2254 maptile *m;
2255
2256 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2257 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2258 2217
2259 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2260 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2261 */ 2220 */
2262 aura->remove (); 2221 aura->remove ();
2267 aura->destroy (); 2226 aura->destroy ();
2268 return; 2227 return;
2269 } 2228 }
2270 2229
2271 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2272 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2273 { 2232 {
2274 aura->destroy (); 2233 aura->destroy ();
2275 return; 2234 return;
2276 } 2235 }
2277 2236
2278 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2279 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2280 */ 2239 */
2281 aura->insert_at (env, aura); 2240 aura->insert_at (env, aura);
2282 2241
2283 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2284 { 2243 {
2285 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2286 2246
2287 nx = aura->x + freearr_x[i];
2288 ny = aura->y + freearr_y[i];
2289 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2290
2291 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2292 * movement type of the aura. Eg, if the player is flying, the aura 2248 * movement type of the aura. Eg, if the player is flying, the aura
2293 * is flying also, if player is walking, it is on the ground, etc. 2249 * is flying also, if player is walking, it is on the ground, etc.
2294 */ 2250 */
2295 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)))
2296 { 2252 {
2297 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2298 2254
2299 if (aura->other_arch) 2255 if (aura->other_arch)
2300 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2301 } 2257 }
2302 } 2258 }
2303 2259
2304 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2305 aura->remove (); 2261 env->insert (aura);
2306 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2307} 2263}
2308 2264
2309/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2310 * op is the piece object. 2266 * op is the piece object.
2311 */ 2267 */
2312
2313void 2268void
2314move_peacemaker (object *op) 2269move_peacemaker (object *op)
2315{ 2270{
2316 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2317
2318 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2319 { 2272 {
2320 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2321 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2322 2275
2323 if (tmp->head)
2324 victim = tmp->head;
2325 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2326 continue; 2277 continue;
2278
2327 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2328 continue; 2280 continue;
2281
2329 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2330 continue; 2283 continue;
2331 2284
2332 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2333 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2334 2287
2335 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2336 { 2289 {
2337 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2338 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2339 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2340 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2341#if 0 2295#if 0
2342 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2343 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2350 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2351 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2352 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2353 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2354 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2355 if (victim->name) 2310 if (victim->name)
2356 {
2357 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);
2358 } 2312 }
2359 }
2360 } 2313 }
2361} 2314}
2362
2363 2315
2364/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2365 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2366 */ 2318 */
2367
2368int 2319int
2369write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2370{ 2321{
2371 char rune[HUGE_BUF];
2372 object *tmp;
2373
2374 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2375 { 2323 {
2376 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2377 return 0; 2325 return 0;
2378 } 2326 }
2381 { 2329 {
2382 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?");
2383 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);
2384 return 0; 2332 return 0;
2385 } 2333 }
2334
2386 if (!spell->other_arch) 2335 if (!spell->other_arch)
2387 return 0; 2336 return 0;
2337
2388 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2389
2390 snprintf (rune, sizeof (rune), "%s\n", msg);
2391 2339
2392 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2393 tmp->msg = rune; 2341 tmp->msg = msg;
2394 2342
2395 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2396 return 1; 2345 return 1;
2397} 2346}
2347

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines