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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.78 by root, Tue Jan 15 12:02:24 2008 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 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.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 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));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 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;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_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 *spellparam)
129{ 128{
130 int bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name = "arrow"; 130 const char *missile_name = "arrow";
132 131
133 for (object *tmp = op->inv; tmp; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
144 return 0; 143 return 0;
145 } 144 }
146 145
147 object *missile = missile_arch->instance (); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (spellparam)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
162 missile->destroy (); 161 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0; 163 return 0;
165 } 164 }
166 165
167 if (al->item->slaying) 166 if (al->item->slaying)
168 { 167 {
169 missile->destroy (); 168 missile->destroy ();
170 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, spellparam);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* 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 -
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
184 } 183 }
185 184
186 missile_plus = clamp (missile_plus, -4, 4); 185 missile_plus = clamp (missile_plus, -4, 4);
187 186
188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
203 return 1; 202 return 1;
204} 203}
205 204
206 205
207/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
208 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209int 208int
210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
211{ 210{
212 int food_value; 211 int food_value;
213 archetype *at = NULL; 212 archetype *at = NULL;
214 object *new_op; 213 object *new_op;
215 214
216 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);
217 216
218 if (stringarg) 217 if (spellparam)
219 { 218 {
220 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 if (at == NULL) 220 if (at == NULL)
222 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
224 stringarg = NULL; 223 spellparam = NULL;
225 } 224 }
226 225
227 if (!stringarg) 226 if (!spellparam)
228 { 227 {
229 archetype *at_tmp; 228 archetype *at_tmp;
230 229
231 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
232 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 { 302 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0; 304 return 0;
306 } 305 }
306
307 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
308 { 308 {
309 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)
310 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)))
311 { 311 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 313 if (tmp->head != NULL)
314 tmp = tmp->head; 314 tmp = tmp->head;
345 345
346 return 1; 346 return 1;
347 } 347 }
348 348
349 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 351 return 1;
352 352
353 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
354 if (!mon->race) 354 if (!mon->race)
355 return 0; 355 return 0;
356 356
357 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 358 return 1;
359 359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
466 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
467 { 464 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 467 else
471 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 469 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 490 return 1;
498 } 491 }
499 492
500 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 494
495 if (!dummy)
502 { 496 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 499 return 0;
506 } 500 }
572perceive_self (object *op) 566perceive_self (object *op)
573{ 567{
574 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
576 570
577 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 572
579 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
580 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 578
583 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
585 else 581 else
586 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
587 583
588 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
589 585
590 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
592 else 588 else
593 { 589 {
594 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
595 591
596 if (tmp) 592 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 601 {
606 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 603 {
608 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
610 else 606 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 608
613 break; 609 break;
614 } 610 }
615 } 611 }
616 612
617 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 614
621 return 1; 615 return 1;
622} 616}
623 617
624/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
712 */ 706 */
713 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 708 tmp->set_owner (op);
715 709
716 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
718 712
719 name = tmp->name; 713 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 715 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
783 777
784 return 1; 778 return 1;
785} 779}
786 780
787int 781int
788dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 783{
790 uint32 dist, maxdist; 784 uint32 dist, maxdist;
791 int mflags; 785 int mflags;
792 maptile *m; 786 maptile *m;
793 sint16 sx, sy; 787 sint16 sx, sy;
804 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in. 799 * ever, so put limits in.
806 */ 800 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 802
809 if (op->contr->count) 803 if (spellparam)
810 { 804 {
805 int count = atoi (spellparam);
806
811 if (op->contr->count > maxdist) 807 if (count > maxdist)
812 { 808 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
814 return 0; 810 return 0;
815 } 811 }
816 812
817 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
818 { 814 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820 816
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 818 break;
823 819
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break; 821 break;
826 } 822 }
827 823
828 if (dist < op->contr->count) 824 if (dist < count)
829 { 825 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0; 827 return 0;
833 } 828 }
834
835 op->contr->count = 0;
836 829
837 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
838 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
839 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1037 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1038 "You are no easier to look at.", 1031 "You are no easier to look at.",
1039}; 1032};
1040 1033
1041int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1043{ 1042{
1044 object *force = NULL; 1043 object *force = 0;
1045 int i; 1044 int i;
1046 1045
1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1048 object *tmp = dir 1047 object *tmp = dir
1049 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1050 : op; 1049 : op;
1051 1050
1052 if (!tmp) 1051 if (!tmp)
1053 return 0; 1052 return 0;
1054 1053
1055 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1064 } 1063 }
1065 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 { 1065 {
1067 if (!silent) 1066 if (!silent)
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1069 return 0; 1069 return 0;
1070 } 1070 }
1071 } 1071 }
1072 } 1072 }
1073 if (force == NULL) 1073
1074 if (!force)
1074 { 1075 {
1075 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1076 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1077 if (spell_ob->race) 1079 if (spell_ob->race)
1078 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1079 else 1081 else
1080 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1081 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1082 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1083 1086
1084 } 1087 }
1085 else 1088 else
1086 { 1089 {
1087 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1088 1091
1089 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1090 if (duration > force->duration) 1092 if (duration > force->duration)
1091 { 1093 {
1092 force->duration = duration; 1094 force->duration = duration;
1093 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1094 } 1096 }
1095 else 1097 else
1096 {
1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1098 }
1099 1099
1100 return 1; 1100 return 1;
1101 } 1101 }
1102 1102
1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1175 */ 1175 */
1176int 1176int
1177cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178{ 1178{
1179 int i; 1179 int i;
1180 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181 1181
1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1183 if (dir != 0) 1183 if (dir != 0)
1184 { 1184 {
1185 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1186 } 1189 }
1187 else 1190 else
1188 {
1189 tmp = op; 1191 tmp = op;
1190 }
1191 1192
1192 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1193 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1194 { 1195 {
1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1196 { 1197 {
1197 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1198 { 1199 {
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); 1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1205 return 0; 1206 return 0;
1206 } 1207 }
1207 } 1208 }
1208 } 1209 }
1210
1209 if (force == NULL) 1211 if (force == NULL)
1210 { 1212 {
1211 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1213 if (spell_ob->race) 1215 if (spell_ob->race)
1411 1413
1412bailout: 1414bailout:
1413 return 1; 1415 return 1;
1414} 1416}
1415 1417
1416
1417/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1418 * items. 1419 * items.
1419 */ 1420 */
1420int 1421int
1421remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1422{ 1423{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1425 1425
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1430 {
1431 was_one++; 1431 was_one++;
1432
1432 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1433 { 1434 {
1434 success++; 1435 success++;
1435 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1436 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1437 1438
1438 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1440 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1441 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1442 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 } 1445 }
1444 } 1446 }
1445 1447
1446 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1447 { 1449 {
1461 1463
1462/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1463int 1465int
1464cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1465{ 1467{
1466 dynbuf_text buf;
1467 object *tmp; 1468 object *tmp;
1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1468 1470
1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473 1472
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1474 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 { 1476 {
1478 identify (tmp); 1477 identify (tmp);
1479 1478
1480 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1481 { 1480 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1482
1484 if (tmp->msg) 1483 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1485 }
1487 1486
1488 num_ident--;
1489 if (!num_ident) 1487 if (!--num_ident)
1490 break; 1488 break;
1491 } 1489 }
1492 } 1490 }
1493 1491
1494 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502 { 1500 {
1503 identify (tmp); 1501 identify (tmp);
1504 1502
1505 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1506 { 1504 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508 1506
1509 if (tmp->msg) 1507 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511
1512 esrv_send_item (op, tmp);
1513 } 1509 }
1514 1510
1515 num_ident--;
1516 if (!num_ident) 1511 if (!--num_ident)
1517 break; 1512 break;
1518 } 1513 }
1519 } 1514 }
1520 1515
1521 if (buf.empty ()) 1516 if (buf.empty ())
1543 1538
1544 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1545 * doing it over and over again. 1540 * doing it over and over again.
1546 */ 1541 */
1547 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1545
1551 if (!skill) 1546 if (!skill)
1552 skill = caster; 1547 skill = caster;
1553 1548
1554 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1550 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1554 * down - that is easier than working up.
1566 */ 1555 */
1567 1556
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1569 last = tmp; 1558 last = tmp;
1570 1559
1571 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1572 * would happen. 1561 * would happen.
1573 */ 1562 */
1574 if (!last) 1563 if (!last)
1575 continue; 1564 continue;
1576 1565
1577 done_one = 0; 1566 done_one = 0;
1578 floor = 0; 1567 floor = 0;
1579 detect = NULL; 1568 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1570 {
1582 /* show invisible */ 1571 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1594 { 1593 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1595 {
1597 tmp->invisible = 0; 1596 tmp->invisible = 0;
1598 done_one = 1; 1597 done_one = 1;
1599 } 1598 }
1600 } 1599 }
1601 1600
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1602 floor = 1;
1604 1603
1605 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */ 1608 */
1610 if (floor) 1609 if (floor)
1611 continue; 1610 continue;
1612 1611
1613 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1618 */ 1617 */
1619 1618
1620 /* detect magic */ 1619 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 { 1622 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1624 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1; 1628 done_one = 1;
1629 } 1629 }
1630
1630 /* detect monster */ 1631 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 { 1633 {
1633 done_one = 2; 1634 done_one = 2;
1635
1634 if (!detect) 1636 if (!detect)
1635 detect = tmp; 1637 detect = tmp;
1636 } 1638 }
1639
1637 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match. 1642 * race must match.
1640 */ 1643 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1644 { 1647 {
1645 done_one = 2; 1648 done_one = 2;
1649
1646 if (!detect) 1650 if (!detect)
1647 detect = tmp; 1651 detect = tmp;
1648 } 1652 }
1653
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1656 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1658 done_one = 1;
1654 } 1659 }
1655 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1656 1661
1657 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1663 * where the magic is.
1659 */ 1664 */
1660 if (done_one) 1665 if (done_one)
1661 { 1666 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1663 1668
1664 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1666 { 1671 {
1667 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1679 }
1675 1680
1676 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1677 } 1682 }
1678 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1679 1684
1680 1685
1681 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 { 1688 {
1684 done_one = 0; 1689 done_one = 0;
1690
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1692 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1694 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1690 { 1696 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1701 }
1702
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1705 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1710 }
1702 } /* if item is not identified */ 1711 } /* if item is not identified */
1703 } /* for the players inventory */ 1712 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1705 return 1; 1715 return 1;
1706} 1716}
1707 1717
1708 1718
1709/** 1719/**
1722 1732
1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1724 1734
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1736 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1738 } 1740 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1746 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 } 1793 }
1792 /* give sp */ 1794 /* give sp */
1793 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1794 { 1796 {
1795 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1799 return 1;
1798 } 1800 }
1799 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1802 else if (op != plyr)
1801 { 1803 {
1813 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1816 if (sucked > 0) 1818 if (sucked > 0)
1817 { 1819 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1821 }
1820 } 1822 }
1821 return 1; 1823 return 1;
1822 } 1824 }
1823 return 0; 1825 return 0;
1899 break; 1901 break;
1900 } 1902 }
1901 } 1903 }
1902} 1904}
1903 1905
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1907int 1907int
1908cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
1909{ 1909{
1910 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break; 1923 break;
1924 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1925 { 1925 {
1926 1926
1927 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1928 { 1928 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0; 1930 return 0;
1931 } 1931 }
1932 else 1932 else
1933 { 1933 {
1934 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1936 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
1939 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1; 1944 return 1;
1943 } 1945 }
1944 } 1946 }
1945 } 1947 }
1983 return 0; 1985 return 0;
1984 } 1986 }
1985 1987
1986 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
1987 if (!dir) 1989 if (!dir)
1988 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1989 1991
1990 m = op->map; 1992 m = op->map;
1991 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
1993 1995
1994 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 { 1999 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1999 return 0; 2001 return 0;
2000 } 2002 }
2001 2003
2005 if (!weapon) 2007 if (!weapon)
2006 { 2008 {
2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2008 return 0; 2010 return 0;
2009 } 2011 }
2012
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2014 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2013 return 0; 2016 return 0;
2014 } 2017 }
2018
2015 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2016 { 2020 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2018 return 0; 2022 return 0;
2019 } 2023 }
2024
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 { 2026 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2028 return 0;
2024 } 2029 }
2025 2030
2026 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2032
2033 /* create the golem object */ 2033 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2035 2035
2036 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2041 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2042 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2044 2044
2045 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2046 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2047 * used above. 2047 * used above.
2048 */ 2048 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2050 weapon->remove ();
2051 2051
2052 insert_ob_in_ob (weapon, tmp); 2052 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2053
2054 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2055 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc) 2056 * body_info, skills, etc)
2057 */ 2057 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2132 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2134 }
2135 2135
2136 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138 2138
2139 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2140 tmp->direction = dir; 2140 tmp->direction = dir;
2141 2141
2142 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2147 2147
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2150 */ 2150 */
2151
2152int 2151int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2153{
2155 int success; 2154 int success;
2156 2155
2164 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2166 else 2165 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 } 2167 }
2168
2169 return success; 2169 return success;
2170} 2170}
2171 2171
2172/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2173 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2191 2191
2192 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2193 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2194 2194
2195 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196 2196
2197 if (refresh) 2197 if (refresh)
2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2199 else 2199 else
2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2271 * op is the piece object. 2271 * op is the piece object.
2272 */ 2272 */
2273void 2273void
2274move_peacemaker (object *op) 2274move_peacemaker (object *op)
2275{ 2275{
2276 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2277
2278 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2279 { 2277 {
2280 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2281 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2282 2280
2283 if (tmp->head)
2284 victim = tmp->head;
2285 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2286 continue; 2282 continue;
2283
2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2288 continue; 2285 continue;
2286
2289 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2290 continue; 2288 continue;
2291 2289
2292 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2293 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2294 2292
2295 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2296 { 2294 {
2297 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2298 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2299 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2300 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2301#if 0 2300#if 0
2302 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2303 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2310 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2312 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2313 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2314 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2315 if (victim->name) 2315 if (victim->name)
2316 {
2317 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2318 } 2317 }
2319 }
2320 } 2318 }
2321} 2319}
2322
2323 2320
2324/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2325 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2326 */ 2323 */
2327
2328int 2324int
2329write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2330{ 2326{
2331 char rune[HUGE_BUF];
2332 object *tmp;
2333
2334 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2335 { 2328 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2337 return 0; 2330 return 0;
2338 } 2331 }
2341 { 2334 {
2342 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2343 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2344 return 0; 2337 return 0;
2345 } 2338 }
2339
2346 if (!spell->other_arch) 2340 if (!spell->other_arch)
2347 return 0; 2341 return 0;
2342
2348 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2349
2350 snprintf (rune, sizeof (rune), "%s\n", msg);
2351 2344
2352 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2353 tmp->msg = rune; 2346 tmp->msg = msg;
2354 2347
2355 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2356 return 1; 2350 return 1;
2357} 2351}
2352

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