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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

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)))
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126int 126int
127cast_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)
128{ 128{
129 int bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 130 const char *missile_name = "arrow";
131 131
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 143 return 0;
144 } 144 }
145 145
146 object *missile = missile_arch->instance (); 146 object *missile = missile_arch->instance ();
147 147
148 if (stringarg) 148 if (spellparam)
149 { 149 {
150 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
152 { 152 {
153 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
154 154
155 for (; al; al = al->next) 155 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
157 break; 157 break;
158 158
159 if (!al) 159 if (!al)
160 { 160 {
161 missile->destroy (); 161 missile->destroy ();
162 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);
163 return 0; 163 return 0;
164 } 164 }
165 165
166 if (al->item->slaying) 166 if (al->item->slaying)
167 { 167 {
168 missile->destroy (); 168 missile->destroy ();
169 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);
170 return 0; 170 return 0;
171 } 171 }
172 172
173 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
174 /* 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 -
176 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
177 */ 177 */
178 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 179 missile_plus = 0;
180 } 180 }
181 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
183 } 183 }
184 184
185 missile_plus = clamp (missile_plus, -4, 4); 185 missile_plus = clamp (missile_plus, -4, 4);
186 186
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 202 return 1;
203} 203}
204 204
205 205
206/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
207 * 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*/
208int 208int
209cast_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)
210{ 210{
211 int food_value; 211 int food_value;
212 archetype *at = NULL; 212 archetype *at = NULL;
213 object *new_op; 213 object *new_op;
214 214
215 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);
216 216
217 if (stringarg) 217 if (spellparam)
218 { 218 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 220 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 223 spellparam = NULL;
224 } 224 }
225 225
226 if (!stringarg) 226 if (!spellparam)
227 { 227 {
228 archetype *at_tmp; 228 archetype *at_tmp;
229 229
230 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 304 return 0;
305 } 305 }
306
306 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
307 { 308 {
308 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)
309 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)))
310 { 311 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 313 if (tmp->head != NULL)
313 tmp = tmp->head; 314 tmp = tmp->head;
344 345
345 return 1; 346 return 1;
346 } 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;
351 352
352 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
353 if (!mon->race) 354 if (!mon->race)
354 return 0; 355 return 0;
355 356
356 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 358 return 1;
358 359
359 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
360 return 0; 361 return 0;
361 } 362 }
424/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 426 */
426int 427int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 429{
429 object *tmp, *next;
430 int range, i, j, mflags; 430 int range, i, j, mflags;
431 sint16 sx, sy; 431 sint16 sx, sy;
432 maptile *m; 432 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 433
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 435
439 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 443
447 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
448 continue; 445 continue;
449 446
450 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
451 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)
452 { 449 {
453 next = tmp->above; 450 next = tmp->above;
451
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 454 }
457 } 455 }
458 456
491 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.");
492 return 1; 490 return 1;
493 } 491 }
494 492
495 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL) 494
495 if (!dummy)
497 { 496 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 499 return 0;
501 } 500 }
567perceive_self (object *op) 566perceive_self (object *op)
568{ 567{
569 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
571 570
572 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573 572
574 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
575 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
577 578
578 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
579 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
580 else 581 else
581 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
582 583
583 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
584 585
585 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
586 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
587 else 588 else
588 { 589 {
589 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
590 591
591 if (tmp) 592 if (tmp)
592 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
594 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));
595 } 596 }
596 597
597 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 601 {
601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 603 {
603 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
604 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
605 else 606 else
606 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";
607 608
608 break; 609 break;
609 } 610 }
610 } 611 }
611 612
612 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615 614
616 return 1; 615 return 1;
617} 616}
618 617
619/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
707 */ 706 */
708 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op); 708 tmp->set_owner (op);
710 709
711 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
712 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
713 712
714 name = tmp->name; 713 name = tmp->name;
715 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
716 { 715 {
717 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);
778 777
779 return 1; 778 return 1;
780} 779}
781 780
782int 781int
783dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784{ 783{
785 uint32 dist, maxdist; 784 uint32 dist, maxdist;
786 int mflags; 785 int mflags;
787 maptile *m; 786 maptile *m;
788 sint16 sx, sy; 787 sint16 sx, sy;
799 /* 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
800 * ever, so put limits in. 799 * ever, so put limits in.
801 */ 800 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803 802
804 if (op->contr->count) 803 if (spellparam)
805 { 804 {
805 int count = atoi (spellparam);
806
806 if (op->contr->count > maxdist) 807 if (count > maxdist)
807 { 808 {
808 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!");
809 return 0; 810 return 0;
810 } 811 }
811 812
812 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
813 { 814 {
814 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);
815 816
816 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
817 break; 818 break;
818 819
819 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)))
820 break; 821 break;
821 } 822 }
822 823
823 if (dist < op->contr->count) 824 if (dist < count)
824 { 825 {
825 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");
826 op->contr->count = 0;
827 return 0; 827 return 0;
828 } 828 }
829
830 op->contr->count = 0;
831 829
832 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
833 * 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,
834 * 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
835 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1032 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1033 "You are no easier to look at.", 1031 "You are no easier to look at.",
1034}; 1032};
1035 1033
1036int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1037cast_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)
1038{ 1042{
1039 object *force = NULL; 1043 object *force = 0;
1040 int i; 1044 int i;
1041 1045
1042 /* 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. */
1043 object *tmp = dir 1047 object *tmp = dir
1044 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1045 : op; 1049 : op;
1046 1050
1047 if (!tmp) 1051 if (!tmp)
1048 return 0; 1052 return 0;
1049 1053
1050 /* 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. */
1059 } 1063 }
1060 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 { 1065 {
1062 if (!silent) 1066 if (!silent)
1063 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
1064 return 0; 1069 return 0;
1065 } 1070 }
1066 } 1071 }
1067 } 1072 }
1068 if (force == NULL) 1073
1074 if (!force)
1069 { 1075 {
1070 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1071 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1072 if (spell_ob->race) 1079 if (spell_ob->race)
1073 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1074 else 1081 else
1075 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1076 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1077 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.");
1078 1086
1079 } 1087 }
1080 else 1088 else
1081 { 1089 {
1082 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1083 1091
1084 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1085 if (duration > force->duration) 1092 if (duration > force->duration)
1086 { 1093 {
1087 force->duration = duration; 1094 force->duration = duration;
1088 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.");
1089 } 1096 }
1090 else 1097 else
1091 {
1092 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.");
1093 }
1094 1099
1095 return 1; 1100 return 1;
1096 } 1101 }
1097 1102
1098 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;
1170 */ 1175 */
1171int 1176int
1172cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{ 1178{
1174 int i; 1179 int i;
1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1176 1181
1177 /* 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. */
1178 if (dir != 0) 1183 if (dir != 0)
1179 { 1184 {
1180 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1181 } 1189 }
1182 else 1190 else
1183 {
1184 tmp = op; 1191 tmp = op;
1185 }
1186 1192
1187 /* 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. */
1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1189 { 1195 {
1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 { 1197 {
1192 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1193 { 1199 {
1199 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);
1200 return 0; 1206 return 0;
1201 } 1207 }
1202 } 1208 }
1203 } 1209 }
1210
1204 if (force == NULL) 1211 if (force == NULL)
1205 { 1212 {
1206 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1207 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1208 if (spell_ob->race) 1215 if (spell_ob->race)
1412 * items. 1419 * items.
1413 */ 1420 */
1414int 1421int
1415remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1416{ 1423{
1417 object *tmp;
1418 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1419 1425
1420 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1424 { 1430 {
1425 was_one++; 1431 was_one++;
1426 1432
1427 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1428 { 1434 {
1429 success++; 1435 success++;
1430 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1431 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1432 1438
1457 1463
1458/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1459int 1465int
1460cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1461{ 1467{
1462 dynbuf_text buf;
1463 object *tmp; 1468 object *tmp;
1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1464 1470
1465 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));
1466
1467 if (num_ident < 1)
1468 num_ident = 1;
1469 1472
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1474 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1473 { 1476 {
1474 identify (tmp); 1477 identify (tmp);
1475 1478
1476 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1477 { 1480 {
1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1479 1482
1480 if (tmp->msg) 1483 if (tmp->msg)
1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1482 } 1485 }
1483 1486
1484 num_ident--;
1485 if (!num_ident) 1487 if (!--num_ident)
1486 break; 1488 break;
1487 } 1489 }
1488 } 1490 }
1489 1491
1490 /* 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
1498 { 1500 {
1499 identify (tmp); 1501 identify (tmp);
1500 1502
1501 if (object *pl = tmp->visible_to ()) 1503 if (object *pl = tmp->visible_to ())
1502 { 1504 {
1503 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));
1504 1506
1505 if (tmp->msg) 1507 if (tmp->msg)
1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1507 } 1509 }
1508 1510
1509 num_ident--;
1510 if (!num_ident) 1511 if (!--num_ident)
1511 break; 1512 break;
1512 } 1513 }
1513 } 1514 }
1514 1515
1515 if (buf.empty ()) 1516 if (buf.empty ())
1537 1538
1538 /* 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
1539 * doing it over and over again. 1540 * doing it over and over again.
1540 */ 1541 */
1541 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1542 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1544 1545
1545 if (!skill) 1546 if (!skill)
1546 skill = caster; 1547 skill = caster;
1547 1548
1548 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1549 for (y = op->y - range; y <= op->y + range; y++)
1550 { 1550 {
1551 m = op->map;
1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1555
1556 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1554 * down - that is easier than working up.
1560 */ 1555 */
1561 1556
1562 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)
1563 last = tmp; 1558 last = tmp;
1564 1559
1565 /* 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
1566 * would happen. 1561 * would happen.
1567 */ 1562 */
1568 if (!last) 1563 if (!last)
1569 continue; 1564 continue;
1570 1565
1571 done_one = 0; 1566 done_one = 0;
1572 floor = 0; 1567 floor = 0;
1573 detect = NULL; 1568 detect = NULL;
1574 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1570 {
1576 /* show invisible */ 1571 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1578 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1581 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1582 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
1583 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1584 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1585 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1587 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)))
1588 { 1593 {
1589 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)
1590 { 1595 {
1591 tmp->invisible = 0; 1596 tmp->invisible = 0;
1592 done_one = 1; 1597 done_one = 1;
1593 } 1598 }
1594 } 1599 }
1595 1600
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1; 1602 floor = 1;
1598 1603
1599 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1600 * 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
1601 * 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
1602 * 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.
1603 */ 1608 */
1604 if (floor) 1609 if (floor)
1605 continue; 1610 continue;
1606 1611
1607 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1608 * 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.
1609 * 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
1610 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1612 */ 1617 */
1613 1618
1614 /* detect magic */ 1619 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1616 !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))
1617 { 1622 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */ 1624 /* make runes more visibile */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1622 done_one = 1; 1628 done_one = 1;
1623 } 1629 }
1630
1624 /* detect monster */ 1631 /* detect monster */
1625 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))
1626 { 1633 {
1627 done_one = 2; 1634 done_one = 2;
1635
1628 if (!detect) 1636 if (!detect)
1629 detect = tmp; 1637 detect = tmp;
1630 } 1638 }
1639
1631 /* 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
1632 * 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
1633 * race must match. 1642 * race must match.
1634 */ 1643 */
1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1637 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1638 { 1647 {
1639 done_one = 2; 1648 done_one = 2;
1649
1640 if (!detect) 1650 if (!detect)
1641 detect = tmp; 1651 detect = tmp;
1642 } 1652 }
1653
1643 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) &&
1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 { 1656 {
1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1647 done_one = 1; 1658 done_one = 1;
1648 } 1659 }
1649 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1650 1661
1651 /* 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
1652 * where the magic is. 1663 * where the magic is.
1653 */ 1664 */
1654 if (done_one) 1665 if (done_one)
1655 { 1666 {
1656 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1657 1668
1658 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1659 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1660 { 1671 {
1661 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1662 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1663 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1664 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1665 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1668 } 1679 }
1669 1680
1670 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1671 } 1682 }
1672 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1673 1684
1674 1685
1675 /* 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 */
1676 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))
1677 { 1688 {
1721 1732
1722 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.");
1723 1734
1724 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 { 1736 {
1726 object *tmp;
1727
1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1729
1730 /* Explodes a fireball centered at player */
1731 tmp = get_archetype (EXPLODING_FIREBALL);
1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1734
1735 tmp->insert_at (victim);
1736 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1737 } 1740 }
1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1739 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.");
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1741 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!");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 { 1746 {
1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1790 } 1793 }
1791 /* give sp */ 1794 /* give sp */
1792 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1793 { 1796 {
1794 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);
1795 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1796 return 1; 1799 return 1;
1797 } 1800 }
1798 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1799 else if (op != plyr) 1802 else if (op != plyr)
1800 { 1803 {
1812 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1815 if (sucked > 0) 1818 if (sucked > 0)
1816 { 1819 {
1817 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1818 } 1821 }
1819 } 1822 }
1820 return 1; 1823 return 1;
1821 } 1824 }
1822 return 0; 1825 return 0;
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break; 1923 break;
1921 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1922 { 1925 {
1923 1926
1924 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1925 { 1928 {
1926 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);
1927 return 0; 1930 return 0;
1928 } 1931 }
1929 else 1932 else
1930 { 1933 {
1931 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf; 1936 tmp->name = buf;
1934 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1935 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1936 1939
1937 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1939 1942
1982 return 0; 1985 return 0;
1983 } 1986 }
1984 1987
1985 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
1986 if (!dir) 1989 if (!dir)
1987 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);
1988 1991
1989 m = op->map; 1992 m = op->map;
1990 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
1991 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
1992 1995
1993 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
1994 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)
1995 ((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))
1996 { 1999 {
1997 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.");
1998 return 0; 2001 return 0;
1999 } 2002 }
2000 2003
2004 if (!weapon) 2007 if (!weapon)
2005 { 2008 {
2006 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!");
2007 return 0; 2010 return 0;
2008 } 2011 }
2012
2009 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2010 { 2014 {
2011 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.");
2012 return 0; 2016 return 0;
2013 } 2017 }
2018
2014 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2015 { 2020 {
2016 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.");
2017 return 0; 2022 return 0;
2018 } 2023 }
2024
2019 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2020 { 2026 {
2021 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));
2022 return 0; 2028 return 0;
2023 } 2029 }
2126 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2128 } 2134 }
2129 2135
2130 /* 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. */
2131 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));
2132 2138
2133 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2134 tmp->direction = dir; 2140 tmp->direction = dir;
2135 2141
2136 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2140/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2141 2147
2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2143 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2144 */ 2150 */
2145
2146int 2151int
2147cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{ 2153{
2149 int success; 2154 int success;
2150 2155
2158 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2159 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.");
2160 else 2165 else
2161 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.");
2162 } 2167 }
2168
2163 return success; 2169 return success;
2164} 2170}
2165 2171
2166/* 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.
2167 * 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,
2184 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);
2185 2191
2186 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2187 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2188 2194
2189 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2190 2196
2191 if (refresh) 2197 if (refresh)
2192 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.");
2193 else 2199 else
2194 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.");
2265 * op is the piece object. 2271 * op is the piece object.
2266 */ 2272 */
2267void 2273void
2268move_peacemaker (object *op) 2274move_peacemaker (object *op)
2269{ 2275{
2270 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2271
2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2273 { 2277 {
2274 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2275 object *victim = tmp->head_ (); 2279 object *victim = tmp->head_ ();
2276 2280
2277 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2312 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);
2313 } 2317 }
2314 } 2318 }
2315} 2319}
2316 2320
2317
2318/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2319 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2320 */ 2323 */
2321
2322int 2324int
2323write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2324{ 2326{
2325 char rune[HUGE_BUF];
2326 object *tmp;
2327
2328 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2329 { 2328 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2331 return 0; 2330 return 0;
2332 } 2331 }
2335 { 2334 {
2336 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?");
2337 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);
2338 return 0; 2337 return 0;
2339 } 2338 }
2339
2340 if (!spell->other_arch) 2340 if (!spell->other_arch)
2341 return 0; 2341 return 0;
2342
2342 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2343
2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2345 2344
2346 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2347 tmp->msg = rune; 2346 tmp->msg = msg;
2348 2347
2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2350 return 1; 2350 return 1;
2351} 2351}
2352

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