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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.61 by root, Sun Jun 24 16:11:51 2007 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
81 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
83 82
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (spellparam)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
156 { 153 {
157 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
158 155
159 for (; al; al = al->next) 156 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
161 break; 158 break;
162 159
163 if (!al) 160 if (!al)
164 { 161 {
165 missile->destroy (); 162 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 164 return 0;
168 } 165 }
169 166
170 if (al->item->slaying) 167 if (al->item->slaying)
171 { 168 {
172 missile->destroy (); 169 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
209 return 1; 203 return 1;
210} 204}
211 205
212 206
213/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 209int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 211{
218 int food_value; 212 int food_value;
219 archetype *at = NULL; 213 archetype *at = NULL;
220 object *new_op; 214 object *new_op;
221 215
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 217
224 if (stringarg) 218 if (spellparam)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 spellparam = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!spellparam)
234 { 228 {
235 archetype *at_tmp; 229 archetype *at_tmp;
236 230
237 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 251 && at_tmp->weight < at->weight)))
258 at = at_tmp; 252 at = at_tmp;
259 } 253 }
260 } 254 }
261 } 255 }
256
262 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
263 * know 258 * know
264 */ 259 */
265 if (!at) 260 if (!at)
266 { 261 {
285{ 280{
286 int r, mflags, maxrange; 281 int r, mflags, maxrange;
287 object *tmp; 282 object *tmp;
288 maptile *m; 283 maptile *m;
289 284
290
291 if (!dir) 285 if (!dir)
292 { 286 {
293 examine_monster (op, op); 287 examine_monster (op, op);
294 return 1; 288 return 1;
295 } 289 }
290
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
298 { 293 {
299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 295
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 303 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 305 return 0;
311 } 306 }
307
312 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
313 { 309 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 312 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 314 if (tmp->head != NULL)
319 tmp = tmp->head; 315 tmp = tmp->head;
320 examine_monster (op, tmp); 316 examine_monster (op, tmp);
321 return 1; 317 return 1;
322 } 318 }
323 } 319 }
324 } 320 }
321
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 323 return 1;
327} 324}
328
329 325
330/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 327 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 331 * pl is invisible.
336 */ 332 */
337int 333int
338makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
339{ 335{
340
341 if (!pl->invisible) 336 if (!pl->invisible)
342 return 0; 337 return 0;
338
343 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
344 { 340 {
345 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
347 { 343 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 345 return 0;
346
350 return 1; 347 return 1;
351 } 348 }
349
352 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 352 return 1;
353
355 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
356 if (!mon->race) 355 if (!mon->race)
357 return 0; 356 return 0;
357
358 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 359 return 1;
360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
363 else 364 else
364 { 365 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
466 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
467 { 465 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 { 469 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 } 470 }
477 471
478 op->destroy (); 472 op->destroy ();
479} 473}
480 474
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 491 return 1;
498 } 492 }
499 493
500 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 495
496 if (!dummy)
502 { 497 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 500 return 0;
506 } 501 }
570 565
571int 566int
572perceive_self (object *op) 567perceive_self (object *op)
573{ 568{
574 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
576 571
577 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 573
579 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
580 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 579
583 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
585 else 582 else
586 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
587 584
588 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
589 586
590 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
592 else 589 else
593 { 590 {
594 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
595 592
596 if (tmp) 593 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 602 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 604 {
608 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
610 else 607 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 609
613 break; 610 break;
614 } 611 }
615 } 612 }
616 613
617 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 615
621 return 1; 616 return 1;
622} 617}
623 618
624/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
712 */ 707 */
713 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 709 tmp->set_owner (op);
715 710
716 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
718 713
719 name = tmp->name; 714 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 716 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
783 778
784 return 1; 779 return 1;
785} 780}
786 781
787int 782int
788dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 784{
790 uint32 dist, maxdist; 785 uint32 dist, maxdist;
791 int mflags; 786 int mflags;
792 maptile *m; 787 maptile *m;
793 sint16 sx, sy; 788 sint16 sx, sy;
804 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in. 800 * ever, so put limits in.
806 */ 801 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 803
809 if (op->contr->count) 804 if (spellparam)
810 { 805 {
806 int count = atoi (spellparam);
807
811 if (op->contr->count > maxdist) 808 if (count > maxdist)
812 { 809 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
814 return 0; 811 return 0;
815 } 812 }
816 813
817 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
818 { 815 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820 817
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 819 break;
823 820
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break; 822 break;
826 } 823 }
827 824
828 if (dist < op->contr->count) 825 if (dist < count)
829 { 826 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0; 828 return 0;
833 } 829 }
834
835 op->contr->count = 0;
836 830
837 /* Remove code that puts player on random space on maps. IMO, 831 /* 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, 832 * 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 833 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
891 885
892 /* Actually move the player now */ 886 /* Actually move the player now */
893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
894 return 1; 888 return 1;
895 889
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
897 return 1; 892 return 1;
898} 893}
899
900 894
901/* cast_heal: Heals something. 895/* cast_heal: Heals something.
902 * op is the caster. 896 * op is the caster.
903 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
904 * spell is the spell object. 898 * spell is the spell object.
931 { 925 {
932 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 928 * on amount of damage healed.
935 */ 929 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
938 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
939 934
940 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 937 else if (heal > 50)
951 success = 1; 946 success = 1;
952 } 947 }
953 } 948 }
954 949
955 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
957 success = 1; 952 success = 1;
958 953
959 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
960 { 955 {
961 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
963 if (poison) 958 if (poison)
964 { 959 {
965 success = 1; 960 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 963 }
969 } 964 }
970 965
971 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
972 { 967 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 969 if (poison)
975 { 970 {
976 success = 1; 971 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 973 poison->duration = 1;
979 } 974 }
980 } 975 }
981 976
982 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
983 { 978 {
984 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
986 if (poison) 981 if (poison)
987 { 982 {
988 success = 1; 983 success = 1;
989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1010 } 1005 }
1011 1006
1012 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1008 {
1014 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1015 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1017 success = 1; 1014 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1017 }
1021 1018
1035 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1033 "You are no easier to look at.",
1037}; 1034};
1038 1035
1039int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1044{
1042 object *force = NULL; 1045 object *force = 0;
1043 int i; 1046 int i;
1044 1047
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1049 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1051 : op;
1049 1052
1050 if (!tmp) 1053 if (!tmp)
1051 return 0; 1054 return 0;
1052 1055
1053 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1061 break; 1064 break;
1062 } 1065 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1067 {
1065 if (!silent) 1068 if (!silent)
1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1067 return 0; 1073 return 0;
1068 } 1074 }
1069 } 1075 }
1070 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1071 if (force == NULL) 1080 if (force)
1072 {
1073 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY;
1075 if (spell_ob->race)
1076 force->name = spell_ob->race;
1077 else
1078 force->name = spell_ob->name;
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1081 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1082 if (duration > force->duration)
1089 { 1083 {
1090 force->duration = duration; 1084 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1086 }
1093 else 1087 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1089
1098 return 1; 1090 return 1;
1099 } 1091 }
1100 1092
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1102 force->speed = 1.0; 1108 force->speed = 1.0;
1103 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1105 1111
1106 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1173 */ 1179 */
1174int 1180int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1182{
1177 int i; 1183 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1185
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1187 if (dir != 0)
1182 { 1188 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1184 } 1193 }
1185 else 1194 else
1186 {
1187 tmp = op; 1195 tmp = op;
1188 }
1189 1196
1190 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1199 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1201 {
1195 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1196 { 1203 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1210 return 0;
1204 } 1211 }
1205 } 1212 }
1206 } 1213 }
1214
1207 if (force == NULL) 1215 if (force == NULL)
1208 { 1216 {
1209 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1219 if (spell_ob->race)
1242 } 1250 }
1243 else 1251 else
1244 { 1252 {
1245 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 } 1257
1252 }
1253 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1254 1259
1255 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1257 1262
1276} 1281}
1277 1282
1278/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1279 * 1284 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1287 *
1286 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1287 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1288 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1289 * to the max amount of small nuggets as you could get. 1291 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1292 *
1294 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1295 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1296 * alchemised. 1295 * alchemised.
1297 */ 1296 */
1298static void 1297static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1299{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1301
1303 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1304 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1305 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1307 * the stuff back to town.
1320 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1321 1320
1322 obj->destroy (); 1321 obj->destroy ();
1323} 1322}
1324 1323
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1324int
1356alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1357{ 1326{
1358 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1359 return 0; 1328 return 0;
1360 1329
1361 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1363 1335
1364 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1365 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1338 * in sight
1367 */ 1339 */
1419 if (weight > weight_max) 1391 if (weight > weight_max)
1420 break; 1392 break;
1421 } 1393 }
1422 } 1394 }
1423 1395
1396 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1397 value = min (value, value_max);
1425 1398
1426 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1400 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1401 {
1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1438 1409
1439 if (weight > weight_max) 1410 if (weight > weight_max)
1440 goto bailout; 1411 goto bailout;
1441 } 1412 }
1442 } 1413 }
1443 1414
1444bailout: 1415bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1416 return 1;
1448} 1417}
1449
1450 1418
1451/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1452 * items. 1420 * items.
1453 */ 1421 */
1454int 1422int
1455remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1456{ 1424{
1457 object *tmp;
1458 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1459 1426
1460 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1431 {
1465 was_one++; 1432 was_one++;
1433
1466 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1467 { 1435 {
1468 success++; 1436 success++;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1470 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1439
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1446 }
1478 } 1447 }
1479 1448
1480 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1481 { 1450 {
1492 1461
1493 return success; 1462 return success;
1494} 1463}
1495 1464
1496/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1497
1498int 1466int
1499cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1500{ 1468{
1501 object *tmp; 1469 object *tmp;
1502 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1503 1471
1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1505
1506 if (num_ident < 1)
1507 num_ident = 1;
1508 1473
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1475 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1477 {
1513 identify (tmp); 1478 identify (tmp);
1514 1479
1515 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1516 { 1481 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1518 1483
1519 if (tmp->msg) 1484 if (tmp->msg)
1520 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524 } 1486 }
1525 1487
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1488 if (!--num_ident)
1529 break; 1489 break;
1530 } 1490 }
1531 } 1491 }
1532 1492
1533 /* If all the power of the spell has been used up, don't go and identify 1493 /* If all the power of the spell has been used up, don't go and identify
1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1541 { 1501 {
1542 identify (tmp); 1502 identify (tmp);
1543 1503
1544 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1545 { 1505 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1547 1507
1548 if (tmp->msg) 1508 if (tmp->msg)
1549 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 } 1510 }
1556 1511
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1512 if (!--num_ident)
1560 break; 1513 break;
1561 } 1514 }
1562 } 1515 }
1563 1516
1564 if (!success) 1517 if (buf.empty ())
1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1566 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1567 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1568 1528 return 1;
1569 return success; 1529 }
1570} 1530}
1571 1531
1572int 1532int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1534{
1579 1539
1580 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1581 * doing it over and over again. 1541 * doing it over and over again.
1582 */ 1542 */
1583 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1546
1587 if (!skill) 1547 if (!skill)
1588 skill = caster; 1548 skill = caster;
1589 1549
1590 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1591 for (y = op->y - range; y <= op->y + range; y++)
1592 { 1551 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1555 * down - that is easier than working up.
1602 */ 1556 */
1603 1557
1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1605 last = tmp; 1559 last = tmp;
1606 1560
1607 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1608 * would happen. 1562 * would happen.
1609 */ 1563 */
1610 if (!last) 1564 if (!last)
1611 continue; 1565 continue;
1612 1566
1613 done_one = 0; 1567 done_one = 0;
1614 floor = 0; 1568 floor = 0;
1615 detect = NULL; 1569 detect = NULL;
1616 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1571 {
1618 /* show invisible */ 1572 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1620 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1623 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1630 { 1594 {
1631 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1632 { 1596 {
1633 tmp->invisible = 0; 1597 tmp->invisible = 0;
1634 done_one = 1; 1598 done_one = 1;
1635 } 1599 }
1636 } 1600 }
1637 1601
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1; 1603 floor = 1;
1640 1604
1641 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1642 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1643 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1644 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */ 1609 */
1646 if (floor) 1610 if (floor)
1647 continue; 1611 continue;
1648 1612
1649 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1654 */ 1618 */
1655 1619
1656 /* detect magic */ 1620 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 { 1623 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */ 1625 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1664 done_one = 1; 1629 done_one = 1;
1665 } 1630 }
1631
1666 /* detect monster */ 1632 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 { 1634 {
1669 done_one = 2; 1635 done_one = 2;
1636
1670 if (!detect) 1637 if (!detect)
1671 detect = tmp; 1638 detect = tmp;
1672 } 1639 }
1640
1673 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match. 1643 * race must match.
1676 */ 1644 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1679 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1680 { 1648 {
1681 done_one = 2; 1649 done_one = 2;
1650
1682 if (!detect) 1651 if (!detect)
1683 detect = tmp; 1652 detect = tmp;
1684 } 1653 }
1654
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 { 1657 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1; 1659 done_one = 1;
1690 } 1660 }
1691 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1692 1662
1693 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
1694 * where the magic is. 1664 * where the magic is.
1695 */ 1665 */
1696 if (done_one) 1666 if (done_one)
1697 { 1667 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1699 1669
1700 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1702 { 1672 {
1703 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1710 } 1680 }
1711 1681
1712 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1713 } 1683 }
1714 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1715 1685
1716 1686
1717 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* Now process objects in the players inventory if detect curse or magic */
1718 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1719 { 1689 {
1720 done_one = 0; 1690 done_one = 0;
1691
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1693 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1724 { 1695 {
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1726 { 1697 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1702 }
1703
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 { 1706 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1711 }
1738 } /* if item is not identified */ 1712 } /* if item is not identified */
1739 } /* for the players inventory */ 1713 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1741 return 1; 1716 return 1;
1742} 1717}
1743 1718
1744 1719
1745/** 1720/**
1758 1733
1759 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1760 1735
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1737 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1766
1767 /* Explodes a fireball centered at player */
1768 tmp = get_archetype (EXPLODING_FIREBALL);
1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1771
1772 tmp->insert_at (victim);
1773 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1774 } 1741 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1776 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1747 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1827 } 1794 }
1828 /* give sp */ 1795 /* give sp */
1829 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1830 { 1797 {
1831 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1800 return 1;
1834 } 1801 }
1835 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1803 else if (op != plyr)
1837 { 1804 {
1849 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1852 if (sucked > 0) 1819 if (sucked > 0)
1853 { 1820 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1822 }
1856 } 1823 }
1857 return 1; 1824 return 1;
1858 } 1825 }
1859 return 0; 1826 return 0;
1935 break; 1902 break;
1936 } 1903 }
1937 } 1904 }
1938} 1905}
1939 1906
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1943int 1908int
1944cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1945{ 1910{
1946 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break; 1924 break;
1960 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1961 { 1926 {
1962 1927
1963 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1964 { 1929 {
1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1966 return 0; 1931 return 0;
1967 } 1932 }
1968 else 1933 else
1969 { 1934 {
1970 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1937 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1975 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1978 return 1; 1945 return 1;
1979 } 1946 }
1980 } 1947 }
1981 } 1948 }
1999 object *weapon, *tmp; 1966 object *weapon, *tmp;
2000 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2001 int a, i; 1968 int a, i;
2002 sint16 x, y; 1969 sint16 x, y;
2003 maptile *m; 1970 maptile *m;
2004 materialtype_t *mt;
2005 1971
2006 if (!spell->other_arch) 1972 if (!spell->other_arch)
2007 { 1973 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2009 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2020 return 0; 1986 return 0;
2021 } 1987 }
2022 1988
2023 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2024 if (!dir) 1990 if (!dir)
2025 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2026 1992
2027 m = op->map; 1993 m = op->map;
2028 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2029 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2030 1996
2031 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2032 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2033 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2034 { 2000 {
2035 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2036 return 0; 2002 return 0;
2037 } 2003 }
2038 2004
2042 if (!weapon) 2008 if (!weapon)
2043 { 2009 {
2044 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2045 return 0; 2011 return 0;
2046 } 2012 }
2013
2047 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2048 { 2015 {
2049 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2050 return 0; 2017 return 0;
2051 } 2018 }
2019
2052 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2053 { 2021 {
2054 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2055 return 0; 2023 return 0;
2056 } 2024 }
2025
2057 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2058 { 2027 {
2059 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2060 return 0; 2029 return 0;
2061 } 2030 }
2062 2031
2063 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2064 {
2065 tmp = get_split_ob (weapon, 1);
2066 esrv_send_item (op, weapon);
2067 weapon = tmp;
2068 }
2069 2033
2070 /* create the golem object */ 2034 /* create the golem object */
2071 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2072 2036
2073 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2078 tmp->set_owner (op); 2042 tmp->set_owner (op);
2079 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2080 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2081 2045
2082 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2083 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2084 * used above. 2048 * used above.
2085 */ 2049 */
2086 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2087 weapon->remove (); 2051 weapon->remove ();
2088 2052
2089 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2090 esrv_send_item (op, weapon); 2054
2091 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2092 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2093 * body_info, skills, etc) 2057 * body_info, skills, etc)
2094 */ 2058 */
2095 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2121 2085
2122 /* attacktype */ 2086 /* attacktype */
2123 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2124 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2125 2089
2126 mt = NULL;
2127 if (op->materialname != NULL)
2128 mt = name_to_material (op->materialname);
2129 if (mt != NULL)
2130 {
2131 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2132 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2133 a = mt->save[0]; 2092
2134 } 2093 a = op->material->save[0];
2135 else 2094
2136 {
2137 for (i = 0; i < NROFATTACKS; i++)
2138 tmp->resist[i] = 5;
2139 a = 10;
2140 }
2141 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2142 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2143 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2144 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2145 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2151 2105
2152 /* Improve weapon's armour value according to best save vs. physical of its material */ 2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2153 2107
2154 if (a > 14) 2108 if (a > 14)
2155 a = 14; 2109 a = 14;
2110
2156 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2157 2112
2158 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2159 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2160 2115
2170 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2171 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2172 } 2127 }
2173 2128
2174 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2175 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2176 2131
2177 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2178 tmp->direction = dir; 2133 tmp->direction = dir;
2179 2134
2180 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2184/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2185 2140
2186/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2187 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2188 */ 2143 */
2189
2190int 2144int
2191cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2192{ 2146{
2193 int success; 2147 int success;
2194 2148
2202 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2204 else 2158 else
2205 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2206 } 2160 }
2161
2207 return success; 2162 return success;
2208} 2163}
2209
2210
2211
2212
2213 2164
2214/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2215 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2216 * spell is the spell object itself. 2167 * spell is the spell object itself.
2217 */ 2168 */
2229 2180
2230 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2231 2182
2232 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2233 2184
2234 new_aura->set_owner (op);
2235 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2236 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2237 2187
2238 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2239 if (refresh) 2190 if (refresh)
2240 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2241 else 2192 else
2242 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2243 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2244 return 1; 2198 return 1;
2245} 2199}
2246
2247 2200
2248/* move aura function. An aura is a part of someone's inventory, 2201/* move aura function. An aura is a part of someone's inventory,
2249 * which he carries with him, but which acts on the map immediately 2202 * which he carries with him, but which acts on the map immediately
2250 * around him. 2203 * around him.
2251 * Aura parameters: 2204 * Aura parameters:
2252 * duration: duration counter. 2205 * duration: duration counter.
2253 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2254 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2255 */ 2208 */
2256
2257void 2209void
2258move_aura (object *aura) 2210move_aura (object *aura)
2259{ 2211{
2260 int i, mflags;
2261 object *env;
2262 maptile *m;
2263
2264 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2265 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2266 2215
2267 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2268 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2269 */ 2218 */
2270 aura->remove (); 2219 aura->remove ();
2275 aura->destroy (); 2224 aura->destroy ();
2276 return; 2225 return;
2277 } 2226 }
2278 2227
2279 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2280 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2281 { 2230 {
2282 aura->destroy (); 2231 aura->destroy ();
2283 return; 2232 return;
2284 } 2233 }
2285 2234
2286 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2287 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2288 */ 2237 */
2289 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2290 2239
2291 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2292 { 2241 {
2293 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2294 2244
2295 nx = aura->x + freearr_x[i];
2296 ny = aura->y + freearr_y[i];
2297 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2298
2299 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2300 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2301 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2302 */ 2248 */
2303 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2304 { 2250 {
2305 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2306 2252
2307 if (aura->other_arch) 2253 if (aura->other_arch)
2308 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2309 } 2255 }
2310 } 2256 }
2311 2257
2312 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2313 aura->remove (); 2259 env->insert (aura);
2314 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2315} 2261}
2316 2262
2317/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2318 * op is the piece object. 2264 * op is the piece object.
2319 */ 2265 */
2320
2321void 2266void
2322move_peacemaker (object *op) 2267move_peacemaker (object *op)
2323{ 2268{
2324 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2325
2326 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2327 { 2270 {
2328 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2329 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2330 2273
2331 if (tmp->head)
2332 victim = tmp->head;
2333 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2334 continue; 2275 continue;
2276
2335 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2336 continue; 2278 continue;
2279
2337 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2338 continue; 2281 continue;
2339 2282
2340 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2341 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2342 2285
2343 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2344 { 2287 {
2345 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2346 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2347 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2348 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2349#if 0 2293#if 0
2350 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2351 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2358 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2359 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2360 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2361 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2362 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2363 if (victim->name) 2308 if (victim->name)
2364 {
2365 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2366 } 2310 }
2367 }
2368 } 2311 }
2369} 2312}
2370
2371 2313
2372/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2373 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2374 */ 2316 */
2375
2376int 2317int
2377write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2378{ 2319{
2379 char rune[HUGE_BUF];
2380 object *tmp;
2381
2382 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2383 { 2321 {
2384 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2385 return 0; 2323 return 0;
2386 } 2324 }
2387 2325
2388 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2389 { 2327 {
2390 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2391 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2392 return 0; 2330 return 0;
2393 } 2331 }
2332
2394 if (!spell->other_arch) 2333 if (!spell->other_arch)
2395 return 0; 2334 return 0;
2335
2396 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2397
2398 snprintf (rune, sizeof (rune), "%s\n", msg);
2399 2337
2400 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2401 tmp->msg = rune; 2339 tmp->msg = msg;
2402 2340
2403 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2404 return 1; 2343 return 1;
2405} 2344}
2345

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