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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.84 by root, Tue Jul 8 08:33:27 2008 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 73 {
73 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));
74 op->play_sound (sound_find ("ob_explode")); 75 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 76 wand->destroy ();
76 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
77 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;
78 79
79 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
81 82
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126int 127int
127cast_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)
128{ 129{
129 int bonus_plus = 0; 130 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 131 const char *missile_name = "arrow";
131 132
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 144 return 0;
144 } 145 }
145 146
146 object *missile = missile_arch->instance (); 147 object *missile = missile_arch->instance ();
147 148
148 if (stringarg) 149 if (spellparam)
149 { 150 {
150 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
152 { 153 {
153 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
154 155
155 for (; al; al = al->next) 156 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
157 break; 158 break;
158 159
159 if (!al) 160 if (!al)
160 { 161 {
161 missile->destroy (); 162 missile->destroy ();
162 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);
163 return 0; 164 return 0;
164 } 165 }
165 166
166 if (al->item->slaying) 167 if (al->item->slaying)
167 { 168 {
168 missile->destroy (); 169 missile->destroy ();
169 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);
170 return 0; 171 return 0;
171 } 172 }
172 173
173 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
174 /* 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 -
176 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
177 */ 178 */
178 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 180 missile_plus = 0;
180 } 181 }
181 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
183 } 184 }
184 185
185 missile_plus = clamp (missile_plus, -4, 4); 186 missile_plus = clamp (missile_plus, -4, 4);
186 187
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 203 return 1;
203} 204}
204 205
205 206
206/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
207 * 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*/
208int 209int
209cast_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)
210{ 211{
211 int food_value; 212 int food_value;
212 archetype *at = NULL; 213 archetype *at = NULL;
213 object *new_op; 214 object *new_op;
214 215
215 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);
216 217
217 if (stringarg) 218 if (spellparam)
218 { 219 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 221 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 224 spellparam = NULL;
224 } 225 }
225 226
226 if (!stringarg) 227 if (!spellparam)
227 { 228 {
228 archetype *at_tmp; 229 archetype *at_tmp;
229 230
230 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
345 346
346 return 1; 347 return 1;
347 } 348 }
348 349
349 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 352 return 1;
352 353
353 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
354 if (!mon->race) 355 if (!mon->race)
355 return 0; 356 return 0;
356 357
357 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 359 return 1;
359 360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
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
567 565
568int 566int
569perceive_self (object *op) 567perceive_self (object *op)
570{ 568{
571 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
573 571
574 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 573
576 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
578 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 579
580 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
581 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
582 else 582 else
583 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
584 584
585 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
586 586
587 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
588 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
589 else 589 else
590 { 590 {
591 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
592 592
593 if (tmp) 593 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
596 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));
597 } 597 }
598 598
599 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 602 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 604 {
605 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
606 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
607 else 607 else
608 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";
609 609
610 break; 610 break;
611 } 611 }
612 } 612 }
613 613
614 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 615
618 return 1; 616 return 1;
619} 617}
620 618
621/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
709 */ 707 */
710 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op); 709 tmp->set_owner (op);
712 710
713 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
714 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
715 713
716 name = tmp->name; 714 name = tmp->name;
717 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
718 { 716 {
719 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);
780 778
781 return 1; 779 return 1;
782} 780}
783 781
784int 782int
785dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 784{
787 uint32 dist, maxdist; 785 uint32 dist, maxdist;
788 int mflags; 786 int mflags;
789 maptile *m; 787 maptile *m;
790 sint16 sx, sy; 788 sint16 sx, sy;
801 /* 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
802 * ever, so put limits in. 800 * ever, so put limits in.
803 */ 801 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 803
806 if (op->contr->count) 804 if (spellparam)
807 { 805 {
806 int count = atoi (spellparam);
807
808 if (op->contr->count > maxdist) 808 if (count > maxdist)
809 { 809 {
810 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!");
811 return 0; 811 return 0;
812 } 812 }
813 813
814 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
815 { 815 {
816 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);
817 817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 819 break;
820 820
821 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)))
822 break; 822 break;
823 } 823 }
824 824
825 if (dist < op->contr->count) 825 if (dist < count)
826 { 826 {
827 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");
828 op->contr->count = 0;
829 return 0; 828 return 0;
830 } 829 }
831
832 op->contr->count = 0;
833 830
834 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
835 * 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,
836 * 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
837 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
888 885
889 /* Actually move the player now */ 886 /* Actually move the player now */
890 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)))
891 return 1; 888 return 1;
892 889
893 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
894 return 1; 892 return 1;
895} 893}
896 894
897/* cast_heal: Heals something. 895/* cast_heal: Heals something.
898 * op is the caster. 896 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 951 if (cure_disease (tmp, op, spell))
954 success = 1; 952 success = 1;
955 953
956 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
957 { 955 {
958 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
960 if (poison) 958 if (poison)
961 { 959 {
962 success = 1; 960 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 963 }
966 } 964 }
967 965
968 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
969 { 967 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 969 if (poison)
972 { 970 {
973 success = 1; 971 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 973 poison->duration = 1;
976 } 974 }
977 } 975 }
978 976
979 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
980 { 978 {
981 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
983 if (poison) 981 if (poison)
984 { 982 {
985 success = 1; 983 success = 1;
986 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.");
1034 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1033 "You are no easier to look at.",
1036}; 1034};
1037 1035
1038int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1039cast_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)
1040{ 1044{
1041 object *force = NULL; 1045 object *force = 0;
1042 int i; 1046 int i;
1043 1047
1044 /* 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. */
1045 object *tmp = dir 1049 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1051 : op;
1048 1052
1049 if (!tmp) 1053 if (!tmp)
1050 return 0; 1054 return 0;
1051 1055
1052 /* 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. */
1060 break; 1064 break;
1061 } 1065 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1067 {
1064 if (!silent) 1068 if (!silent)
1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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
1066 return 0; 1073 return 0;
1067 } 1074 }
1068 } 1075 }
1069 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1070 if (force == NULL) 1080 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1081 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1082 if (duration > force->duration)
1088 { 1083 {
1089 force->duration = duration; 1084 force->duration = duration;
1090 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.");
1091 } 1086 }
1092 else 1087 else
1093 {
1094 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.");
1095 }
1096 1089
1097 return 1; 1090 return 1;
1098 } 1091 }
1099 1092
1100 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
1101 force->speed = 1.0; 1108 force->speed = 1.0;
1102 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1104 1111
1105 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1172 */ 1179 */
1173int 1180int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1182{
1176 int i; 1183 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1185
1179 /* 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. */
1180 if (dir != 0) 1187 if (dir != 0)
1181 { 1188 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1183 } 1193 }
1184 else 1194 else
1185 {
1186 tmp = op; 1195 tmp = op;
1187 }
1188 1196
1189 /* 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. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1199 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1201 {
1194 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1195 { 1203 {
1201 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);
1202 return 0; 1210 return 0;
1203 } 1211 }
1204 } 1212 }
1205 } 1213 }
1214
1206 if (force == NULL) 1215 if (force == NULL)
1207 { 1216 {
1208 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1219 if (spell_ob->race)
1241 } 1250 }
1242 else 1251 else
1243 { 1252 {
1244 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1248 {
1249 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]);
1250 } 1257
1251 }
1252 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1253 1259
1254 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1256 1262
1321 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1322 return 0; 1328 return 0;
1323 1329
1324 archetype *nugget[3]; 1330 archetype *nugget[3];
1325 1331
1326 nugget[0] = archetype::find ("pyrite3"); 1332 nugget[0] = archetype::find (shstr_pyrite3);
1327 nugget[1] = archetype::find ("pyrite2"); 1333 nugget[1] = archetype::find (shstr_pyrite2);
1328 nugget[2] = archetype::find ("pyrite"); 1334 nugget[2] = archetype::find (shstr_pyrite);
1329 1335
1330 /* 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
1331 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1332 * in sight 1338 * in sight
1333 */ 1339 */
1414 * items. 1420 * items.
1415 */ 1421 */
1416int 1422int
1417remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1418{ 1424{
1419 object *tmp;
1420 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1421 1426
1422 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1423 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1424 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1425 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1426 { 1431 {
1427 was_one++; 1432 was_one++;
1428 1433
1429 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1430 { 1435 {
1431 success++; 1436 success++;
1432 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1433 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1434 1439
1459 1464
1460/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1461int 1466int
1462cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1463{ 1468{
1464 dynbuf_text buf;
1465 object *tmp; 1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1466 1471
1467 int 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));
1468
1469 if (num_ident < 1)
1470 num_ident = 1;
1471 1473
1472 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1473 { 1475 {
1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1475 { 1477 {
1476 identify (tmp); 1478 identify (tmp);
1477 1479
1478 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1479 { 1481 {
1480 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481 1483
1482 if (tmp->msg) 1484 if (tmp->msg)
1483 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1484 } 1486 }
1485 1487
1486 num_ident--;
1487 if (!num_ident) 1488 if (!--num_ident)
1488 break; 1489 break;
1489 } 1490 }
1490 } 1491 }
1491 1492
1492 /* 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
1500 { 1501 {
1501 identify (tmp); 1502 identify (tmp);
1502 1503
1503 if (object *pl = tmp->visible_to ()) 1504 if (object *pl = tmp->visible_to ())
1504 { 1505 {
1505 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1506 1507
1507 if (tmp->msg) 1508 if (tmp->msg)
1508 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1509 } 1510 }
1510 1511
1511 num_ident--;
1512 if (!num_ident) 1512 if (!--num_ident)
1513 break; 1513 break;
1514 } 1514 }
1515 } 1515 }
1516 1516
1517 if (buf.empty ()) 1517 if (buf.empty ())
1539 1539
1540 /* 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
1541 * doing it over and over again. 1541 * doing it over and over again.
1542 */ 1542 */
1543 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1544 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1545 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1546 1546
1547 if (!skill) 1547 if (!skill)
1548 skill = caster; 1548 skill = caster;
1549 1549
1550 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1551 for (y = op->y - range; y <= op->y + range; y++)
1552 { 1551 {
1553 m = op->map;
1554 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1555 if (mflags & P_OUT_OF_MAP)
1556 continue;
1557
1558 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1559 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1560 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1561 * down - that is easier than working up. 1555 * down - that is easier than working up.
1562 */ 1556 */
1563 1557
1564 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)
1565 last = tmp; 1559 last = tmp;
1566 1560
1567 /* 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
1568 * would happen. 1562 * would happen.
1569 */ 1563 */
1570 if (!last) 1564 if (!last)
1571 continue; 1565 continue;
1572 1566
1573 done_one = 0; 1567 done_one = 0;
1574 floor = 0; 1568 floor = 0;
1575 detect = NULL; 1569 detect = NULL;
1576 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1577 { 1571 {
1578 /* show invisible */ 1572 /* show invisible */
1579 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1580 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1581 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1582 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1583 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1584 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
1585 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1586 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1587 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1588 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1589 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)))
1590 { 1594 {
1591 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)
1592 { 1596 {
1593 tmp->invisible = 0; 1597 tmp->invisible = 0;
1594 done_one = 1; 1598 done_one = 1;
1595 } 1599 }
1596 } 1600 }
1597 1601
1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1599 floor = 1; 1603 floor = 1;
1600 1604
1601 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1602 * 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
1603 * 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
1604 * 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.
1605 */ 1609 */
1606 if (floor) 1610 if (floor)
1607 continue; 1611 continue;
1608 1612
1609 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1610 * 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.
1611 * 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
1612 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1613 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1614 */ 1618 */
1615 1619
1616 /* detect magic */ 1620 /* detect magic */
1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1618 !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))
1619 { 1623 {
1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1621 /* make runes more visibile */ 1625 /* make runes more visibile */
1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1623 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1624 done_one = 1; 1629 done_one = 1;
1625 } 1630 }
1631
1626 /* detect monster */ 1632 /* detect monster */
1627 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))
1628 { 1634 {
1629 done_one = 2; 1635 done_one = 2;
1636
1630 if (!detect) 1637 if (!detect)
1631 detect = tmp; 1638 detect = tmp;
1632 } 1639 }
1640
1633 /* 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
1634 * 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
1635 * race must match. 1643 * race must match.
1636 */ 1644 */
1637 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1638 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1639 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1640 { 1648 {
1641 done_one = 2; 1649 done_one = 2;
1650
1642 if (!detect) 1651 if (!detect)
1643 detect = tmp; 1652 detect = tmp;
1644 } 1653 }
1654
1645 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) &&
1646 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1647 { 1657 {
1648 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1649 done_one = 1; 1659 done_one = 1;
1650 } 1660 }
1651 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1652 1662
1653 /* 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
1654 * where the magic is. 1664 * where the magic is.
1655 */ 1665 */
1656 if (done_one) 1666 if (done_one)
1657 { 1667 {
1658 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1659 1669
1660 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1661 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1662 { 1672 {
1663 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1664 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1665 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1666 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1667 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1668 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1669 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1670 } 1680 }
1671 1681
1672 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1673 } 1683 }
1674 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1675 1685
1676 1686
1677 /* 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 */
1678 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))
1679 { 1689 {
1723 1733
1724 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.");
1725 1735
1726 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1727 { 1737 {
1728 object *tmp;
1729
1730 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1731
1732 /* Explodes a fireball centered at player */
1733 tmp = get_archetype (EXPLODING_FIREBALL);
1734 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1735 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1736
1737 tmp->insert_at (victim);
1738 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1739 } 1741 }
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1741 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.");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1743 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!");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1745 { 1747 {
1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1792 } 1794 }
1793 /* give sp */ 1795 /* give sp */
1794 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1795 { 1797 {
1796 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);
1797 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1798 return 1; 1800 return 1;
1799 } 1801 }
1800 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1801 else if (op != plyr) 1803 else if (op != plyr)
1802 { 1804 {
1814 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1815 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1816 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1817 if (sucked > 0) 1819 if (sucked > 0)
1818 { 1820 {
1819 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1820 } 1822 }
1821 } 1823 }
1822 return 1; 1824 return 1;
1823 } 1825 }
1824 return 0; 1826 return 0;
1921 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1922 break; 1924 break;
1923 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1924 { 1926 {
1925 1927
1926 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1927 { 1929 {
1928 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);
1929 return 0; 1931 return 0;
1930 } 1932 }
1931 else 1933 else
1932 { 1934 {
1933 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1934 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1935 tmp->name = buf; 1937 tmp->name = buf;
1936 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1937 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1938 1940
1939 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1941 1943
2006 if (!weapon) 2008 if (!weapon)
2007 { 2009 {
2008 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!");
2009 return 0; 2011 return 0;
2010 } 2012 }
2013
2011 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2012 { 2015 {
2013 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.");
2014 return 0; 2017 return 0;
2015 } 2018 }
2019
2016 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2017 { 2021 {
2018 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.");
2019 return 0; 2023 return 0;
2020 } 2024 }
2025
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2022 { 2027 {
2023 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));
2024 return 0; 2029 return 0;
2025 } 2030 }
2080 2085
2081 /* attacktype */ 2086 /* attacktype */
2082 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2083 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2084 2089
2085 if (materialtype_t *mt = name_to_material (op->materialname))
2086 {
2087 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2088 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2089 a = mt->save[0]; 2092
2090 } 2093 a = op->material->save[0];
2091 else
2092 {
2093 for (i = 0; i < NROFATTACKS; i++)
2094 tmp->resist[i] = 5;
2095 a = 10;
2096 }
2097 2094
2098 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2099 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2100 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2101 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2128 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2130 } 2127 }
2131 2128
2132 /* 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. */
2133 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));
2134 2131
2135 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2136 tmp->direction = dir; 2133 tmp->direction = dir;
2137 2134
2138 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2142/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2143 2140
2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2145 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2146 */ 2143 */
2147
2148int 2144int
2149cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2150{ 2146{
2151 int success; 2147 int success;
2152 2148
2160 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2161 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.");
2162 else 2158 else
2163 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.");
2164 } 2160 }
2161
2165 return success; 2162 return success;
2166} 2163}
2167 2164
2168/* 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.
2169 * 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,
2186 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);
2187 2184
2188 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2189 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2190 2187
2191 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2192 2189
2193 if (refresh) 2190 if (refresh)
2194 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.");
2195 else 2192 else
2196 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.");
2267 * op is the piece object. 2264 * op is the piece object.
2268 */ 2265 */
2269void 2266void
2270move_peacemaker (object *op) 2267move_peacemaker (object *op)
2271{ 2268{
2272 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2273
2274 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2275 { 2270 {
2276 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2277 object *victim = tmp->head_ (); 2272 object *victim = tmp->head_ ();
2278 2273
2279 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2283 continue; 2278 continue;
2284 2279
2285 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2286 continue; 2281 continue;
2287 2282
2288 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2289 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2290 2285
2291 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2292 { 2287 {
2293 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2294 2289
2314 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);
2315 } 2310 }
2316 } 2311 }
2317} 2312}
2318 2313
2319
2320/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2321 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2322 */ 2316 */
2323
2324int 2317int
2325write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2326{ 2319{
2327 char rune[HUGE_BUF];
2328 object *tmp;
2329
2330 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2331 { 2321 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2333 return 0; 2323 return 0;
2334 } 2324 }
2335 2325
2336 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2337 { 2327 {
2338 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?");
2339 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);
2340 return 0; 2330 return 0;
2341 } 2331 }
2332
2342 if (!spell->other_arch) 2333 if (!spell->other_arch)
2343 return 0; 2334 return 0;
2335
2344 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2345
2346 snprintf (rune, sizeof (rune), "%s\n", msg);
2347 2337
2348 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2349 tmp->msg = rune; 2339 tmp->msg = msg;
2350 2340
2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2352 return 1; 2343 return 1;
2353} 2344}
2345

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