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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.87 by root, Sun Sep 7 21:31:23 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 G<male|female> " << &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";
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 */
1243 } 1250 }
1244 else 1251 else
1245 { 1252 {
1246 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1247 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1248 {
1249 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1250 {
1251 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]);
1252 } 1257
1253 }
1254 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1255 1259
1256 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1257 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1258 1262
1323 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1324 return 0; 1328 return 0;
1325 1329
1326 archetype *nugget[3]; 1330 archetype *nugget[3];
1327 1331
1328 nugget[0] = archetype::find ("pyrite3"); 1332 nugget[0] = archetype::find (shstr_pyrite3);
1329 nugget[1] = archetype::find ("pyrite2"); 1333 nugget[1] = archetype::find (shstr_pyrite2);
1330 nugget[2] = archetype::find ("pyrite"); 1334 nugget[2] = archetype::find (shstr_pyrite);
1331 1335
1332 /* 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
1333 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1334 * in sight 1338 * in sight
1335 */ 1339 */
1416 * items. 1420 * items.
1417 */ 1421 */
1418int 1422int
1419remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1420{ 1424{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1423 1426
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1431 {
1429 was_one++; 1432 was_one++;
1430 1433
1431 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1432 { 1435 {
1433 success++; 1436 success++;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1435 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436 1439
1461 1464
1462/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1463int 1466int
1464cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1465{ 1468{
1466 dynbuf_text buf;
1467 object *tmp; 1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1468 1471
1469 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));
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473 1473
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1475 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 { 1477 {
1483 1483
1484 if (tmp->msg) 1484 if (tmp->msg)
1485 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1486 }
1487 1487
1488 num_ident--;
1489 if (!num_ident) 1488 if (!--num_ident)
1490 break; 1489 break;
1491 } 1490 }
1492 } 1491 }
1493 1492
1494 /* 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
1508 1507
1509 if (tmp->msg) 1508 if (tmp->msg)
1510 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511 } 1510 }
1512 1511
1513 num_ident--;
1514 if (!num_ident) 1512 if (!--num_ident)
1515 break; 1513 break;
1516 } 1514 }
1517 } 1515 }
1518 1516
1519 if (buf.empty ()) 1517 if (buf.empty ())
1541 1539
1542 /* 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
1543 * doing it over and over again. 1541 * doing it over and over again.
1544 */ 1542 */
1545 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1548 1546
1549 if (!skill) 1547 if (!skill)
1550 skill = caster; 1548 skill = caster;
1551 1549
1552 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1553 for (y = op->y - range; y <= op->y + range; y++)
1554 { 1551 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up. 1555 * down - that is easier than working up.
1564 */ 1556 */
1565 1557
1566 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)
1567 last = tmp; 1559 last = tmp;
1568 1560
1569 /* 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
1570 * would happen. 1562 * would happen.
1571 */ 1563 */
1572 if (!last) 1564 if (!last)
1573 continue; 1565 continue;
1574 1566
1575 done_one = 0; 1567 done_one = 0;
1576 floor = 0; 1568 floor = 0;
1577 detect = NULL; 1569 detect = NULL;
1578 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1579 { 1571 {
1580 /* show invisible */ 1572 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1582 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1585 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1586 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
1587 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1589 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1591 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)))
1592 { 1594 {
1593 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)
1594 { 1596 {
1595 tmp->invisible = 0; 1597 tmp->invisible = 0;
1596 done_one = 1; 1598 done_one = 1;
1597 } 1599 }
1598 } 1600 }
1599 1601
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1; 1603 floor = 1;
1602 1604
1603 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1604 * 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
1605 * 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
1606 * 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.
1607 */ 1609 */
1608 if (floor) 1610 if (floor)
1609 continue; 1611 continue;
1610 1612
1611 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1612 * 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.
1613 * 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
1614 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1616 */ 1618 */
1617 1619
1618 /* detect magic */ 1620 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !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))
1621 { 1623 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */ 1625 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1626 done_one = 1; 1629 done_one = 1;
1627 } 1630 }
1631
1628 /* detect monster */ 1632 /* detect monster */
1629 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))
1630 { 1634 {
1631 done_one = 2; 1635 done_one = 2;
1636
1632 if (!detect) 1637 if (!detect)
1633 detect = tmp; 1638 detect = tmp;
1634 } 1639 }
1640
1635 /* 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
1636 * 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
1637 * race must match. 1643 * race must match.
1638 */ 1644 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1641 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1642 { 1648 {
1643 done_one = 2; 1649 done_one = 2;
1650
1644 if (!detect) 1651 if (!detect)
1645 detect = tmp; 1652 detect = tmp;
1646 } 1653 }
1654
1647 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) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 { 1657 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1; 1659 done_one = 1;
1652 } 1660 }
1653 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1654 1662
1655 /* 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
1656 * where the magic is. 1664 * where the magic is.
1657 */ 1665 */
1658 if (done_one) 1666 if (done_one)
1659 { 1667 {
1660 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1661 1669
1662 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1664 { 1672 {
1665 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1672 } 1680 }
1673 1681
1674 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1675 } 1683 }
1676 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1677 1685
1678 1686
1679 /* 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 */
1680 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))
1681 { 1689 {
1725 1733
1726 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.");
1727 1735
1728 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 { 1737 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* Explodes a fireball centered at player */
1735 tmp = get_archetype (EXPLODING_FIREBALL);
1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1741 } 1741 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, 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.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 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!");
1794 } 1794 }
1795 /* give sp */ 1795 /* give sp */
1796 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1797 { 1797 {
1798 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);
1799 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1800 return 1; 1800 return 1;
1801 } 1801 }
1802 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr) 1803 else if (op != plyr)
1804 { 1804 {
1816 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1819 if (sucked > 0) 1819 if (sucked > 0)
1820 { 1820 {
1821 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1822 } 1822 }
1823 } 1823 }
1824 return 1; 1824 return 1;
1825 } 1825 }
1826 return 0; 1826 return 0;
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break; 1924 break;
1925 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1926 { 1926 {
1927 1927
1928 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1929 { 1929 {
1930 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);
1931 return 0; 1931 return 0;
1932 } 1932 }
1933 else 1933 else
1934 { 1934 {
1935 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1937 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940 1940
1941 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943 1943
2008 if (!weapon) 2008 if (!weapon)
2009 { 2009 {
2010 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!");
2011 return 0; 2011 return 0;
2012 } 2012 }
2013
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2014 { 2015 {
2015 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.");
2016 return 0; 2017 return 0;
2017 } 2018 }
2019
2018 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2019 { 2021 {
2020 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.");
2021 return 0; 2023 return 0;
2022 } 2024 }
2025
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2024 { 2027 {
2025 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));
2026 return 0; 2029 return 0;
2027 } 2030 }
2082 2085
2083 /* attacktype */ 2086 /* attacktype */
2084 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2085 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2086 2089
2087 if (materialtype_t *mt = name_to_material (op->materialname))
2088 {
2089 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2090 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2091 a = mt->save[0]; 2092
2092 } 2093 a = op->material->save[0];
2093 else
2094 {
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 5;
2097 a = 10;
2098 }
2099 2094
2100 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2101 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2102 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2103 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2130 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 } 2127 }
2133 2128
2134 /* 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. */
2135 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));
2136 2131
2137 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2138 tmp->direction = dir; 2133 tmp->direction = dir;
2139 2134
2140 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2144/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2145 2140
2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2148 */ 2143 */
2149
2150int 2144int
2151cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{ 2146{
2153 int success; 2147 int success;
2154 2148
2162 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2163 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.");
2164 else 2158 else
2165 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.");
2166 } 2160 }
2161
2167 return success; 2162 return success;
2168} 2163}
2169 2164
2170/* 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.
2171 * 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,
2188 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);
2189 2184
2190 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2192 2187
2193 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2194 2189
2195 if (refresh) 2190 if (refresh)
2196 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.");
2197 else 2192 else
2198 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.");
2269 * op is the piece object. 2264 * op is the piece object.
2270 */ 2265 */
2271void 2266void
2272move_peacemaker (object *op) 2267move_peacemaker (object *op)
2273{ 2268{
2274 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 { 2270 {
2278 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2279 object *victim = tmp->head_ (); 2272 object *victim = tmp->head_ ();
2280 2273
2281 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2285 continue; 2278 continue;
2286 2279
2287 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2288 continue; 2281 continue;
2289 2282
2290 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2291 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2292 2285
2293 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2294 { 2287 {
2295 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2296 2289
2316 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);
2317 } 2310 }
2318 } 2311 }
2319} 2312}
2320 2313
2321
2322/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2324 */ 2316 */
2325
2326int 2317int
2327write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2328{ 2319{
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2333 { 2321 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2335 return 0; 2323 return 0;
2336 } 2324 }
2337 2325
2338 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2339 { 2327 {
2340 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?");
2341 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);
2342 return 0; 2330 return 0;
2343 } 2331 }
2332
2344 if (!spell->other_arch) 2333 if (!spell->other_arch)
2345 return 0; 2334 return 0;
2335
2346 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2347
2348 snprintf (rune, sizeof (rune), "%s\n", msg);
2349 2337
2350 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune; 2339 tmp->msg = msg;
2352 2340
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2354 return 1; 2343 return 1;
2355} 2344}
2345

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