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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.111 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
81 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (spellparam)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
156 { 153 {
157 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
158 155
159 for (; al; al = al->next) 156 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
161 break; 158 break;
162 159
163 if (!al) 160 if (!al)
164 { 161 {
165 missile->destroy (); 162 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 164 return 0;
168 } 165 }
169 166
170 if (al->item->slaying) 167 if (al->item->slaying)
171 { 168 {
172 missile->destroy (); 169 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
209 return 1; 203 return 1;
210} 204}
211 205
212 206
213/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 209int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 211{
218 int food_value; 212 int food_value;
219 archetype *at = NULL; 213 archetype *at = NULL;
220 object *new_op; 214 object *new_op;
221 215
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 217
224 if (stringarg) 218 if (spellparam)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 spellparam = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!spellparam)
234 { 228 {
235 archetype *at_tmp; 229 archetype *at_tmp;
236 230
237 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 251 && at_tmp->weight < at->weight)))
258 at = at_tmp; 252 at = at_tmp;
259 } 253 }
260 } 254 }
261 } 255 }
256
262 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
263 * know 258 * know
264 */ 259 */
265 if (!at) 260 if (!at)
266 { 261 {
285{ 280{
286 int r, mflags, maxrange; 281 int r, mflags, maxrange;
287 object *tmp; 282 object *tmp;
288 maptile *m; 283 maptile *m;
289 284
290
291 if (!dir) 285 if (!dir)
292 { 286 {
293 examine_monster (op, op); 287 examine_monster (op, op);
294 return 1; 288 return 1;
295 } 289 }
290
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
298 { 293 {
299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 295
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 303 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 305 return 0;
311 } 306 }
307
312 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
313 { 309 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 312 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 314 if (tmp->head != NULL)
319 tmp = tmp->head; 315 tmp = tmp->head;
320 examine_monster (op, tmp); 316 examine_monster (op, tmp);
321 return 1; 317 return 1;
322 } 318 }
323 } 319 }
324 } 320 }
321
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 323 return 1;
327} 324}
328
329 325
330/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 327 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 331 * pl is invisible.
336 */ 332 */
337int 333int
338makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
339{ 335{
340
341 if (!pl->invisible) 336 if (!pl->invisible)
342 return 0; 337 return 0;
338
343 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
344 { 340 {
345 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
347 { 343 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 345 return 0;
346
350 return 1; 347 return 1;
351 } 348 }
349
352 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 352 return 1;
353
355 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
356 if (!mon->race) 355 if (!mon->race)
357 return 0; 356 return 0;
357
358 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 359 return 1;
360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
363 else 364 else
364 { 365 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
466 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
467 { 465 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 470 }
477 471
478 op->destroy (); 472 op->destroy ();
479} 473}
480 474
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 491 return 1;
498 } 492 }
499 493
500 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 495
496 if (!dummy)
502 { 497 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 500 return 0;
506 } 501 }
572perceive_self (object *op) 567perceive_self (object *op)
573{ 568{
574 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
576 571
577 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 573
579 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
580 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 579
583 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
585 else 582 else
586 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
587 584
588 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
589 586
590 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
592 else 589 else
593 { 590 {
594 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
595 592
596 if (tmp) 593 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 602 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 604 {
608 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
610 else 607 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 609
613 break; 610 break;
614 } 611 }
615 } 612 }
616 613
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 615
619 return 1; 616 return 1;
620} 617}
621 618
622/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
710 */ 707 */
711 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op); 709 tmp->set_owner (op);
713 710
714 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
715 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
716 713
717 name = tmp->name; 714 name = tmp->name;
718 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
719 { 716 {
720 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);
781 778
782 return 1; 779 return 1;
783} 780}
784 781
785int 782int
786dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
787{ 784{
788 uint32 dist, maxdist; 785 uint32 dist, maxdist;
789 int mflags; 786 int mflags;
790 maptile *m; 787 maptile *m;
791 sint16 sx, sy; 788 sint16 sx, sy;
802 /* 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
803 * ever, so put limits in. 800 * ever, so put limits in.
804 */ 801 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806 803
807 if (op->contr->count) 804 if (spellparam)
808 { 805 {
806 int count = atoi (spellparam);
807
809 if (op->contr->count > maxdist) 808 if (count > maxdist)
810 { 809 {
811 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!");
812 return 0; 811 return 0;
813 } 812 }
814 813
815 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
816 { 815 {
817 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);
818 817
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break; 819 break;
821 820
822 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)))
823 break; 822 break;
824 } 823 }
825 824
826 if (dist < op->contr->count) 825 if (dist < count)
827 { 826 {
828 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");
829 op->contr->count = 0;
830 return 0; 828 return 0;
831 } 829 }
832
833 op->contr->count = 0;
834 830
835 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
836 * 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,
837 * 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
838 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
893 889
894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
895 return 1; 891 return 1;
896} 892}
897 893
898
899/* cast_heal: Heals something. 894/* cast_heal: Heals something.
900 * op is the caster. 895 * op is the caster.
901 * dir is the direction he is casting it in. 896 * dir is the direction he is casting it in.
902 * spell is the spell object. 897 * spell is the spell object.
903 */ 898 */
929 { 924 {
930 /* See how many points we actually heal. Instead of messages 925 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 926 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 927 * on amount of damage healed.
933 */ 928 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
936 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
937 933
938 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 936 else if (heal > 50)
949 success = 1; 945 success = 1;
950 } 946 }
951 } 947 }
952 948
953 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op, spell))
955 success = 1; 951 success = 1;
956 952
957 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
958 { 954 {
959 at = archetype::find ("poisoning"); 955 at = archetype::find ("poisoning");
1008 } 1004 }
1009 1005
1010 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1011 { 1007 {
1012 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1009
1013 if (tmp->stats.food > 999) 1010 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999; 1011 tmp->stats.food = 999;
1012
1015 success = 1; 1013 success = 1;
1016 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1018 } 1016 }
1019 1017
1033 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1032 "You are no easier to look at.",
1035}; 1033};
1036 1034
1037int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1039{ 1043{
1040 object *force = NULL; 1044 object *force = 0;
1041 int i; 1045 int i;
1042 1046
1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1044 object *tmp = dir 1048 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1050 : op;
1047 1051
1048 if (!tmp) 1052 if (!tmp)
1049 return 0; 1053 return 0;
1050 1054
1051 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1059 break; 1063 break;
1060 } 1064 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1066 {
1063 if (!silent) 1067 if (!silent)
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 new_draw_info_format (NDI_UNIQUE, 0, op,
1069 "You can not cast %s while %s is in effect",
1070 &spell_ob->name, &tmp2->name_pl);
1071
1065 return 0; 1072 return 0;
1066 } 1073 }
1067 } 1074 }
1068 } 1075 }
1076
1077 int duration = change_ability_duration (spell_ob, caster);
1078
1069 if (force == NULL) 1079 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073 if (spell_ob->race)
1074 force->name = spell_ob->race;
1075 else
1076 force->name = spell_ob->name;
1077 force->name_pl = spell_ob->name;
1078 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1079
1080 } 1080 {
1081 else
1082 {
1083 int duration;
1084
1085 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1086 if (duration > force->duration) 1081 if (duration > force->duration)
1087 { 1082 {
1088 force->duration = duration; 1083 force->duration = duration;
1089 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1084 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1090 } 1085 }
1091 else 1086 else
1092 {
1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1087 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1094 }
1095 1088
1096 return 1; 1089 return 1;
1097 } 1090 }
1098 1091
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092 new_draw_info_format (NDI_UNIQUE, 0, op,
1093 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1094 TICK2TIME (duration));
1095
1096 force = get_archetype (FORCE_NAME);
1097 force->subtype = FORCE_CHANGE_ABILITY;
1098 force->duration = duration;
1099
1100 if (spell_ob->race)
1101 force->name = spell_ob->race;
1102 else
1103 force->name = spell_ob->name;
1104
1105 force->name_pl = spell_ob->name;
1106
1100 force->speed = 1.0; 1107 force->speed = 1.0;
1101 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1103 1110
1104 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1171 */ 1178 */
1172int 1179int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1181{
1175 int i; 1182 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1184
1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1179 if (dir != 0) 1186 if (dir != 0)
1180 { 1187 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1188 tmp = find_target_for_friendly_spell (op, dir);
1189
1190 if (!tmp)
1191 return 0;
1182 } 1192 }
1183 else 1193 else
1184 {
1185 tmp = op; 1194 tmp = op;
1186 }
1187 1195
1188 /* If we've already got a force of this type, don't add a new one. */ 1196 /* If we've already got a force of this type, don't add a new one. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1197 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1198 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1199 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1200 {
1193 if (tmp2->name == spell_ob->name) 1201 if (tmp2->name == spell_ob->name)
1194 { 1202 {
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1208 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1201 return 0; 1209 return 0;
1202 } 1210 }
1203 } 1211 }
1204 } 1212 }
1213
1205 if (force == NULL) 1214 if (force == NULL)
1206 { 1215 {
1207 force = get_archetype (FORCE_NAME); 1216 force = get_archetype (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1217 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1218 if (spell_ob->race)
1274} 1283}
1275 1284
1276/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1277 * 1286 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1280 * about 90% of that of the item itself. It uses the value of the
1281 * object before charisma adjustments, because the nuggets themselves
1282 * will be will be adjusted by charisma when sold.
1283 * 1289 *
1284 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1285 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1286 * Small nuggets are worth 1 gp each (base). You will get from 0 1292 * because the nuggets themselves will be will be adjusted by charisma
1287 * to the max amount of small nuggets as you could get. 1293 * when sold.
1288 *
1289 * For example, if an item is worth 110 gold, you will get
1290 * 4 large nuggets, and from 0-10 small nuggets.
1291 * 1294 *
1292 * There is also a chance (1:30) that you will get nothing at all 1295 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be 1296 * for the object. There is also a maximum weight that will be
1294 * alchemised. 1297 * alchemised.
1295 */ 1298 */
1296static void 1299static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1301{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1303
1301 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1309 * the stuff back to town.
1318 total_weight += obj->total_weight (); 1321 total_weight += obj->total_weight ();
1319 1322
1320 obj->destroy (); 1323 obj->destroy ();
1321} 1324}
1322 1325
1323static void
1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1325{
1326 int flag = 0;
1327
1328 /* Put any nuggets below the player, but we can only pass this
1329 * flag if we are on the same space as the player
1330 */
1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1333
1334 if (small_nuggets)
1335 {
1336 object *tmp = small->clone ();
1337 tmp->nrof = small_nuggets;
1338 m->insert (tmp, x, y, op, flag);
1339 }
1340
1341 if (large_nuggets)
1342 {
1343 object *tmp = large->clone ();
1344 tmp->nrof = large_nuggets;
1345 m->insert (tmp, x, y, op, flag);
1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int 1326int
1354alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1355{ 1328{
1356 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1357 return 0; 1330 return 0;
1358 1331
1359 object *large = get_archetype ("largenugget"); 1332 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1361 1337
1362 /* Put a maximum weight of items that can be alchemised. Limits the power 1338 /* Put a maximum weight of items that can be alchemised. Limits the power
1363 * some, and also prevents people from alchemising every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1340 * in sight
1365 */ 1341 */
1417 if (weight > weight_max) 1393 if (weight > weight_max)
1418 break; 1394 break;
1419 } 1395 }
1420 } 1396 }
1421 1397
1398 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1399 value = min (value, value_max);
1423 1400
1424 uint64 count = value / large->value; 1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1425 int large_nuggets = count; 1402 if (int nrof = value / nugget [i]->value)
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1431 /* Insert all the nuggets at one time. This probably saves time, but
1432 * it also prevents us from alcheming nuggets that were just created
1433 * with this spell.
1434 */ 1403 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1410 }
1436 1411
1437 if (weight > weight_max) 1412 if (weight > weight_max)
1438 goto bailout; 1413 goto bailout;
1439 } 1414 }
1440 } 1415 }
1441 1416
1442bailout: 1417bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1418 return 1;
1446} 1419}
1447
1448 1420
1449/* This function removes the cursed/damned status on equipped 1421/* This function removes the cursed/damned status on equipped
1450 * items. 1422 * items.
1451 */ 1423 */
1452int 1424int
1453remove_curse (object *op, object *caster, object *spell) 1425remove_curse (object *op, object *caster, object *spell)
1454{ 1426{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1457 1428
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1462 { 1433 {
1463 was_one++; 1434 was_one++;
1435
1464 if (tmp->level <= caster_level (caster, spell)) 1436 if (tmp->level <= casting_level (caster, spell))
1465 { 1437 {
1466 success++; 1438 success++;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1439 if (QUERY_FLAG (spell, FLAG_DAMNED))
1468 CLEAR_FLAG (tmp, FLAG_DAMNED); 1440 CLEAR_FLAG (tmp, FLAG_DAMNED);
1469 1441
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_CURSED);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1444 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1445
1446 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1447 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1448 }
1476 } 1449 }
1477 1450
1478 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1479 { 1452 {
1490 1463
1491 return success; 1464 return success;
1492} 1465}
1493 1466
1494/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1495
1496int 1468int
1497cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1498{ 1470{
1499 object *tmp; 1471 object *tmp;
1500 int success = 0, num_ident; 1472 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1501 1473
1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1503
1504 if (num_ident < 1)
1505 num_ident = 1;
1506 1475
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1477 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1479 {
1511 identify (tmp); 1480 identify (tmp);
1512 1481
1513 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1514 { 1483 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1485
1517 if (tmp->msg) 1486 if (tmp->msg)
1518 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522 } 1488 }
1523 1489
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1490 if (!--num_ident)
1527 break; 1491 break;
1528 } 1492 }
1529 } 1493 }
1530 1494
1531 /* If all the power of the spell has been used up, don't go and identify 1495 /* If all the power of the spell has been used up, don't go and identify
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1501 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1539 { 1503 {
1540 identify (tmp); 1504 identify (tmp);
1541 1505
1542 if (op->type == PLAYER) 1506 if (object *pl = tmp->visible_to ())
1543 { 1507 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1509
1546 if (tmp->msg) 1510 if (tmp->msg)
1547 { 1511 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1550 }
1551
1552 esrv_send_item (op, tmp);
1553 } 1512 }
1554 1513
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1514 if (!--num_ident)
1558 break; 1515 break;
1559 } 1516 }
1560 } 1517 }
1561 1518
1562 if (!success) 1519 if (buf.empty ())
1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1564 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1565 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1566 1530 return 1;
1567 return success; 1531 }
1568} 1532}
1569 1533
1570int 1534int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1536{
1577 1541
1578 /* We precompute some values here so that we don't have to keep 1542 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1543 * doing it over and over again.
1580 */ 1544 */
1581 god = find_god (determine_god (op)); 1545 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1546 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1547 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1548
1585 if (!skill) 1549 if (!skill)
1586 skill = caster; 1550 skill = caster;
1587 1551
1588 for (x = op->x - range; x <= op->x + range; x++) 1552 unordered_mapwalk (op, -range, -range, range, range)
1589 for (y = op->y - range; y <= op->y + range; y++)
1590 { 1553 {
1591 m = op->map;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1595
1596 /* For most of the detections, we only detect objects above the 1554 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1555 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1556 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1557 * down - that is easier than working up.
1600 */ 1558 */
1601 1559
1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1560 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1603 last = tmp; 1561 last = tmp;
1604 1562
1605 /* Shouldn't happen, but if there are no objects on a space, this 1563 /* Shouldn't happen, but if there are no objects on a space, this
1606 * would happen. 1564 * would happen.
1607 */ 1565 */
1608 if (!last) 1566 if (!last)
1609 continue; 1567 continue;
1610 1568
1611 done_one = 0; 1569 done_one = 0;
1612 floor = 0; 1570 floor = 0;
1613 detect = NULL; 1571 detect = NULL;
1614 for (tmp = last; tmp; tmp = tmp->below) 1572 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1573 {
1616 /* show invisible */ 1574 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1575 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1618 /* Might there be other objects that we can make visible? */ 1576 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1577 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1578 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1621 tmp->type == CF_HANDLE || 1579 || tmp->type == T_HANDLE
1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1580 || tmp->type == TRAPDOOR
1581 || tmp->type == EXIT
1582 || tmp->type == HOLE
1583 || tmp->type == BUTTON
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1584 || tmp->type == TELEPORTER
1585 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1586 || tmp->type == LOCKED_DOOR
1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1587 || tmp->type == WEAPON
1588 || tmp->type == ALTAR
1589 || tmp->type == SIGN
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1590 || tmp->type == TRIGGER_PEDESTAL
1627 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1591 || tmp->type == SPECIAL_KEY
1592 || tmp->type == TREASURE
1593 || tmp->type == BOOK
1594 || tmp->type == HOLY_ALTAR
1595 || tmp->type == CONTAINER)))
1628 { 1596 {
1629 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1597 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1630 { 1598 {
1631 tmp->invisible = 0; 1599 tmp->invisible = 0;
1632 done_one = 1; 1600 done_one = 1;
1633 } 1601 }
1634 } 1602 }
1635 1603
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1604 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1; 1605 floor = 1;
1638 1606
1639 /* All detections below this point don't descend beneath the floor, 1607 /* All detections below this point don't descend beneath the floor,
1640 * so just continue on. We could be clever and look at the type of 1608 * so just continue on. We could be clever and look at the type of
1641 * detection to completely break out if we don't care about objects beneath 1609 * detection to completely break out if we don't care about objects beneath
1642 * the floor, but once we get to the floor, not likely a very big issue anyways. 1610 * the floor, but once we get to the floor, not likely a very big issue anyways.
1643 */ 1611 */
1644 if (floor) 1612 if (floor)
1645 continue; 1613 continue;
1646 1614
1647 /* I had thought about making detect magic and detect curse 1615 /* I had thought about making detect magic and detect curse
1648 * show the flash the magic item like it does for detect monster. 1616 * show the flash the magic item like it does for detect monster.
1649 * however, if the object is within sight, this would then make it 1617 * however, if the object is within sight, this would then make it
1650 * difficult to see what object is magical/cursed, so the 1618 * difficult to see what object is magical/cursed, so the
1651 * effect wouldn't be as apparant. 1619 * effect wouldn't be as apparent.
1652 */ 1620 */
1653 1621
1654 /* detect magic */ 1622 /* detect magic */
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1623 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1656 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1624 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1657 { 1625 {
1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1626 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1659 /* make runes more visibile */ 1627 /* make runes more visibile */
1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1628 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1661 tmp->stats.Cha /= 4; 1629 tmp->stats.Cha /= 4;
1630
1662 done_one = 1; 1631 done_one = 1;
1663 } 1632 }
1633
1664 /* detect monster */ 1634 /* detect monster */
1665 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1635 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1666 { 1636 {
1667 done_one = 2; 1637 done_one = 2;
1638
1668 if (!detect) 1639 if (!detect)
1669 detect = tmp; 1640 detect = tmp;
1670 } 1641 }
1642
1671 /* Basically, if race is set in the spell, then the creatures race must 1643 /* Basically, if race is set in the spell, then the creatures race must
1672 * match that. if the spell race is set to GOD, then the gods opposing 1644 * match that. if the spell race is set to GOD, then the gods opposing
1673 * race must match. 1645 * race must match.
1674 */ 1646 */
1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1647 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1648 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1677 (strstr (spell->race, tmp->race)))) 1649 spell->race.contains (tmp->race)))
1678 { 1650 {
1679 done_one = 2; 1651 done_one = 2;
1652
1680 if (!detect) 1653 if (!detect)
1681 detect = tmp; 1654 detect = tmp;
1682 } 1655 }
1656
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1657 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1658 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 { 1659 {
1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1660 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1687 done_one = 1; 1661 done_one = 1;
1688 } 1662 }
1689 } /* for stack of objects on this space */ 1663 } /* for stack of objects on this space */
1690 1664
1691 /* Code here puts an effect of the spell on the space, so you can see 1665 /* Code here puts an effect of the spell on the space, so you can see
1692 * where the magic is. 1666 * where the magic is.
1693 */ 1667 */
1694 if (done_one) 1668 if (done_one)
1695 { 1669 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1670 object *detect_ob = arch_to_object (spell->other_arch);
1697 1671
1698 /* if this is set, we want to copy the face */ 1672 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1673 if (done_one == 2 && detect)
1700 { 1674 {
1701 detect_ob->face = detect->face; 1675 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1676 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1677 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1678 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1679 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1680 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1681 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1708 } 1682 }
1709 1683
1710 m->insert (detect_ob, nx, ny, op); 1684 m->insert (detect_ob, nx, ny, op);
1711 } 1685 }
1712 } /* for processing the surrounding spaces */ 1686 } /* for processing the surrounding spaces */
1713 1687
1714 1688
1715 /* Now process objects in the players inventory if detect curse or magic */ 1689 /* Now process objects in the players inventory if detect curse or magic */
1716 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1717 { 1691 {
1718 done_one = 0; 1692 done_one = 0;
1693
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1694 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1695 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1696 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1722 { 1697 {
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1724 { 1699 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1700 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1701
1702 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1703 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1704 }
1705
1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1731 { 1708 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1709 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1710
1711 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1712 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1713 }
1736 } /* if item is not identified */ 1714 } /* if item is not identified */
1737 } /* for the players inventory */ 1715 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1716 } /* if detect magic/curse and object is a player */
1717
1739 return 1; 1718 return 1;
1740} 1719}
1741 1720
1742 1721
1743/** 1722/**
1756 1735
1757 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1736 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1758 1737
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1738 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1739 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1764
1765 /* Explodes a fireball centered at player */
1766 tmp = get_archetype (EXPLODING_FIREBALL);
1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1769
1770 tmp->insert_at (victim);
1771 victim->stats.sp = 2 * victim->stats.maxsp; 1741 victim->stats.sp = 2 * victim->stats.maxsp;
1742 create_exploding_ball_at (victim, caster_level);
1772 } 1743 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1774 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1745 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1749 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1825 } 1796 }
1826 /* give sp */ 1797 /* give sp */
1827 if (spell->stats.dam > 0) 1798 if (spell->stats.dam > 0)
1828 { 1799 {
1829 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1801 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1802 return 1;
1832 } 1803 }
1833 /* suck sp away. Can't suck sp from yourself */ 1804 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1805 else if (op != plyr)
1835 { 1806 {
1847 /* Player doesn't get full credit */ 1818 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1819 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1820 op->stats.sp += sucked;
1850 if (sucked > 0) 1821 if (sucked > 0)
1851 { 1822 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1823 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1824 }
1854 } 1825 }
1855 return 1; 1826 return 1;
1856 } 1827 }
1857 return 0; 1828 return 0;
1933 break; 1904 break;
1934 } 1905 }
1935 } 1906 }
1936} 1907}
1937 1908
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1909/* cast_consecrate() - a spell to make an altar your god's */
1941int 1910int
1942cast_consecrate (object *op, object *caster, object *spell) 1911cast_consecrate (object *op, object *caster, object *spell)
1943{ 1912{
1944 char buf[MAX_BUF]; 1913 char buf[MAX_BUF];
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1957 break; 1926 break;
1958 if (tmp->type == HOLY_ALTAR) 1927 if (tmp->type == HOLY_ALTAR)
1959 { 1928 {
1960 1929
1961 if (tmp->level > caster_level (caster, spell)) 1930 if (tmp->level > casting_level (caster, spell))
1962 { 1931 {
1963 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1932 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1964 return 0; 1933 return 0;
1965 } 1934 }
1966 else 1935 else
1967 { 1936 {
1968 /* If we got here, we are consecrating an altar */ 1937 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1938 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1939 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1940 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1941 tmp->other_arch = god->arch;
1942
1973 if (op->type == PLAYER) 1943 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1944 esrv_update_item (UPD_NAME, op, tmp);
1945
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1976 return 1; 1947 return 1;
1977 } 1948 }
1978 } 1949 }
1979 } 1950 }
1997 object *weapon, *tmp; 1968 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
1999 int a, i; 1970 int a, i;
2000 sint16 x, y; 1971 sint16 x, y;
2001 maptile *m; 1972 maptile *m;
2002 materialtype_t *mt;
2003 1973
2004 if (!spell->other_arch) 1974 if (!spell->other_arch)
2005 { 1975 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2018 return 0; 1988 return 0;
2019 } 1989 }
2020 1990
2021 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2022 if (!dir) 1992 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1993 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2024 1994
2025 m = op->map; 1995 m = op->map;
2026 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2028 1998
2029 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2001 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2002 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2034 return 0; 2004 return 0;
2035 } 2005 }
2036 2006
2040 if (!weapon) 2010 if (!weapon)
2041 { 2011 {
2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2043 return 0; 2013 return 0;
2044 } 2014 }
2015
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2016 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2017 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2048 return 0; 2019 return 0;
2049 } 2020 }
2021
2050 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2051 { 2023 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2053 return 0; 2025 return 0;
2054 } 2026 }
2027
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2056 { 2029 {
2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2030 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2058 return 0; 2031 return 0;
2059 } 2032 }
2060 2033
2061 if (weapon->nrof > 1) 2034 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2035
2068 /* create the golem object */ 2036 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2037 tmp = arch_to_object (spell->other_arch);
2070 2038
2071 /* if animated by a player, give the player control of the golem */ 2039 /* if animated by a player, give the player control of the golem */
2076 tmp->set_owner (op); 2044 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2045 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2046 set_spell_skill (op, caster, spell, tmp);
2079 2047
2080 /* Give the weapon to the golem now. A bit of a hack to check the 2048 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was 2049 * removed flag - it should only be set if weapon->split was
2082 * used above. 2050 * used above.
2083 */ 2051 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2052 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2085 weapon->remove (); 2053 weapon->remove ();
2086 2054
2087 insert_ob_in_ob (weapon, tmp); 2055 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2056
2089 /* To do everything necessary to let a golem use the weapon is a pain, 2057 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update 2058 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc) 2059 * body_info, skills, etc)
2092 */ 2060 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2061 SET_FLAG (tmp, FLAG_USE_WEAPON);
2119 2087
2120 /* attacktype */ 2088 /* attacktype */
2121 if (!tmp->attacktype) 2089 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2090 tmp->attacktype = AT_PHYSICAL;
2123 2091
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname); 2092 if (materialtype_t *mt = name_to_material (op->materialname))
2127 if (mt != NULL)
2128 { 2093 {
2129 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (mt->save[i] * 5);
2131 a = mt->save[0]; 2096 a = mt->save[0];
2132 } 2097 }
2134 { 2099 {
2135 for (i = 0; i < NROFATTACKS; i++) 2100 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5; 2101 tmp->resist[i] = 5;
2137 a = 10; 2102 a = 10;
2138 } 2103 }
2104
2139 /* Set weapon's immunity */ 2105 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2106 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2107 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2108 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2109 tmp->resist[ATNR_PARALYZE] = 100;
2149 2115
2150 /* Improve weapon's armour value according to best save vs. physical of its material */ 2116 /* Improve weapon's armour value according to best save vs. physical of its material */
2151 2117
2152 if (a > 14) 2118 if (a > 14)
2153 a = 14; 2119 a = 14;
2120
2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2121 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2155 2122
2156 /* Determine golem's speed */ 2123 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2124 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2158 2125
2168 tmp->state = weapon->state; 2135 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2137 }
2171 2138
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2139 /* make experience increase in proportion to the strength of the summoned creature. */
2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2140 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2141
2175 tmp->speed_left = -1; 2142 tmp->speed_left = -1;
2176 tmp->direction = dir; 2143 tmp->direction = dir;
2177 2144
2178 m->insert (tmp, x, y, op); 2145 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2149/* cast_daylight() - changes the map darkness level *lower* */
2183 2150
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2151/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2152 * This changes the light level for the entire map.
2186 */ 2153 */
2187
2188int 2154int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2155cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2156{
2191 int success; 2157 int success;
2192 2158
2200 if (spell->stats.dam < 0) 2166 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2202 else 2168 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2170 }
2171
2205 return success; 2172 return success;
2206} 2173}
2207
2208
2209
2210
2211 2174
2212/* create an aura spell object and put it in the player's inventory. 2175/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2176 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2177 * spell is the spell object itself.
2215 */ 2178 */
2227 2190
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2191 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2192
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2193 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2194
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2195 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2196 new_aura->attacktype = spell->attacktype;
2235 2197
2236 new_aura->level = caster_level (caster, spell); 2198 new_aura->level = casting_level (caster, spell);
2199
2237 if (refresh) 2200 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2202 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2204
2241 insert_ob_in_ob (new_aura, op); 2205 insert_ob_in_ob (new_aura, op);
2206 new_aura->set_owner (op);
2207
2242 return 1; 2208 return 1;
2243} 2209}
2244
2245 2210
2246/* move aura function. An aura is a part of someone's inventory, 2211/* move aura function. An aura is a part of someone's inventory,
2247 * which he carries with him, but which acts on the map immediately 2212 * which he carries with him, but which acts on the map immediately
2248 * around him. 2213 * around him.
2249 * Aura parameters: 2214 * Aura parameters:
2250 * duration: duration counter. 2215 * duration: duration counter.
2251 * attacktype: aura's attacktype 2216 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2217 * other_arch: archetype to drop where we attack
2253 */ 2218 */
2254
2255void 2219void
2256move_aura (object *aura) 2220move_aura (object *aura)
2257{ 2221{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2222 /* auras belong in inventories */
2263 env = aura->env; 2223 object *env = aura->env;
2224 object *owner = aura->owner;
2264 2225
2265 /* no matter what we've gotta remove the aura... 2226 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2227 * we'll put it back if its time isn't up.
2267 */ 2228 */
2268 aura->remove (); 2229 aura->remove ();
2273 aura->destroy (); 2234 aura->destroy ();
2274 return; 2235 return;
2275 } 2236 }
2276 2237
2277 /* auras only exist in inventories */ 2238 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2239 if (!env || !env->map)
2279 { 2240 {
2280 aura->destroy (); 2241 aura->destroy ();
2281 return; 2242 return;
2282 } 2243 }
2283 2244
2284 /* we need to jump out of the inventory for a bit 2245 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2246 * in order to hit the map conveniently.
2286 */ 2247 */
2287 aura->insert_at (env, aura); 2248 aura->insert_at (env, aura);
2288 2249
2289 for (i = 1; i < 9; i++) 2250 for (int i = 1; i < 9; i++)
2290 { 2251 {
2291 sint16 nx, ny; 2252 mapxy pos (env);
2253 pos.move (i);
2292 2254
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2255 /* Consider the movement type of the person with the aura as
2298 * movement type of the aura. Eg, if the player is flying, the aura 2256 * movement type of the aura. Eg, if the player is flying, the aura
2299 * is flying also, if player is walking, it is on the ground, etc. 2257 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2258 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2260 {
2303 hit_map (aura, i, aura->attacktype, 0); 2261 hit_map (aura, i, aura->attacktype, 0);
2304 2262
2305 if (aura->other_arch) 2263 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2264 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2265 }
2308 } 2266 }
2309 2267
2310 /* put the aura back in the player's inventory */ 2268 /* put the aura back in the player's inventory */
2311 aura->remove (); 2269 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2270 aura->set_owner (owner);
2313} 2271}
2314 2272
2315/* moves the peacemaker spell. 2273/* moves the peacemaker spell.
2316 * op is the piece object. 2274 * op is the piece object.
2317 */ 2275 */
2318
2319void 2276void
2320move_peacemaker (object *op) 2277move_peacemaker (object *op)
2321{ 2278{
2322 object *tmp; 2279 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2280 {
2326 int atk_lev, def_lev; 2281 int atk_lev, def_lev;
2327 object *victim = tmp; 2282 object *victim = tmp->head_ ();
2328 2283
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2284 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2285 continue;
2286
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2288 continue;
2289
2335 if (victim->stats.exp == 0) 2290 if (victim->stats.exp == 0)
2336 continue; 2291 continue;
2337 2292
2338 def_lev = MAX (1, victim->level); 2293 def_lev = MAX (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2294 atk_lev = MAX (1, op->level);
2340 2295
2341 if (rndm (0, atk_lev - 1) > def_lev) 2296 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2297 {
2343 /* make this sucker peaceful. */ 2298 /* make this sucker peaceful. */
2344 2299
2300 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2301 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2302 victim->stats.exp = 0;
2347#if 0 2303#if 0
2348 /* No idea why these were all set to zero - if something 2304 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2305 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2312 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2313 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2314 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2315 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2316 CLEAR_FLAG (victim, FLAG_MONSTER);
2317
2361 if (victim->name) 2318 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2319 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2320 }
2365 }
2366 } 2321 }
2367} 2322}
2368
2369 2323
2370/* This writes a rune that contains the appropriate message. 2324/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2325 * There really isn't any adjustments we make.
2372 */ 2326 */
2373
2374int 2327int
2375write_mark (object *op, object *spell, const char *msg) 2328write_mark (object *op, object *spell, const char *msg)
2376{ 2329{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2330 if (!msg || msg[0] == 0)
2381 { 2331 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2333 return 0;
2384 } 2334 }
2385 2335
2386 if (strcasestr_local (msg, "endmsg")) 2336 if (!msg_is_safe (msg))
2387 { 2337 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2338 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2339 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2340 return 0;
2391 } 2341 }
2342
2392 if (!spell->other_arch) 2343 if (!spell->other_arch)
2393 return 0; 2344 return 0;
2345
2394 tmp = arch_to_object (spell->other_arch); 2346 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2347
2398 tmp->race = op->name; /*Save the owner of the rune */ 2348 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2349 tmp->msg = msg;
2400 2350
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2352
2402 return 1; 2353 return 1;
2403} 2354}
2355

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