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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 1.113 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
81 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
83 82
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (spellparam)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
156 { 153 {
157 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
158 155
159 for (; al; al = al->next) 156 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
161 break; 158 break;
162 159
163 if (!al) 160 if (!al)
164 { 161 {
165 missile->destroy (); 162 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 164 return 0;
168 } 165 }
169 166
170 if (al->item->slaying) 167 if (al->item->slaying)
171 { 168 {
172 missile->destroy (); 169 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
209 return 1; 203 return 1;
210} 204}
211 205
212 206
213/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 209int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 211{
218 int food_value; 212 int food_value;
219 archetype *at = NULL; 213 archetype *at = NULL;
220 object *new_op; 214 object *new_op;
221 215
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 217
224 if (stringarg) 218 if (spellparam)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 spellparam = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!spellparam)
234 { 228 {
235 archetype *at_tmp; 229 archetype *at_tmp;
236 230
237 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 251 && at_tmp->weight < at->weight)))
258 at = at_tmp; 252 at = at_tmp;
259 } 253 }
260 } 254 }
261 } 255 }
256
262 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
263 * know 258 * know
264 */ 259 */
265 if (!at) 260 if (!at)
266 { 261 {
285{ 280{
286 int r, mflags, maxrange; 281 int r, mflags, maxrange;
287 object *tmp; 282 object *tmp;
288 maptile *m; 283 maptile *m;
289 284
290
291 if (!dir) 285 if (!dir)
292 { 286 {
293 examine_monster (op, op); 287 examine_monster (op, op);
294 return 1; 288 return 1;
295 } 289 }
290
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
298 { 293 {
299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 295
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 303 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 305 return 0;
311 } 306 }
307
312 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
313 { 309 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 312 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 314 if (tmp->head != NULL)
319 tmp = tmp->head; 315 tmp = tmp->head;
320 examine_monster (op, tmp); 316 examine_monster (op, tmp);
321 return 1; 317 return 1;
322 } 318 }
323 } 319 }
324 } 320 }
321
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 323 return 1;
327} 324}
328
329 325
330/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 327 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 331 * pl is invisible.
336 */ 332 */
337int 333int
338makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
339{ 335{
340
341 if (!pl->invisible) 336 if (!pl->invisible)
342 return 0; 337 return 0;
338
343 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
344 { 340 {
345 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
347 { 343 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 345 return 0;
346
350 return 1; 347 return 1;
351 } 348 }
349
352 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 352 return 1;
353
355 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
356 if (!mon->race) 355 if (!mon->race)
357 return 0; 356 return 0;
357
358 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 359 return 1;
360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
363 else 364 else
364 { 365 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
466 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
467 { 465 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 470 }
477 471
478 op->destroy (); 472 op->destroy ();
479} 473}
480 474
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 491 return 1;
498 } 492 }
499 493
500 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 495
496 if (!dummy)
502 { 497 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 500 return 0;
506 } 501 }
570 565
571int 566int
572perceive_self (object *op) 567perceive_self (object *op)
573{ 568{
574 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
576 571
577 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 573
579 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
580 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 579
583 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
585 else 582 else
586 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
587 584
588 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
589 586
590 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
592 else 589 else
593 { 590 {
594 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
595 592
596 if (tmp) 593 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 602 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 604 {
608 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
610 else 607 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 609
613 break; 610 break;
614 } 611 }
615 } 612 }
616 613
617 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
889 885
890 /* Actually move the player now */ 886 /* Actually move the player now */
891 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)))
892 return 1; 888 return 1;
893 889
894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * fabs (op->speed); /* Freeze them for a short while */
891
895 return 1; 892 return 1;
896} 893}
897
898 894
899/* cast_heal: Heals something. 895/* cast_heal: Heals something.
900 * op is the caster. 896 * op is the caster.
901 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
902 * spell is the spell object. 898 * spell is the spell object.
929 { 925 {
930 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 928 * on amount of damage healed.
933 */ 929 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
936 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
937 934
938 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 937 else if (heal > 50)
949 success = 1; 946 success = 1;
950 } 947 }
951 } 948 }
952 949
953 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
955 success = 1; 952 success = 1;
956 953
957 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
958 { 955 {
959 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
960 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
961 if (poison) 958 if (poison)
962 { 959 {
963 success = 1; 960 success = 1;
964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
966 } 963 }
967 } 964 }
968 965
969 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
970 { 967 {
971 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
972 if (poison) 969 if (poison)
973 { 970 {
974 success = 1; 971 success = 1;
975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
976 poison->duration = 1; 973 poison->duration = 1;
977 } 974 }
978 } 975 }
979 976
980 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
981 { 978 {
982 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
983 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
984 if (poison) 981 if (poison)
985 { 982 {
986 success = 1; 983 success = 1;
987 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.");
1008 } 1005 }
1009 1006
1010 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1011 { 1008 {
1012 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1013 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1015 success = 1; 1014 success = 1;
1016 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1018 } 1017 }
1019 1018
1033 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1033 "You are no easier to look at.",
1035}; 1034};
1036 1035
1037int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1038cast_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)
1039{ 1044{
1040 object *force = NULL; 1045 object *force = 0;
1041 int i; 1046 int i;
1042 1047
1043 /* 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. */
1044 object *tmp = dir 1049 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1051 : op;
1047 1052
1048 if (!tmp) 1053 if (!tmp)
1049 return 0; 1054 return 0;
1050 1055
1051 /* 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. */
1059 break; 1064 break;
1060 } 1065 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1067 {
1063 if (!silent) 1068 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); 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
1065 return 0; 1073 return 0;
1066 } 1074 }
1067 } 1075 }
1068 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1069 if (force == NULL) 1080 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 } 1081 {
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) 1082 if (duration > force->duration)
1087 { 1083 {
1088 force->duration = duration; 1084 force->duration = duration;
1089 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.");
1090 } 1086 }
1091 else 1087 else
1092 {
1093 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.");
1094 }
1095 1089
1096 return 1; 1090 return 1;
1097 } 1091 }
1098 1092
1099 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
1100 force->speed = 1.0; 1108 force->speed = 1.0;
1101 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1103 1111
1104 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1171 */ 1179 */
1172int 1180int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1182{
1175 int i; 1183 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1185
1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1179 if (dir != 0) 1187 if (dir != 0)
1180 { 1188 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1182 } 1193 }
1183 else 1194 else
1184 {
1185 tmp = op; 1195 tmp = op;
1186 }
1187 1196
1188 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1199 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1201 {
1193 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1194 { 1203 {
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); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1201 return 0; 1210 return 0;
1202 } 1211 }
1203 } 1212 }
1204 } 1213 }
1214
1205 if (force == NULL) 1215 if (force == NULL)
1206 { 1216 {
1207 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1219 if (spell_ob->race)
1240 } 1250 }
1241 else 1251 else
1242 { 1252 {
1243 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1244 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1245 {
1246 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1247 {
1248 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]);
1249 } 1257
1250 }
1251 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1252 1259
1253 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1254 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1255 1262
1274} 1281}
1275 1282
1276/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1277 * 1284 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1286 * 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 * 1287 *
1284 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1285 * the maximum number of large nuggets you could get. 1289 * 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 1290 * because the nuggets themselves will be will be adjusted by charisma
1287 * to the max amount of small nuggets as you could get. 1291 * 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 * 1292 *
1292 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1294 * alchemised. 1295 * alchemised.
1295 */ 1296 */
1296static void 1297static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1299{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1301
1301 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1307 * the stuff back to town.
1318 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1319 1320
1320 obj->destroy (); 1321 obj->destroy ();
1321} 1322}
1322 1323
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 1324int
1354alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1355{ 1326{
1356 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1357 return 0; 1328 return 0;
1358 1329
1359 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1361 1335
1362 /* 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
1363 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1338 * in sight
1365 */ 1339 */
1417 if (weight > weight_max) 1391 if (weight > weight_max)
1418 break; 1392 break;
1419 } 1393 }
1420 } 1394 }
1421 1395
1396 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1397 value = min (value, value_max);
1423 1398
1424 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1425 int large_nuggets = count; 1400 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 */ 1401 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1436 1409
1437 if (weight > weight_max) 1410 if (weight > weight_max)
1438 goto bailout; 1411 goto bailout;
1439 } 1412 }
1440 } 1413 }
1441 1414
1442bailout: 1415bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1416 return 1;
1446} 1417}
1447
1448 1418
1449/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1450 * items. 1420 * items.
1451 */ 1421 */
1452int 1422int
1453remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1454{ 1424{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1457 1426
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1462 { 1431 {
1463 was_one++; 1432 was_one++;
1433
1464 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1465 { 1435 {
1466 success++; 1436 success++;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1468 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1469 1439
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1446 }
1476 } 1447 }
1477 1448
1478 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1479 { 1450 {
1490 1461
1491 return success; 1462 return success;
1492} 1463}
1493 1464
1494/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1495
1496int 1466int
1497cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1498{ 1468{
1499 object *tmp; 1469 object *tmp;
1500 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1501 1471
1502 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));
1503
1504 if (num_ident < 1)
1505 num_ident = 1;
1506 1473
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1475 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1477 {
1511 identify (tmp); 1478 identify (tmp);
1512 1479
1513 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1514 { 1481 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1483
1517 if (tmp->msg) 1484 if (tmp->msg)
1518 { 1485 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 } 1486 }
1523 1487
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1488 if (!--num_ident)
1527 break; 1489 break;
1528 } 1490 }
1529 } 1491 }
1530 1492
1531 /* 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
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1539 { 1501 {
1540 identify (tmp); 1502 identify (tmp);
1541 1503
1542 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1543 { 1505 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1507
1546 if (tmp->msg) 1508 if (tmp->msg)
1547 { 1509 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 } 1510 }
1554 1511
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1512 if (!--num_ident)
1558 break; 1513 break;
1559 } 1514 }
1560 } 1515 }
1561 1516
1562 if (!success) 1517 if (buf.empty ())
1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1564 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1565 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1566 1528 return 1;
1567 return success; 1529 }
1568} 1530}
1569 1531
1570int 1532int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1534{
1577 1539
1578 /* 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
1579 * doing it over and over again. 1541 * doing it over and over again.
1580 */ 1542 */
1581 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1546
1585 if (!skill) 1547 if (!skill)
1586 skill = caster; 1548 skill = caster;
1587 1549
1588 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1589 for (y = op->y - range; y <= op->y + range; y++)
1590 { 1551 {
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 1552 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1555 * down - that is easier than working up.
1600 */ 1556 */
1601 1557
1602 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)
1603 last = tmp; 1559 last = tmp;
1604 1560
1605 /* 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
1606 * would happen. 1562 * would happen.
1607 */ 1563 */
1608 if (!last) 1564 if (!last)
1609 continue; 1565 continue;
1610 1566
1611 done_one = 0; 1567 done_one = 0;
1612 floor = 0; 1568 floor = 0;
1613 detect = NULL; 1569 detect = NULL;
1614 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1571 {
1616 /* show invisible */ 1572 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1618 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1621 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1622 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
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1627 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)))
1628 { 1594 {
1629 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)
1630 { 1596 {
1631 tmp->invisible = 0; 1597 tmp->invisible = 0;
1632 done_one = 1; 1598 done_one = 1;
1633 } 1599 }
1634 } 1600 }
1635 1601
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1; 1603 floor = 1;
1638 1604
1639 /* All detections below this point don't descend beneath the floor, 1605 /* 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 1606 * 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 1607 * 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. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1643 */ 1609 */
1644 if (floor) 1610 if (floor)
1645 continue; 1611 continue;
1646 1612
1647 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1648 * 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.
1649 * 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
1650 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1651 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1652 */ 1618 */
1653 1619
1654 /* detect magic */ 1620 /* detect magic */
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1656 !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))
1657 { 1623 {
1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1659 /* make runes more visibile */ 1625 /* make runes more visibile */
1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1661 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1662 done_one = 1; 1629 done_one = 1;
1663 } 1630 }
1631
1664 /* detect monster */ 1632 /* detect monster */
1665 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))
1666 { 1634 {
1667 done_one = 2; 1635 done_one = 2;
1636
1668 if (!detect) 1637 if (!detect)
1669 detect = tmp; 1638 detect = tmp;
1670 } 1639 }
1640
1671 /* 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
1672 * 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
1673 * race must match. 1643 * race must match.
1674 */ 1644 */
1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1677 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1678 { 1648 {
1679 done_one = 2; 1649 done_one = 2;
1650
1680 if (!detect) 1651 if (!detect)
1681 detect = tmp; 1652 detect = tmp;
1682 } 1653 }
1654
1683 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) &&
1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 { 1657 {
1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1687 done_one = 1; 1659 done_one = 1;
1688 } 1660 }
1689 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1690 1662
1691 /* 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
1692 * where the magic is. 1664 * where the magic is.
1693 */ 1665 */
1694 if (done_one) 1666 if (done_one)
1695 { 1667 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1697 1669
1698 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1700 { 1672 {
1701 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1708 } 1680 }
1709 1681
1710 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1711 } 1683 }
1712 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1713 1685
1714 1686
1715 /* 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 */
1716 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))
1717 { 1689 {
1718 done_one = 0; 1690 done_one = 0;
1691
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1693 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1722 { 1695 {
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1724 { 1697 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1702 }
1703
1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1731 { 1706 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1711 }
1736 } /* if item is not identified */ 1712 } /* if item is not identified */
1737 } /* for the players inventory */ 1713 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1739 return 1; 1716 return 1;
1740} 1717}
1741 1718
1742 1719
1743/** 1720/**
1756 1733
1757 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.");
1758 1735
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1737 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 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; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1772 } 1741 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 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."); 1743 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) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 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!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1747 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1825 } 1794 }
1826 /* give sp */ 1795 /* give sp */
1827 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1828 { 1797 {
1829 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);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1800 return 1;
1832 } 1801 }
1833 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1803 else if (op != plyr)
1835 { 1804 {
1847 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1850 if (sucked > 0) 1819 if (sucked > 0)
1851 { 1820 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1822 }
1854 } 1823 }
1855 return 1; 1824 return 1;
1856 } 1825 }
1857 return 0; 1826 return 0;
1933 break; 1902 break;
1934 } 1903 }
1935 } 1904 }
1936} 1905}
1937 1906
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1941int 1908int
1942cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1943{ 1910{
1944 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1957 break; 1924 break;
1958 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1959 { 1926 {
1960 1927
1961 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1962 { 1929 {
1963 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);
1964 return 0; 1931 return 0;
1965 } 1932 }
1966 else 1933 else
1967 { 1934 {
1968 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1937 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1973 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1976 return 1; 1945 return 1;
1977 } 1946 }
1978 } 1947 }
1979 } 1948 }
1997 object *weapon, *tmp; 1966 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
1999 int a, i; 1968 int a, i;
2000 sint16 x, y; 1969 sint16 x, y;
2001 maptile *m; 1970 maptile *m;
2002 materialtype_t *mt;
2003 1971
2004 if (!spell->other_arch) 1972 if (!spell->other_arch)
2005 { 1973 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2018 return 0; 1986 return 0;
2019 } 1987 }
2020 1988
2021 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2022 if (!dir) 1990 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2024 1992
2025 m = op->map; 1993 m = op->map;
2026 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2028 1996
2029 /* if there's no place to put the golem, abort */ 1997 /* 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) || 1998 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)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2000 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2034 return 0; 2002 return 0;
2035 } 2003 }
2036 2004
2040 if (!weapon) 2008 if (!weapon)
2041 { 2009 {
2042 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!");
2043 return 0; 2011 return 0;
2044 } 2012 }
2013
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2015 {
2047 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.");
2048 return 0; 2017 return 0;
2049 } 2018 }
2019
2050 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2051 { 2021 {
2052 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.");
2053 return 0; 2023 return 0;
2054 } 2024 }
2025
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2056 { 2027 {
2057 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));
2058 return 0; 2029 return 0;
2059 } 2030 }
2060 2031
2061 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2033
2068 /* create the golem object */ 2034 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2070 2036
2071 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2076 tmp->set_owner (op); 2042 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2079 2045
2080 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2082 * used above. 2048 * used above.
2083 */ 2049 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2085 weapon->remove (); 2051 weapon->remove ();
2086 2052
2087 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2054
2089 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc) 2057 * body_info, skills, etc)
2092 */ 2058 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2119 2085
2120 /* attacktype */ 2086 /* attacktype */
2121 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2123 2089
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname); 2090 if (materialtype_t *mt = name_to_material (op->materialname))
2127 if (mt != NULL)
2128 { 2091 {
2129 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2131 a = mt->save[0]; 2094 a = mt->save[0];
2132 } 2095 }
2134 { 2097 {
2135 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5; 2099 tmp->resist[i] = 5;
2137 a = 10; 2100 a = 10;
2138 } 2101 }
2102
2139 /* Set weapon's immunity */ 2103 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2104 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2105 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2106 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2107 tmp->resist[ATNR_PARALYZE] = 100;
2149 2113
2150 /* Improve weapon's armour value according to best save vs. physical of its material */ 2114 /* Improve weapon's armour value according to best save vs. physical of its material */
2151 2115
2152 if (a > 14) 2116 if (a > 14)
2153 a = 14; 2117 a = 14;
2118
2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2119 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2155 2120
2156 /* Determine golem's speed */ 2121 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2122 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2158 2123
2168 tmp->state = weapon->state; 2133 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2135 }
2171 2136
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2137 /* 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)); 2138 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2139
2175 tmp->speed_left = -1; 2140 tmp->speed_left = -1;
2176 tmp->direction = dir; 2141 tmp->direction = dir;
2177 2142
2178 m->insert (tmp, x, y, op); 2143 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2147/* cast_daylight() - changes the map darkness level *lower* */
2183 2148
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2150 * This changes the light level for the entire map.
2186 */ 2151 */
2187
2188int 2152int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2153cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2154{
2191 int success; 2155 int success;
2192 2156
2200 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2202 else 2166 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2168 }
2169
2205 return success; 2170 return success;
2206} 2171}
2207
2208
2209
2210
2211 2172
2212/* create an aura spell object and put it in the player's inventory. 2173/* 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, 2174 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2175 * spell is the spell object itself.
2215 */ 2176 */
2227 2188
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2190
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2192
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2235 2195
2236 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = casting_level (caster, spell);
2197
2237 if (refresh) 2198 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2200 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2241 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2242 return 1; 2206 return 1;
2243} 2207}
2244
2245 2208
2246/* move aura function. An aura is a part of someone's inventory, 2209/* 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 2210 * which he carries with him, but which acts on the map immediately
2248 * around him. 2211 * around him.
2249 * Aura parameters: 2212 * Aura parameters:
2250 * duration: duration counter. 2213 * duration: duration counter.
2251 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2253 */ 2216 */
2254
2255void 2217void
2256move_aura (object *aura) 2218move_aura (object *aura)
2257{ 2219{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2263 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2264 2223
2265 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2267 */ 2226 */
2268 aura->remove (); 2227 aura->remove ();
2273 aura->destroy (); 2232 aura->destroy ();
2274 return; 2233 return;
2275 } 2234 }
2276 2235
2277 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2279 { 2238 {
2280 aura->destroy (); 2239 aura->destroy ();
2281 return; 2240 return;
2282 } 2241 }
2283 2242
2284 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2286 */ 2245 */
2287 aura->insert_at (env, aura); 2246 aura->insert_at (env, aura);
2288 2247
2289 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2290 { 2249 {
2291 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2292 2252
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 2253 /* 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 2254 * 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. 2255 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2256 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2258 {
2303 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2304 2260
2305 if (aura->other_arch) 2261 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2263 }
2308 } 2264 }
2309 2265
2310 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2311 aura->remove (); 2267 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2313} 2269}
2314 2270
2315/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2316 * op is the piece object. 2272 * op is the piece object.
2317 */ 2273 */
2318
2319void 2274void
2320move_peacemaker (object *op) 2275move_peacemaker (object *op)
2321{ 2276{
2322 object *tmp; 2277 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 { 2278 {
2326 int atk_lev, def_lev; 2279 int atk_lev, def_lev;
2327 object *victim = tmp; 2280 object *victim = tmp->head_ ();
2328 2281
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2282 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2283 continue;
2284
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2285 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2286 continue;
2287
2335 if (victim->stats.exp == 0) 2288 if (victim->stats.exp == 0)
2336 continue; 2289 continue;
2337 2290
2338 def_lev = MAX (1, victim->level); 2291 def_lev = max (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2292 atk_lev = max (1, op->level);
2340 2293
2341 if (rndm (0, atk_lev - 1) > def_lev) 2294 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2295 {
2343 /* make this sucker peaceful. */ 2296 /* make this sucker peaceful. */
2344 2297
2298 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2299 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2300 victim->stats.exp = 0;
2347#if 0 2301#if 0
2348 /* No idea why these were all set to zero - if something 2302 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2303 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2310 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2312 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2313 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2314 CLEAR_FLAG (victim, FLAG_MONSTER);
2315
2361 if (victim->name) 2316 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2317 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2318 }
2365 }
2366 } 2319 }
2367} 2320}
2368
2369 2321
2370/* This writes a rune that contains the appropriate message. 2322/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2323 * There really isn't any adjustments we make.
2372 */ 2324 */
2373
2374int 2325int
2375write_mark (object *op, object *spell, const char *msg) 2326write_mark (object *op, object *spell, const char *msg)
2376{ 2327{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2328 if (!msg || msg[0] == 0)
2381 { 2329 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2331 return 0;
2384 } 2332 }
2385 2333
2386 if (strcasestr_local (msg, "endmsg")) 2334 if (!msg_is_safe (msg))
2387 { 2335 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2336 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); 2337 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2338 return 0;
2391 } 2339 }
2340
2392 if (!spell->other_arch) 2341 if (!spell->other_arch)
2393 return 0; 2342 return 0;
2343
2394 tmp = arch_to_object (spell->other_arch); 2344 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2345
2398 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2347 tmp->msg = msg;
2400 2348
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2350
2402 return 1; 2351 return 1;
2403} 2352}
2353

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