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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC vs.
Revision 1.108 by root, Fri Sep 18 03:38:29 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
123 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (spellparam)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 missile->destroy (); 161 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 missile->destroy (); 168 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
207 return 1; 202 return 1;
208} 203}
209 204
210 205
211/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 208int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (spellparam)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 spellparam = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!spellparam)
232 { 227 {
233 archetype *at_tmp; 228 archetype *at_tmp;
234 229
235 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 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))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
335 * pl is invisible. 330 * pl is invisible.
336 */ 331 */
337int 332int
338makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
339{ 334{
340
341 if (!pl->invisible) 335 if (!pl->invisible)
342 return 0; 336 return 0;
337
343 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
344 { 339 {
345 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
347 { 342 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 344 return 0;
345
350 return 1; 346 return 1;
351 } 347 }
348
352 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 351 return 1;
352
355 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
356 if (!mon->race) 354 if (!mon->race)
357 return 0; 355 return 0;
356
358 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 358 return 1;
359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
363 else 363 else
364 { 364 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
466 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
467 { 464 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 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."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 467 else
471 { 468 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 } 469 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 490 return 1;
498 } 491 }
499 492
500 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 494
495 if (!dummy)
502 { 496 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 499 return 0;
506 } 500 }
572perceive_self (object *op) 566perceive_self (object *op)
573{ 567{
574 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
576 570
577 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 572
579 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
580 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 578
583 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
585 else 581 else
586 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
587 583
588 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
589 585
590 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
592 else 588 else
593 { 589 {
594 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
595 591
596 if (tmp) 592 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 601 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 603 {
608 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
610 else 606 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 608
613 break; 609 break;
614 } 610 }
615 } 611 }
616 612
617 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 614
621 return 1; 615 return 1;
622} 616}
623 617
624/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
712 */ 706 */
713 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 708 tmp->set_owner (op);
715 709
716 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
718 712
719 name = tmp->name; 713 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 715 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
783 777
784 return 1; 778 return 1;
785} 779}
786 780
787int 781int
788dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 783{
790 uint32 dist, maxdist; 784 uint32 dist, maxdist;
791 int mflags; 785 int mflags;
792 maptile *m; 786 maptile *m;
793 sint16 sx, sy; 787 sint16 sx, sy;
804 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in. 799 * ever, so put limits in.
806 */ 800 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 802
809 if (op->contr->count) 803 if (spellparam)
810 { 804 {
805 int count = atoi (spellparam);
806
811 if (op->contr->count > maxdist) 807 if (count > maxdist)
812 { 808 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
814 return 0; 810 return 0;
815 } 811 }
816 812
817 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
818 { 814 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820 816
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 818 break;
823 819
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break; 821 break;
826 } 822 }
827 823
828 if (dist < op->contr->count) 824 if (dist < count)
829 { 825 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0; 827 return 0;
833 } 828 }
834
835 op->contr->count = 0;
836 829
837 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
838 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
839 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
895 888
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897 return 1; 890 return 1;
898} 891}
899 892
900
901/* cast_heal: Heals something. 893/* cast_heal: Heals something.
902 * op is the caster. 894 * op is the caster.
903 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
904 * spell is the spell object. 896 * spell is the spell object.
905 */ 897 */
931 { 923 {
932 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 926 * on amount of damage healed.
935 */ 927 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
938 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
939 932
940 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 935 else if (heal > 50)
951 success = 1; 944 success = 1;
952 } 945 }
953 } 946 }
954 947
955 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
957 success = 1; 950 success = 1;
958 951
959 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
960 { 953 {
961 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1010 } 1003 }
1011 1004
1012 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1006 {
1014 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1015 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1017 success = 1; 1012 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1015 }
1021 1016
1035 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1031 "You are no easier to look at.",
1037}; 1032};
1038 1033
1039int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1042{
1042 object *force = NULL; 1043 object *force = 0;
1043 int i; 1044 int i;
1044 1045
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1047 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1049 : op;
1049 1050
1050 if (!tmp) 1051 if (!tmp)
1051 return 0; 1052 return 0;
1052 1053
1053 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1061 break; 1062 break;
1062 } 1063 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1065 {
1065 if (!silent) 1066 if (!silent)
1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1067 return 0; 1071 return 0;
1068 } 1072 }
1069 } 1073 }
1070 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1071 if (force == NULL) 1078 if (force)
1072 {
1073 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY;
1075 if (spell_ob->race)
1076 force->name = spell_ob->race;
1077 else
1078 force->name = spell_ob->name;
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1079 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1080 if (duration > force->duration)
1089 { 1081 {
1090 force->duration = duration; 1082 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1084 }
1093 else 1085 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1087
1098 return 1; 1088 return 1;
1099 } 1089 }
1100 1090
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1102 force->speed = 1.0; 1106 force->speed = 1.0;
1103 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1105 1109
1106 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1173 */ 1177 */
1174int 1178int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1180{
1177 int i; 1181 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1183
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1185 if (dir != 0)
1182 { 1186 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1184 } 1191 }
1185 else 1192 else
1186 {
1187 tmp = op; 1193 tmp = op;
1188 }
1189 1194
1190 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1197 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1199 {
1195 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1196 { 1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1208 return 0;
1204 } 1209 }
1205 } 1210 }
1206 } 1211 }
1212
1207 if (force == NULL) 1213 if (force == NULL)
1208 { 1214 {
1209 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1217 if (spell_ob->race)
1276} 1282}
1277 1283
1278/* Alchemy code by Mark Wedel 1284/* Alchemy code by Mark Wedel
1279 * 1285 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1286 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1287 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1288 *
1286 * Large nuggets are worth 25 gp each (base). You will always get 1289 * The value of the gold nuggets being about 90% of that of the item
1287 * the maximum number of large nuggets you could get. 1290 * itself. It uses the value of the object before charisma adjustments,
1288 * Small nuggets are worth 1 gp each (base). You will get from 0 1291 * because the nuggets themselves will be will be adjusted by charisma
1289 * to the max amount of small nuggets as you could get. 1292 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1293 *
1294 * There is also a chance (1:30) that you will get nothing at all 1294 * There is also a chance (1:30) that you will get nothing at all
1295 * for the object. There is also a maximum weight that will be 1295 * for the object. There is also a maximum weight that will be
1296 * alchemised. 1296 * alchemised.
1297 */ 1297 */
1298static void 1298static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1300{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1302
1303 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (this should hopefully
1304 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1305 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1308 * the stuff back to town.
1320 total_weight += obj->total_weight (); 1320 total_weight += obj->total_weight ();
1321 1321
1322 obj->destroy (); 1322 obj->destroy ();
1323} 1323}
1324 1324
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1325int
1356alchemy (object *op, object *caster, object *spell_ob) 1326alchemy (object *op, object *caster, object *spell_ob)
1357{ 1327{
1358 if (op->type != PLAYER) 1328 if (op->type != PLAYER)
1359 return 0; 1329 return 0;
1360 1330
1361 object *large = get_archetype ("largenugget"); 1331 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1332
1333 nugget[0] = archetype::find ("pyrite3");
1334 nugget[1] = archetype::find ("pyrite2");
1335 nugget[2] = archetype::find ("pyrite");
1363 1336
1364 /* Put a maximum weight of items that can be alchemised. Limits the power 1337 /* Put a maximum weight of items that can be alchemised. Limits the power
1365 * some, and also prevents people from alchemising every table/chair/clock 1338 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1339 * in sight
1367 */ 1340 */
1419 if (weight > weight_max) 1392 if (weight > weight_max)
1420 break; 1393 break;
1421 } 1394 }
1422 } 1395 }
1423 1396
1397 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1398 value = min (value, value_max);
1425 1399
1426 uint64 count = value / large->value; 1400 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1401 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1402 {
1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1403 value -= nrof * nugget[i]->value;
1404
1405 object *tmp = arch_to_object (nugget[i]);
1406 tmp->nrof = nrof;
1407 tmp->flag [FLAG_IDENTIFIED] = true;
1408 op->map->insert (tmp, x, y, op, 0);
1409 }
1438 1410
1439 if (weight > weight_max) 1411 if (weight > weight_max)
1440 goto bailout; 1412 goto bailout;
1441 } 1413 }
1442 } 1414 }
1443 1415
1444bailout: 1416bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1417 return 1;
1448} 1418}
1449
1450 1419
1451/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1452 * items. 1421 * items.
1453 */ 1422 */
1454int 1423int
1455remove_curse (object *op, object *caster, object *spell) 1424remove_curse (object *op, object *caster, object *spell)
1456{ 1425{
1457 object *tmp;
1458 int success = 0, was_one = 0; 1426 int success = 0, was_one = 0;
1459 1427
1460 for (tmp = op->inv; tmp; tmp = tmp->below) 1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1432 {
1465 was_one++; 1433 was_one++;
1434
1466 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= casting_level (caster, spell))
1467 { 1436 {
1468 success++; 1437 success++;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1470 CLEAR_FLAG (tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1440
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1444
1445 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1446 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1447 }
1478 } 1448 }
1479 1449
1480 if (op->type == PLAYER) 1450 if (op->type == PLAYER)
1481 { 1451 {
1492 1462
1493 return success; 1463 return success;
1494} 1464}
1495 1465
1496/* Identifies objects in the players inventory/on the ground */ 1466/* Identifies objects in the players inventory/on the ground */
1497
1498int 1467int
1499cast_identify (object *op, object *caster, object *spell) 1468cast_identify (object *op, object *caster, object *spell)
1500{ 1469{
1501 object *tmp; 1470 object *tmp;
1502 int success = 0, num_ident; 1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1503 1472
1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1505
1506 if (num_ident < 1)
1507 num_ident = 1;
1508 1474
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1476 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1478 {
1513 identify (tmp); 1479 identify (tmp);
1514 1480
1515 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1516 { 1482 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1518 1484
1519 if (tmp->msg) 1485 if (tmp->msg)
1520 { 1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524 } 1487 }
1525 1488
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1489 if (!--num_ident)
1529 break; 1490 break;
1530 } 1491 }
1531 } 1492 }
1532 1493
1533 /* If all the power of the spell has been used up, don't go and identify 1494 /* If all the power of the spell has been used up, don't go and identify
1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1541 { 1502 {
1542 identify (tmp); 1503 identify (tmp);
1543 1504
1544 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1545 { 1506 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1547 1508
1548 if (tmp->msg) 1509 if (tmp->msg)
1549 { 1510 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 } 1511 }
1556 1512
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1513 if (!--num_ident)
1560 break; 1514 break;
1561 } 1515 }
1562 } 1516 }
1563 1517
1564 if (!success) 1518 if (buf.empty ())
1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1519 {
1520 op->failmsg ("You can't reach anything unidentified.");
1521 return 0;
1522 }
1566 else 1523 else
1524 {
1525 if (op->contr)
1526 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1527
1567 spell_effect (spell, op->x, op->y, op->map, op); 1528 spell_effect (spell, op->x, op->y, op->map, op);
1568 1529 return 1;
1569 return success; 1530 }
1570} 1531}
1571 1532
1572int 1533int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1534cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1535{
1579 1540
1580 /* We precompute some values here so that we don't have to keep 1541 /* We precompute some values here so that we don't have to keep
1581 * doing it over and over again. 1542 * doing it over and over again.
1582 */ 1543 */
1583 god = find_god (determine_god (op)); 1544 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1545 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1546 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1547
1587 if (!skill) 1548 if (!skill)
1588 skill = caster; 1549 skill = caster;
1589 1550
1590 for (x = op->x - range; x <= op->x + range; x++) 1551 unordered_mapwalk (op, -range, -range, range, range)
1591 for (y = op->y - range; y <= op->y + range; y++)
1592 { 1552 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1556 * down - that is easier than working up.
1602 */ 1557 */
1603 1558
1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1605 last = tmp; 1560 last = tmp;
1606 1561
1607 /* Shouldn't happen, but if there are no objects on a space, this 1562 /* Shouldn't happen, but if there are no objects on a space, this
1608 * would happen. 1563 * would happen.
1609 */ 1564 */
1610 if (!last) 1565 if (!last)
1611 continue; 1566 continue;
1612 1567
1613 done_one = 0; 1568 done_one = 0;
1614 floor = 0; 1569 floor = 0;
1615 detect = NULL; 1570 detect = NULL;
1616 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1572 {
1618 /* show invisible */ 1573 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1620 /* Might there be other objects that we can make visible? */ 1575 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1623 tmp->type == CF_HANDLE || 1578 || tmp->type == CF_HANDLE
1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1630 { 1595 {
1631 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1632 { 1597 {
1633 tmp->invisible = 0; 1598 tmp->invisible = 0;
1634 done_one = 1; 1599 done_one = 1;
1635 } 1600 }
1636 } 1601 }
1637 1602
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1; 1604 floor = 1;
1640 1605
1641 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1642 * so just continue on. We could be clever and look at the type of 1607 * so just continue on. We could be clever and look at the type of
1643 * detection to completely break out if we don't care about objects beneath 1608 * detection to completely break out if we don't care about objects beneath
1644 * the floor, but once we get to the floor, not likely a very big issue anyways. 1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */ 1610 */
1646 if (floor) 1611 if (floor)
1647 continue; 1612 continue;
1648 1613
1649 /* I had thought about making detect magic and detect curse 1614 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster. 1615 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it 1616 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the 1617 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant. 1618 * effect wouldn't be as apparent.
1654 */ 1619 */
1655 1620
1656 /* detect magic */ 1621 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 { 1624 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */ 1626 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4; 1628 tmp->stats.Cha /= 4;
1629
1664 done_one = 1; 1630 done_one = 1;
1665 } 1631 }
1632
1666 /* detect monster */ 1633 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 { 1635 {
1669 done_one = 2; 1636 done_one = 2;
1637
1670 if (!detect) 1638 if (!detect)
1671 detect = tmp; 1639 detect = tmp;
1672 } 1640 }
1641
1673 /* Basically, if race is set in the spell, then the creatures race must 1642 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing 1643 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match. 1644 * race must match.
1676 */ 1645 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1679 (strstr (spell->race, tmp->race)))) 1648 spell->race.contains (tmp->race)))
1680 { 1649 {
1681 done_one = 2; 1650 done_one = 2;
1651
1682 if (!detect) 1652 if (!detect)
1683 detect = tmp; 1653 detect = tmp;
1684 } 1654 }
1655
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 { 1658 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1; 1660 done_one = 1;
1690 } 1661 }
1691 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
1692 1663
1693 /* Code here puts an effect of the spell on the space, so you can see 1664 /* Code here puts an effect of the spell on the space, so you can see
1694 * where the magic is. 1665 * where the magic is.
1695 */ 1666 */
1696 if (done_one) 1667 if (done_one)
1697 { 1668 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
1699 1670
1700 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
1702 { 1673 {
1703 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1710 } 1681 }
1711 1682
1712 m->insert (detect_ob, nx, ny, op); 1683 m->insert (detect_ob, nx, ny, op);
1713 } 1684 }
1714 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
1715 1686
1716 1687
1717 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
1718 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1719 { 1690 {
1720 done_one = 0; 1691 done_one = 0;
1692
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1693 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1694 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1724 { 1696 {
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1697 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1726 { 1698 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1703 }
1704
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1705 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 { 1707 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1709
1710 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1711 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1712 }
1738 } /* if item is not identified */ 1713 } /* if item is not identified */
1739 } /* for the players inventory */ 1714 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1715 } /* if detect magic/curse and object is a player */
1716
1741 return 1; 1717 return 1;
1742} 1718}
1743 1719
1744 1720
1745/** 1721/**
1758 1734
1759 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1735 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1760 1736
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1738 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1766
1767 /* Explodes a fireball centered at player */
1768 tmp = get_archetype (EXPLODING_FIREBALL);
1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1771
1772 tmp->insert_at (victim);
1773 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
1774 } 1742 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1776 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1744 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1748 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1827 } 1795 }
1828 /* give sp */ 1796 /* give sp */
1829 if (spell->stats.dam > 0) 1797 if (spell->stats.dam > 0)
1830 { 1798 {
1831 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1799 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1800 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1801 return 1;
1834 } 1802 }
1835 /* suck sp away. Can't suck sp from yourself */ 1803 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1804 else if (op != plyr)
1837 { 1805 {
1849 /* Player doesn't get full credit */ 1817 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1818 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1819 op->stats.sp += sucked;
1852 if (sucked > 0) 1820 if (sucked > 0)
1853 { 1821 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1822 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1823 }
1856 } 1824 }
1857 return 1; 1825 return 1;
1858 } 1826 }
1859 return 0; 1827 return 0;
1935 break; 1903 break;
1936 } 1904 }
1937 } 1905 }
1938} 1906}
1939 1907
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1908/* cast_consecrate() - a spell to make an altar your god's */
1943int 1909int
1944cast_consecrate (object *op, object *caster, object *spell) 1910cast_consecrate (object *op, object *caster, object *spell)
1945{ 1911{
1946 char buf[MAX_BUF]; 1912 char buf[MAX_BUF];
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break; 1925 break;
1960 if (tmp->type == HOLY_ALTAR) 1926 if (tmp->type == HOLY_ALTAR)
1961 { 1927 {
1962 1928
1963 if (tmp->level > caster_level (caster, spell)) 1929 if (tmp->level > casting_level (caster, spell))
1964 { 1930 {
1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1966 return 0; 1932 return 0;
1967 } 1933 }
1968 else 1934 else
1969 { 1935 {
1970 /* If we got here, we are consecrating an altar */ 1936 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1937 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1938 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1939 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1940 tmp->other_arch = god->arch;
1941
1975 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1943 esrv_update_item (UPD_NAME, op, tmp);
1944
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1978 return 1; 1946 return 1;
1979 } 1947 }
1980 } 1948 }
1981 } 1949 }
2019 return 0; 1987 return 0;
2020 } 1988 }
2021 1989
2022 /* if no direction specified, pick one */ 1990 /* if no direction specified, pick one */
2023 if (!dir) 1991 if (!dir)
2024 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1992 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2025 1993
2026 m = op->map; 1994 m = op->map;
2027 x = op->x + freearr_x[dir]; 1995 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1996 y = op->y + freearr_y[dir];
2029 1997
2030 /* if there's no place to put the golem, abort */ 1998 /* if there's no place to put the golem, abort */
2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1999 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2000 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 { 2001 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2035 return 0; 2003 return 0;
2036 } 2004 }
2037 2005
2041 if (!weapon) 2009 if (!weapon)
2042 { 2010 {
2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2011 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2044 return 0; 2012 return 0;
2045 } 2013 }
2014
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2015 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2016 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2049 return 0; 2018 return 0;
2050 } 2019 }
2020
2051 if (weapon->type != WEAPON) 2021 if (weapon->type != WEAPON)
2052 { 2022 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2054 return 0; 2024 return 0;
2055 } 2025 }
2026
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 { 2028 {
2058 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2059 return 0; 2030 return 0;
2060 } 2031 }
2061 2032
2062 if (weapon->nrof > 1) 2033 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2034
2069 /* create the golem object */ 2035 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2036 tmp = arch_to_object (spell->other_arch);
2071 2037
2072 /* if animated by a player, give the player control of the golem */ 2038 /* if animated by a player, give the player control of the golem */
2077 tmp->set_owner (op); 2043 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2044 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2045 set_spell_skill (op, caster, spell, tmp);
2080 2046
2081 /* Give the weapon to the golem now. A bit of a hack to check the 2047 /* Give the weapon to the golem now. A bit of a hack to check the
2082 * removed flag - it should only be set if get_split_object was 2048 * removed flag - it should only be set if weapon->split was
2083 * used above. 2049 * used above.
2084 */ 2050 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2086 weapon->remove (); 2052 weapon->remove ();
2087 2053
2088 insert_ob_in_ob (weapon, tmp); 2054 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2055
2090 /* To do everything necessary to let a golem use the weapon is a pain, 2056 /* To do everything necessary to let a golem use the weapon is a pain,
2091 * so instead, just set it as equipped (otherwise, we need to update 2057 * so instead, just set it as equipped (otherwise, we need to update
2092 * body_info, skills, etc) 2058 * body_info, skills, etc)
2093 */ 2059 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2060 SET_FLAG (tmp, FLAG_USE_WEAPON);
2168 tmp->state = weapon->state; 2134 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2136 }
2171 2137
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2138 /* 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)); 2139 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2140
2175 tmp->speed_left = -1; 2141 tmp->speed_left = -1;
2176 tmp->direction = dir; 2142 tmp->direction = dir;
2177 2143
2178 m->insert (tmp, x, y, op); 2144 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2148/* cast_daylight() - changes the map darkness level *lower* */
2183 2149
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2150/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2151 * This changes the light level for the entire map.
2186 */ 2152 */
2187
2188int 2153int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2154cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2155{
2191 int success; 2156 int success;
2192 2157
2200 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2202 else 2167 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2169 }
2170
2205 return success; 2171 return success;
2206} 2172}
2207
2208
2209
2210
2211 2173
2212/* create an aura spell object and put it in the player's inventory. 2174/* 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, 2175 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2176 * spell is the spell object itself.
2215 */ 2177 */
2227 2189
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2190 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2191
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2192 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2193
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2194 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2195 new_aura->attacktype = spell->attacktype;
2235 2196
2236 new_aura->level = caster_level (caster, spell); 2197 new_aura->level = casting_level (caster, spell);
2198
2237 if (refresh) 2199 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2201 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2203
2241 insert_ob_in_ob (new_aura, op); 2204 insert_ob_in_ob (new_aura, op);
2205 new_aura->set_owner (op);
2206
2242 return 1; 2207 return 1;
2243} 2208}
2244
2245 2209
2246/* move aura function. An aura is a part of someone's inventory, 2210/* 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 2211 * which he carries with him, but which acts on the map immediately
2248 * around him. 2212 * around him.
2249 * Aura parameters: 2213 * Aura parameters:
2250 * duration: duration counter. 2214 * duration: duration counter.
2251 * attacktype: aura's attacktype 2215 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2216 * other_arch: archetype to drop where we attack
2253 */ 2217 */
2254
2255void 2218void
2256move_aura (object *aura) 2219move_aura (object *aura)
2257{ 2220{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2221 /* auras belong in inventories */
2263 env = aura->env; 2222 object *env = aura->env;
2223 object *owner = aura->owner;
2264 2224
2265 /* no matter what we've gotta remove the aura... 2225 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2226 * we'll put it back if its time isn't up.
2267 */ 2227 */
2268 aura->remove (); 2228 aura->remove ();
2273 aura->destroy (); 2233 aura->destroy ();
2274 return; 2234 return;
2275 } 2235 }
2276 2236
2277 /* auras only exist in inventories */ 2237 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2238 if (!env || !env->map)
2279 { 2239 {
2280 aura->destroy (); 2240 aura->destroy ();
2281 return; 2241 return;
2282 } 2242 }
2283 2243
2284 /* we need to jump out of the inventory for a bit 2244 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2245 * in order to hit the map conveniently.
2286 */ 2246 */
2287 aura->insert_at (env, aura); 2247 aura->insert_at (env, aura);
2288 2248
2289 for (i = 1; i < 9; i++) 2249 for (int i = 1; i < 9; i++)
2290 { 2250 {
2291 sint16 nx, ny; 2251 mapxy pos (env);
2252 pos.move (i);
2292 2253
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 2254 /* 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 2255 * 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. 2256 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2257 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2258 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2259 {
2303 hit_map (aura, i, aura->attacktype, 0); 2260 hit_map (aura, i, aura->attacktype, 0);
2304 2261
2305 if (aura->other_arch) 2262 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2263 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2264 }
2308 } 2265 }
2309 2266
2310 /* put the aura back in the player's inventory */ 2267 /* put the aura back in the player's inventory */
2311 aura->remove (); 2268 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2269 aura->set_owner (owner);
2313} 2270}
2314 2271
2315/* moves the peacemaker spell. 2272/* moves the peacemaker spell.
2316 * op is the piece object. 2273 * op is the piece object.
2317 */ 2274 */
2318
2319void 2275void
2320move_peacemaker (object *op) 2276move_peacemaker (object *op)
2321{ 2277{
2322 object *tmp; 2278 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 { 2279 {
2326 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2327 object *victim = tmp; 2281 object *victim = tmp->head_ ();
2328 2282
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2284 continue;
2285
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2287 continue;
2288
2335 if (victim->stats.exp == 0) 2289 if (victim->stats.exp == 0)
2336 continue; 2290 continue;
2337 2291
2338 def_lev = MAX (1, victim->level); 2292 def_lev = MAX (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2293 atk_lev = MAX (1, op->level);
2340 2294
2341 if (rndm (0, atk_lev - 1) > def_lev) 2295 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2296 {
2343 /* make this sucker peaceful. */ 2297 /* make this sucker peaceful. */
2344 2298
2299 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2301 victim->stats.exp = 0;
2347#if 0 2302#if 0
2348 /* No idea why these were all set to zero - if something 2303 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2304 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2311 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2313 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2314 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2315 CLEAR_FLAG (victim, FLAG_MONSTER);
2316
2361 if (victim->name) 2317 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2319 }
2365 }
2366 } 2320 }
2367} 2321}
2368
2369 2322
2370/* This writes a rune that contains the appropriate message. 2323/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2324 * There really isn't any adjustments we make.
2372 */ 2325 */
2373
2374int 2326int
2375write_mark (object *op, object *spell, const char *msg) 2327write_mark (object *op, object *spell, const char *msg)
2376{ 2328{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2329 if (!msg || msg[0] == 0)
2381 { 2330 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2332 return 0;
2384 } 2333 }
2387 { 2336 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2337 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); 2338 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2339 return 0;
2391 } 2340 }
2341
2392 if (!spell->other_arch) 2342 if (!spell->other_arch)
2393 return 0; 2343 return 0;
2344
2394 tmp = arch_to_object (spell->other_arch); 2345 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2346
2398 tmp->race = op->name; /*Save the owner of the rune */ 2347 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2348 tmp->msg = msg;
2400 2349
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2351
2402 return 1; 2352 return 1;
2403} 2353}
2354

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