ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC vs.
Revision 1.111 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 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.");
69 return 0; 70 return 0;
70 } 71 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 73 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 75 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 76 wand->destroy ();
77 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
78 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;
79 79
80 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
126 */ 126 */
127int 127int
128cast_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)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 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);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (spellparam)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
154 { 153 {
155 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
156 155
157 for (; al; al = al->next) 156 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 missile->destroy (); 162 missile->destroy ();
164 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);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 missile->destroy (); 169 missile->destroy ();
171 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);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
207 return 1; 203 return 1;
208} 204}
209 205
210 206
211/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
212 * 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*/
213int 209int
214cast_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)
215{ 211{
216 int food_value; 212 int food_value;
217 archetype *at = NULL; 213 archetype *at = NULL;
218 object *new_op; 214 object *new_op;
219 215
220 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);
221 217
222 if (stringarg) 218 if (spellparam)
223 { 219 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 221 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 224 spellparam = NULL;
229 } 225 }
230 226
231 if (!stringarg) 227 if (!spellparam)
232 { 228 {
233 archetype *at_tmp; 229 archetype *at_tmp;
234 230
235 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
284{ 280{
285 int r, mflags, maxrange; 281 int r, mflags, maxrange;
286 object *tmp; 282 object *tmp;
287 maptile *m; 283 maptile *m;
288 284
289
290 if (!dir) 285 if (!dir)
291 { 286 {
292 examine_monster (op, op); 287 examine_monster (op, op);
293 return 1; 288 return 1;
294 } 289 }
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;
335 * pl is invisible. 331 * pl is invisible.
336 */ 332 */
337int 333int
338makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
339{ 335{
340
341 if (!pl->invisible) 336 if (!pl->invisible)
342 return 0; 337 return 0;
338
343 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
344 { 340 {
345 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
347 { 343 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 345 return 0;
346
350 return 1; 347 return 1;
351 } 348 }
349
352 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 352 return 1;
353
355 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
356 if (!mon->race) 355 if (!mon->race)
357 return 0; 356 return 0;
357
358 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 359 return 1;
360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
363 else 364 else
364 { 365 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
466 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
467 { 465 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 470 }
477 471
478 op->destroy (); 472 op->destroy ();
479} 473}
480 474
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 491 return 1;
498 } 492 }
499 493
500 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 495
496 if (!dummy)
502 { 497 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 500 return 0;
506 } 501 }
572perceive_self (object *op) 567perceive_self (object *op)
573{ 568{
574 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
576 571
577 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 573
579 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
580 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 579
583 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
585 else 582 else
586 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
587 584
588 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
589 586
590 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
592 else 589 else
593 { 590 {
594 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
595 592
596 if (tmp) 593 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 602 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 604 {
608 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
610 else 607 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 609
613 break; 610 break;
614 } 611 }
615 } 612 }
616 613
617 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 615
621 return 1; 616 return 1;
622} 617}
623 618
624/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
712 */ 707 */
713 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 709 tmp->set_owner (op);
715 710
716 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
718 713
719 name = tmp->name; 714 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 716 {
722 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);
783 778
784 return 1; 779 return 1;
785} 780}
786 781
787int 782int
788dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 784{
790 uint32 dist, maxdist; 785 uint32 dist, maxdist;
791 int mflags; 786 int mflags;
792 maptile *m; 787 maptile *m;
793 sint16 sx, sy; 788 sint16 sx, sy;
804 /* 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
805 * ever, so put limits in. 800 * ever, so put limits in.
806 */ 801 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 803
809 if (op->contr->count) 804 if (spellparam)
810 { 805 {
806 int count = atoi (spellparam);
807
811 if (op->contr->count > maxdist) 808 if (count > maxdist)
812 { 809 {
813 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!");
814 return 0; 811 return 0;
815 } 812 }
816 813
817 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
818 { 815 {
819 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);
820 817
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 819 break;
823 820
824 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)))
825 break; 822 break;
826 } 823 }
827 824
828 if (dist < op->contr->count) 825 if (dist < count)
829 { 826 {
830 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");
831 op->contr->count = 0;
832 return 0; 828 return 0;
833 } 829 }
834
835 op->contr->count = 0;
836 830
837 /* Remove code that puts player on random space on maps. IMO, 831 /* 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, 832 * 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 833 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
895 889
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897 return 1; 891 return 1;
898} 892}
899 893
900
901/* cast_heal: Heals something. 894/* cast_heal: Heals something.
902 * op is the caster. 895 * op is the caster.
903 * dir is the direction he is casting it in. 896 * dir is the direction he is casting it in.
904 * spell is the spell object. 897 * spell is the spell object.
905 */ 898 */
931 { 924 {
932 /* See how many points we actually heal. Instead of messages 925 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 926 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 927 * on amount of damage healed.
935 */ 928 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
938 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
939 933
940 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 936 else if (heal > 50)
951 success = 1; 945 success = 1;
952 } 946 }
953 } 947 }
954 948
955 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op, spell))
957 success = 1; 951 success = 1;
958 952
959 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
960 { 954 {
961 at = archetype::find ("poisoning"); 955 at = archetype::find ("poisoning");
1010 } 1004 }
1011 1005
1012 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1007 {
1014 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1009
1015 if (tmp->stats.food > 999) 1010 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1011 tmp->stats.food = 999;
1012
1017 success = 1; 1013 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1016 }
1021 1017
1035 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1032 "You are no easier to look at.",
1037}; 1033};
1038 1034
1039int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1043{
1042 object *force = NULL; 1044 object *force = 0;
1043 int i; 1045 int i;
1044 1046
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1048 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1050 : op;
1049 1051
1050 if (!tmp) 1052 if (!tmp)
1051 return 0; 1053 return 0;
1052 1054
1053 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1061 break; 1063 break;
1062 } 1064 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1066 {
1065 if (!silent) 1067 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); 1068 new_draw_info_format (NDI_UNIQUE, 0, op,
1069 "You can not cast %s while %s is in effect",
1070 &spell_ob->name, &tmp2->name_pl);
1071
1067 return 0; 1072 return 0;
1068 } 1073 }
1069 } 1074 }
1070 } 1075 }
1076
1077 int duration = change_ability_duration (spell_ob, caster);
1078
1071 if (force == NULL) 1079 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 } 1080 {
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) 1081 if (duration > force->duration)
1089 { 1082 {
1090 force->duration = duration; 1083 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1084 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1085 }
1093 else 1086 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1087 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1088
1098 return 1; 1089 return 1;
1099 } 1090 }
1100 1091
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092 new_draw_info_format (NDI_UNIQUE, 0, op,
1093 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1094 TICK2TIME (duration));
1095
1096 force = get_archetype (FORCE_NAME);
1097 force->subtype = FORCE_CHANGE_ABILITY;
1098 force->duration = duration;
1099
1100 if (spell_ob->race)
1101 force->name = spell_ob->race;
1102 else
1103 force->name = spell_ob->name;
1104
1105 force->name_pl = spell_ob->name;
1106
1102 force->speed = 1.0; 1107 force->speed = 1.0;
1103 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1105 1110
1106 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1173 */ 1178 */
1174int 1179int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1181{
1177 int i; 1182 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1184
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1186 if (dir != 0)
1182 { 1187 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1188 tmp = find_target_for_friendly_spell (op, dir);
1189
1190 if (!tmp)
1191 return 0;
1184 } 1192 }
1185 else 1193 else
1186 {
1187 tmp = op; 1194 tmp = op;
1188 }
1189 1195
1190 /* If we've already got a force of this type, don't add a new one. */ 1196 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1197 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1198 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1199 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1200 {
1195 if (tmp2->name == spell_ob->name) 1201 if (tmp2->name == spell_ob->name)
1196 { 1202 {
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); 1208 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1209 return 0;
1204 } 1210 }
1205 } 1211 }
1206 } 1212 }
1213
1207 if (force == NULL) 1214 if (force == NULL)
1208 { 1215 {
1209 force = get_archetype (FORCE_NAME); 1216 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1217 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1218 if (spell_ob->race)
1276} 1283}
1277 1284
1278/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1279 * 1286 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1288 * 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 * 1289 *
1286 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1287 * the maximum number of large nuggets you could get. 1291 * 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 1292 * because the nuggets themselves will be will be adjusted by charisma
1289 * to the max amount of small nuggets as you could get. 1293 * 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 * 1294 *
1294 * There is also a chance (1:30) that you will get nothing at all 1295 * There is also a chance (1:30) that you will get nothing at all
1295 * for the object. There is also a maximum weight that will be 1296 * for the object. There is also a maximum weight that will be
1296 * alchemised. 1297 * alchemised.
1297 */ 1298 */
1298static void 1299static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1301{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1303
1303 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (this should hopefully
1304 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1305 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1309 * the stuff back to town.
1320 total_weight += obj->total_weight (); 1321 total_weight += obj->total_weight ();
1321 1322
1322 obj->destroy (); 1323 obj->destroy ();
1323} 1324}
1324 1325
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 1326int
1356alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1357{ 1328{
1358 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1359 return 0; 1330 return 0;
1360 1331
1361 object *large = get_archetype ("largenugget"); 1332 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1363 1337
1364 /* Put a maximum weight of items that can be alchemised. Limits the power 1338 /* Put a maximum weight of items that can be alchemised. Limits the power
1365 * some, and also prevents people from alchemising every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1340 * in sight
1367 */ 1341 */
1419 if (weight > weight_max) 1393 if (weight > weight_max)
1420 break; 1394 break;
1421 } 1395 }
1422 } 1396 }
1423 1397
1398 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1399 value = min (value, value_max);
1425 1400
1426 uint64 count = value / large->value; 1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1402 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 */ 1403 {
1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1410 }
1438 1411
1439 if (weight > weight_max) 1412 if (weight > weight_max)
1440 goto bailout; 1413 goto bailout;
1441 } 1414 }
1442 } 1415 }
1443 1416
1444bailout: 1417bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1418 return 1;
1448} 1419}
1449
1450 1420
1451/* This function removes the cursed/damned status on equipped 1421/* This function removes the cursed/damned status on equipped
1452 * items. 1422 * items.
1453 */ 1423 */
1454int 1424int
1455remove_curse (object *op, object *caster, object *spell) 1425remove_curse (object *op, object *caster, object *spell)
1456{ 1426{
1457 object *tmp;
1458 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1459 1428
1460 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1433 {
1465 was_one++; 1434 was_one++;
1435
1466 if (tmp->level <= caster_level (caster, spell)) 1436 if (tmp->level <= casting_level (caster, spell))
1467 { 1437 {
1468 success++; 1438 success++;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1439 if (QUERY_FLAG (spell, FLAG_DAMNED))
1470 CLEAR_FLAG (tmp, FLAG_DAMNED); 1440 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1441
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_CURSED);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1444 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1445
1446 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1447 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1448 }
1478 } 1449 }
1479 1450
1480 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1481 { 1452 {
1492 1463
1493 return success; 1464 return success;
1494} 1465}
1495 1466
1496/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1497
1498int 1468int
1499cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1500{ 1470{
1501 object *tmp; 1471 object *tmp;
1502 int success = 0, num_ident; 1472 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1503 1473
1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1505
1506 if (num_ident < 1)
1507 num_ident = 1;
1508 1475
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1477 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1479 {
1513 identify (tmp); 1480 identify (tmp);
1514 1481
1515 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1516 { 1483 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1518 1485
1519 if (tmp->msg) 1486 if (tmp->msg)
1520 { 1487 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 } 1488 }
1525 1489
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1490 if (!--num_ident)
1529 break; 1491 break;
1530 } 1492 }
1531 } 1493 }
1532 1494
1533 /* If all the power of the spell has been used up, don't go and identify 1495 /* If all the power of the spell has been used up, don't go and identify
1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1501 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1541 { 1503 {
1542 identify (tmp); 1504 identify (tmp);
1543 1505
1544 if (op->type == PLAYER) 1506 if (object *pl = tmp->visible_to ())
1545 { 1507 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1547 1509
1548 if (tmp->msg) 1510 if (tmp->msg)
1549 { 1511 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 } 1512 }
1556 1513
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1514 if (!--num_ident)
1560 break; 1515 break;
1561 } 1516 }
1562 } 1517 }
1563 1518
1564 if (!success) 1519 if (buf.empty ())
1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1566 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1567 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1568 1530 return 1;
1569 return success; 1531 }
1570} 1532}
1571 1533
1572int 1534int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1536{
1579 1541
1580 /* We precompute some values here so that we don't have to keep 1542 /* We precompute some values here so that we don't have to keep
1581 * doing it over and over again. 1543 * doing it over and over again.
1582 */ 1544 */
1583 god = find_god (determine_god (op)); 1545 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1546 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1547 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1548
1587 if (!skill) 1549 if (!skill)
1588 skill = caster; 1550 skill = caster;
1589 1551
1590 for (x = op->x - range; x <= op->x + range; x++) 1552 unordered_mapwalk (op, -range, -range, range, range)
1591 for (y = op->y - range; y <= op->y + range; y++)
1592 { 1553 {
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 1554 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1555 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1556 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1557 * down - that is easier than working up.
1602 */ 1558 */
1603 1559
1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1560 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1605 last = tmp; 1561 last = tmp;
1606 1562
1607 /* Shouldn't happen, but if there are no objects on a space, this 1563 /* Shouldn't happen, but if there are no objects on a space, this
1608 * would happen. 1564 * would happen.
1609 */ 1565 */
1610 if (!last) 1566 if (!last)
1611 continue; 1567 continue;
1612 1568
1613 done_one = 0; 1569 done_one = 0;
1614 floor = 0; 1570 floor = 0;
1615 detect = NULL; 1571 detect = NULL;
1616 for (tmp = last; tmp; tmp = tmp->below) 1572 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1573 {
1618 /* show invisible */ 1574 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1575 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1620 /* Might there be other objects that we can make visible? */ 1576 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1577 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1578 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1623 tmp->type == CF_HANDLE || 1579 || tmp->type == T_HANDLE
1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1580 || tmp->type == TRAPDOOR
1581 || tmp->type == EXIT
1582 || tmp->type == HOLE
1583 || tmp->type == BUTTON
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1584 || tmp->type == TELEPORTER
1585 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1586 || tmp->type == LOCKED_DOOR
1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1587 || tmp->type == WEAPON
1588 || tmp->type == ALTAR
1589 || tmp->type == SIGN
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1590 || tmp->type == TRIGGER_PEDESTAL
1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1591 || tmp->type == SPECIAL_KEY
1592 || tmp->type == TREASURE
1593 || tmp->type == BOOK
1594 || tmp->type == HOLY_ALTAR
1595 || tmp->type == CONTAINER)))
1630 { 1596 {
1631 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1597 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1632 { 1598 {
1633 tmp->invisible = 0; 1599 tmp->invisible = 0;
1634 done_one = 1; 1600 done_one = 1;
1635 } 1601 }
1636 } 1602 }
1637 1603
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1604 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1; 1605 floor = 1;
1640 1606
1641 /* All detections below this point don't descend beneath the floor, 1607 /* 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 1608 * 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 1609 * 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. 1610 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */ 1611 */
1646 if (floor) 1612 if (floor)
1647 continue; 1613 continue;
1648 1614
1649 /* I had thought about making detect magic and detect curse 1615 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster. 1616 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it 1617 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the 1618 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant. 1619 * effect wouldn't be as apparent.
1654 */ 1620 */
1655 1621
1656 /* detect magic */ 1622 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1623 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1624 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 { 1625 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1626 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */ 1627 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1628 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4; 1629 tmp->stats.Cha /= 4;
1630
1664 done_one = 1; 1631 done_one = 1;
1665 } 1632 }
1633
1666 /* detect monster */ 1634 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1635 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 { 1636 {
1669 done_one = 2; 1637 done_one = 2;
1638
1670 if (!detect) 1639 if (!detect)
1671 detect = tmp; 1640 detect = tmp;
1672 } 1641 }
1642
1673 /* Basically, if race is set in the spell, then the creatures race must 1643 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing 1644 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match. 1645 * race must match.
1676 */ 1646 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1647 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1648 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1679 (strstr (spell->race, tmp->race)))) 1649 spell->race.contains (tmp->race)))
1680 { 1650 {
1681 done_one = 2; 1651 done_one = 2;
1652
1682 if (!detect) 1653 if (!detect)
1683 detect = tmp; 1654 detect = tmp;
1684 } 1655 }
1656
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1657 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1658 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 { 1659 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1660 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1; 1661 done_one = 1;
1690 } 1662 }
1691 } /* for stack of objects on this space */ 1663 } /* for stack of objects on this space */
1692 1664
1693 /* Code here puts an effect of the spell on the space, so you can see 1665 /* Code here puts an effect of the spell on the space, so you can see
1694 * where the magic is. 1666 * where the magic is.
1695 */ 1667 */
1696 if (done_one) 1668 if (done_one)
1697 { 1669 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1670 object *detect_ob = arch_to_object (spell->other_arch);
1699 1671
1700 /* if this is set, we want to copy the face */ 1672 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1673 if (done_one == 2 && detect)
1702 { 1674 {
1703 detect_ob->face = detect->face; 1675 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1676 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1677 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1678 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1679 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1680 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1681 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1710 } 1682 }
1711 1683
1712 m->insert (detect_ob, nx, ny, op); 1684 m->insert (detect_ob, nx, ny, op);
1713 } 1685 }
1714 } /* for processing the surrounding spaces */ 1686 } /* for processing the surrounding spaces */
1715 1687
1716 1688
1717 /* Now process objects in the players inventory if detect curse or magic */ 1689 /* Now process objects in the players inventory if detect curse or magic */
1718 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1719 { 1691 {
1720 done_one = 0; 1692 done_one = 0;
1693
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1694 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1695 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1696 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1724 { 1697 {
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1726 { 1699 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1700 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1701
1702 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1703 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1704 }
1705
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 { 1708 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1709 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1710
1711 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1712 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1713 }
1738 } /* if item is not identified */ 1714 } /* if item is not identified */
1739 } /* for the players inventory */ 1715 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1716 } /* if detect magic/curse and object is a player */
1717
1741 return 1; 1718 return 1;
1742} 1719}
1743 1720
1744 1721
1745/** 1722/**
1758 1735
1759 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1736 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1760 1737
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1738 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1739 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1740 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; 1741 victim->stats.sp = 2 * victim->stats.maxsp;
1742 create_exploding_ball_at (victim, caster_level);
1774 } 1743 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 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."); 1745 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) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1749 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1827 } 1796 }
1828 /* give sp */ 1797 /* give sp */
1829 if (spell->stats.dam > 0) 1798 if (spell->stats.dam > 0)
1830 { 1799 {
1831 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1801 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1802 return 1;
1834 } 1803 }
1835 /* suck sp away. Can't suck sp from yourself */ 1804 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1805 else if (op != plyr)
1837 { 1806 {
1849 /* Player doesn't get full credit */ 1818 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1819 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1820 op->stats.sp += sucked;
1852 if (sucked > 0) 1821 if (sucked > 0)
1853 { 1822 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1823 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1824 }
1856 } 1825 }
1857 return 1; 1826 return 1;
1858 } 1827 }
1859 return 0; 1828 return 0;
1935 break; 1904 break;
1936 } 1905 }
1937 } 1906 }
1938} 1907}
1939 1908
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1909/* cast_consecrate() - a spell to make an altar your god's */
1943int 1910int
1944cast_consecrate (object *op, object *caster, object *spell) 1911cast_consecrate (object *op, object *caster, object *spell)
1945{ 1912{
1946 char buf[MAX_BUF]; 1913 char buf[MAX_BUF];
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break; 1926 break;
1960 if (tmp->type == HOLY_ALTAR) 1927 if (tmp->type == HOLY_ALTAR)
1961 { 1928 {
1962 1929
1963 if (tmp->level > caster_level (caster, spell)) 1930 if (tmp->level > casting_level (caster, spell))
1964 { 1931 {
1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1932 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1966 return 0; 1933 return 0;
1967 } 1934 }
1968 else 1935 else
1969 { 1936 {
1970 /* If we got here, we are consecrating an altar */ 1937 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1938 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1939 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1940 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1941 tmp->other_arch = god->arch;
1942
1975 if (op->type == PLAYER) 1943 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1944 esrv_update_item (UPD_NAME, op, tmp);
1945
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1978 return 1; 1947 return 1;
1979 } 1948 }
1980 } 1949 }
1981 } 1950 }
2019 return 0; 1988 return 0;
2020 } 1989 }
2021 1990
2022 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2023 if (!dir) 1992 if (!dir)
2024 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1993 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2025 1994
2026 m = op->map; 1995 m = op->map;
2027 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2029 1998
2030 /* if there's no place to put the golem, abort */ 1999 /* 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) || 2000 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)) 2001 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 { 2002 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2035 return 0; 2004 return 0;
2036 } 2005 }
2037 2006
2041 if (!weapon) 2010 if (!weapon)
2042 { 2011 {
2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2044 return 0; 2013 return 0;
2045 } 2014 }
2015
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2016 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2017 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2049 return 0; 2019 return 0;
2050 } 2020 }
2021
2051 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2052 { 2023 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2054 return 0; 2025 return 0;
2055 } 2026 }
2027
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 { 2029 {
2058 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2030 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2059 return 0; 2031 return 0;
2060 } 2032 }
2061 2033
2062 if (weapon->nrof > 1) 2034 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2035
2069 /* create the golem object */ 2036 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2037 tmp = arch_to_object (spell->other_arch);
2071 2038
2072 /* if animated by a player, give the player control of the golem */ 2039 /* if animated by a player, give the player control of the golem */
2077 tmp->set_owner (op); 2044 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2045 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2046 set_spell_skill (op, caster, spell, tmp);
2080 2047
2081 /* Give the weapon to the golem now. A bit of a hack to check the 2048 /* Give the weapon to the golem now. A bit of a hack to check the
2082 * removed flag - it should only be set if get_split_object was 2049 * removed flag - it should only be set if weapon->split was
2083 * used above. 2050 * used above.
2084 */ 2051 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2052 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2086 weapon->remove (); 2053 weapon->remove ();
2087 2054
2088 insert_ob_in_ob (weapon, tmp); 2055 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2056
2090 /* To do everything necessary to let a golem use the weapon is a pain, 2057 /* To do everything necessary to let a golem use the weapon is a pain,
2091 * so instead, just set it as equipped (otherwise, we need to update 2058 * so instead, just set it as equipped (otherwise, we need to update
2092 * body_info, skills, etc) 2059 * body_info, skills, etc)
2093 */ 2060 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2061 SET_FLAG (tmp, FLAG_USE_WEAPON);
2168 tmp->state = weapon->state; 2135 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2137 }
2171 2138
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2139 /* make experience increase in proportion to the strength of the summoned creature. */
2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2140 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2141
2175 tmp->speed_left = -1; 2142 tmp->speed_left = -1;
2176 tmp->direction = dir; 2143 tmp->direction = dir;
2177 2144
2178 m->insert (tmp, x, y, op); 2145 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2149/* cast_daylight() - changes the map darkness level *lower* */
2183 2150
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2151/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2152 * This changes the light level for the entire map.
2186 */ 2153 */
2187
2188int 2154int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2155cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2156{
2191 int success; 2157 int success;
2192 2158
2200 if (spell->stats.dam < 0) 2166 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2202 else 2168 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2170 }
2171
2205 return success; 2172 return success;
2206} 2173}
2207
2208
2209
2210
2211 2174
2212/* create an aura spell object and put it in the player's inventory. 2175/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2176 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2177 * spell is the spell object itself.
2215 */ 2178 */
2227 2190
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2191 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2192
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2193 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2194
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2195 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2196 new_aura->attacktype = spell->attacktype;
2235 2197
2236 new_aura->level = caster_level (caster, spell); 2198 new_aura->level = casting_level (caster, spell);
2199
2237 if (refresh) 2200 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2202 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2204
2241 insert_ob_in_ob (new_aura, op); 2205 insert_ob_in_ob (new_aura, op);
2206 new_aura->set_owner (op);
2207
2242 return 1; 2208 return 1;
2243} 2209}
2244
2245 2210
2246/* move aura function. An aura is a part of someone's inventory, 2211/* move aura function. An aura is a part of someone's inventory,
2247 * which he carries with him, but which acts on the map immediately 2212 * which he carries with him, but which acts on the map immediately
2248 * around him. 2213 * around him.
2249 * Aura parameters: 2214 * Aura parameters:
2250 * duration: duration counter. 2215 * duration: duration counter.
2251 * attacktype: aura's attacktype 2216 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2217 * other_arch: archetype to drop where we attack
2253 */ 2218 */
2254
2255void 2219void
2256move_aura (object *aura) 2220move_aura (object *aura)
2257{ 2221{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2222 /* auras belong in inventories */
2263 env = aura->env; 2223 object *env = aura->env;
2224 object *owner = aura->owner;
2264 2225
2265 /* no matter what we've gotta remove the aura... 2226 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2227 * we'll put it back if its time isn't up.
2267 */ 2228 */
2268 aura->remove (); 2229 aura->remove ();
2273 aura->destroy (); 2234 aura->destroy ();
2274 return; 2235 return;
2275 } 2236 }
2276 2237
2277 /* auras only exist in inventories */ 2238 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2239 if (!env || !env->map)
2279 { 2240 {
2280 aura->destroy (); 2241 aura->destroy ();
2281 return; 2242 return;
2282 } 2243 }
2283 2244
2284 /* we need to jump out of the inventory for a bit 2245 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2246 * in order to hit the map conveniently.
2286 */ 2247 */
2287 aura->insert_at (env, aura); 2248 aura->insert_at (env, aura);
2288 2249
2289 for (i = 1; i < 9; i++) 2250 for (int i = 1; i < 9; i++)
2290 { 2251 {
2291 sint16 nx, ny; 2252 mapxy pos (env);
2253 pos.move (i);
2292 2254
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2255 /* Consider the movement type of the person with the aura as
2298 * movement type of the aura. Eg, if the player is flying, the aura 2256 * movement type of the aura. Eg, if the player is flying, the aura
2299 * is flying also, if player is walking, it is on the ground, etc. 2257 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2258 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2260 {
2303 hit_map (aura, i, aura->attacktype, 0); 2261 hit_map (aura, i, aura->attacktype, 0);
2304 2262
2305 if (aura->other_arch) 2263 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2264 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2265 }
2308 } 2266 }
2309 2267
2310 /* put the aura back in the player's inventory */ 2268 /* put the aura back in the player's inventory */
2311 aura->remove (); 2269 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2270 aura->set_owner (owner);
2313} 2271}
2314 2272
2315/* moves the peacemaker spell. 2273/* moves the peacemaker spell.
2316 * op is the piece object. 2274 * op is the piece object.
2317 */ 2275 */
2318
2319void 2276void
2320move_peacemaker (object *op) 2277move_peacemaker (object *op)
2321{ 2278{
2322 object *tmp; 2279 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2280 {
2326 int atk_lev, def_lev; 2281 int atk_lev, def_lev;
2327 object *victim = tmp; 2282 object *victim = tmp->head_ ();
2328 2283
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2284 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2285 continue;
2286
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2288 continue;
2289
2335 if (victim->stats.exp == 0) 2290 if (victim->stats.exp == 0)
2336 continue; 2291 continue;
2337 2292
2338 def_lev = MAX (1, victim->level); 2293 def_lev = MAX (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2294 atk_lev = MAX (1, op->level);
2340 2295
2341 if (rndm (0, atk_lev - 1) > def_lev) 2296 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2297 {
2343 /* make this sucker peaceful. */ 2298 /* make this sucker peaceful. */
2344 2299
2300 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2301 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2302 victim->stats.exp = 0;
2347#if 0 2303#if 0
2348 /* No idea why these were all set to zero - if something 2304 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2305 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2312 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2313 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2314 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2315 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2316 CLEAR_FLAG (victim, FLAG_MONSTER);
2317
2361 if (victim->name) 2318 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2319 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2320 }
2365 }
2366 } 2321 }
2367} 2322}
2368
2369 2323
2370/* This writes a rune that contains the appropriate message. 2324/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2325 * There really isn't any adjustments we make.
2372 */ 2326 */
2373
2374int 2327int
2375write_mark (object *op, object *spell, const char *msg) 2328write_mark (object *op, object *spell, const char *msg)
2376{ 2329{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2330 if (!msg || msg[0] == 0)
2381 { 2331 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2333 return 0;
2384 } 2334 }
2385 2335
2386 if (strcasestr_local (msg, "endmsg")) 2336 if (!msg_is_safe (msg))
2387 { 2337 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2338 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2339 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2340 return 0;
2391 } 2341 }
2342
2392 if (!spell->other_arch) 2343 if (!spell->other_arch)
2393 return 0; 2344 return 0;
2345
2394 tmp = arch_to_object (spell->other_arch); 2346 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2347
2398 tmp->race = op->name; /*Save the owner of the rune */ 2348 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2349 tmp->msg = msg;
2400 2350
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2352
2402 return 1; 2353 return 1;
2403} 2354}
2355

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines