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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 1.112 by root, Wed Nov 4 18:17:58 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
891 885
892 /* Actually move the player now */ 886 /* Actually move the player now */
893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
894 return 1; 888 return 1;
895 889
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * fabs (op->speed); /* Freeze them for a short while */
891
897 return 1; 892 return 1;
898} 893}
899
900 894
901/* cast_heal: Heals something. 895/* cast_heal: Heals something.
902 * op is the caster. 896 * op is the caster.
903 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
904 * spell is the spell object. 898 * spell is the spell object.
931 { 925 {
932 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 928 * on amount of damage healed.
935 */ 929 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
938 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
939 934
940 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 937 else if (heal > 50)
951 success = 1; 946 success = 1;
952 } 947 }
953 } 948 }
954 949
955 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
957 success = 1; 952 success = 1;
958 953
959 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
960 { 955 {
961 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1010 } 1005 }
1011 1006
1012 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1008 {
1014 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1015 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1017 success = 1; 1014 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1017 }
1021 1018
1035 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1033 "You are no easier to look at.",
1037}; 1034};
1038 1035
1039int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1044{
1042 object *force = NULL; 1045 object *force = 0;
1043 int i; 1046 int i;
1044 1047
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1049 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1051 : op;
1049 1052
1050 if (!tmp) 1053 if (!tmp)
1051 return 0; 1054 return 0;
1052 1055
1053 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1061 break; 1064 break;
1062 } 1065 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1067 {
1065 if (!silent) 1068 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); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1067 return 0; 1073 return 0;
1068 } 1074 }
1069 } 1075 }
1070 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1071 if (force == NULL) 1080 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 } 1081 {
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) 1082 if (duration > force->duration)
1089 { 1083 {
1090 force->duration = duration; 1084 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1086 }
1093 else 1087 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1089
1098 return 1; 1090 return 1;
1099 } 1091 }
1100 1092
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1102 force->speed = 1.0; 1108 force->speed = 1.0;
1103 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1105 1111
1106 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1173 */ 1179 */
1174int 1180int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1182{
1177 int i; 1183 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1185
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1187 if (dir != 0)
1182 { 1188 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1184 } 1193 }
1185 else 1194 else
1186 {
1187 tmp = op; 1195 tmp = op;
1188 }
1189 1196
1190 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1199 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1201 {
1195 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1196 { 1203 {
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); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1210 return 0;
1204 } 1211 }
1205 } 1212 }
1206 } 1213 }
1214
1207 if (force == NULL) 1215 if (force == NULL)
1208 { 1216 {
1209 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1219 if (spell_ob->race)
1276} 1284}
1277 1285
1278/* Alchemy code by Mark Wedel 1286/* Alchemy code by Mark Wedel
1279 * 1287 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1288 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1289 * 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 * 1290 *
1286 * Large nuggets are worth 25 gp each (base). You will always get 1291 * The value of the gold nuggets being about 90% of that of the item
1287 * the maximum number of large nuggets you could get. 1292 * 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 1293 * because the nuggets themselves will be will be adjusted by charisma
1289 * to the max amount of small nuggets as you could get. 1294 * 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 * 1295 *
1294 * There is also a chance (1:30) that you will get nothing at all 1296 * 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 1297 * for the object. There is also a maximum weight that will be
1296 * alchemised. 1298 * alchemised.
1297 */ 1299 */
1298static void 1300static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1301alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1302{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1303 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1304
1303 /* Give third price when we alchemy money (This should hopefully 1305 /* Give third price when we alchemy money (this should hopefully
1304 * make it so that it isn't worth it to alchemy money, sell 1306 * make it so that it isn't worth it to alchemy money, sell
1305 * the nuggets, alchemy the gold from that, etc. 1307 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1308 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1309 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1310 * the stuff back to town.
1320 total_weight += obj->total_weight (); 1322 total_weight += obj->total_weight ();
1321 1323
1322 obj->destroy (); 1324 obj->destroy ();
1323} 1325}
1324 1326
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 1327int
1356alchemy (object *op, object *caster, object *spell_ob) 1328alchemy (object *op, object *caster, object *spell_ob)
1357{ 1329{
1358 if (op->type != PLAYER) 1330 if (op->type != PLAYER)
1359 return 0; 1331 return 0;
1360 1332
1361 object *large = get_archetype ("largenugget"); 1333 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1334
1335 nugget[0] = archetype::find ("pyrite3");
1336 nugget[1] = archetype::find ("pyrite2");
1337 nugget[2] = archetype::find ("pyrite");
1363 1338
1364 /* Put a maximum weight of items that can be alchemised. Limits the power 1339 /* 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 1340 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1341 * in sight
1367 */ 1342 */
1419 if (weight > weight_max) 1394 if (weight > weight_max)
1420 break; 1395 break;
1421 } 1396 }
1422 } 1397 }
1423 1398
1399 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1400 value = min (value, value_max);
1425 1401
1426 uint64 count = value / large->value; 1402 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1403 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 */ 1404 {
1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1405 value -= nrof * nugget[i]->value;
1406
1407 object *tmp = arch_to_object (nugget[i]);
1408 tmp->nrof = nrof;
1409 tmp->flag [FLAG_IDENTIFIED] = true;
1410 op->map->insert (tmp, x, y, op, 0);
1411 }
1438 1412
1439 if (weight > weight_max) 1413 if (weight > weight_max)
1440 goto bailout; 1414 goto bailout;
1441 } 1415 }
1442 } 1416 }
1443 1417
1444bailout: 1418bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1419 return 1;
1448} 1420}
1449
1450 1421
1451/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1452 * items. 1423 * items.
1453 */ 1424 */
1454int 1425int
1455remove_curse (object *op, object *caster, object *spell) 1426remove_curse (object *op, object *caster, object *spell)
1456{ 1427{
1457 object *tmp;
1458 int success = 0, was_one = 0; 1428 int success = 0, was_one = 0;
1459 1429
1460 for (tmp = op->inv; tmp; tmp = tmp->below) 1430 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1431 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1432 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1433 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1434 {
1465 was_one++; 1435 was_one++;
1436
1466 if (tmp->level <= caster_level (caster, spell)) 1437 if (tmp->level <= casting_level (caster, spell))
1467 { 1438 {
1468 success++; 1439 success++;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1440 if (QUERY_FLAG (spell, FLAG_DAMNED))
1470 CLEAR_FLAG (tmp, FLAG_DAMNED); 1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1442
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_CURSED);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1445 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1446
1447 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1448 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1449 }
1478 } 1450 }
1479 1451
1480 if (op->type == PLAYER) 1452 if (op->type == PLAYER)
1481 { 1453 {
1492 1464
1493 return success; 1465 return success;
1494} 1466}
1495 1467
1496/* Identifies objects in the players inventory/on the ground */ 1468/* Identifies objects in the players inventory/on the ground */
1497
1498int 1469int
1499cast_identify (object *op, object *caster, object *spell) 1470cast_identify (object *op, object *caster, object *spell)
1500{ 1471{
1501 object *tmp; 1472 object *tmp;
1502 int success = 0, num_ident; 1473 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1503 1474
1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1475 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 1476
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1477 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1478 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1479 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1480 {
1513 identify (tmp); 1481 identify (tmp);
1514 1482
1515 if (op->type == PLAYER) 1483 if (op->type == PLAYER)
1516 { 1484 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1485 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1518 1486
1519 if (tmp->msg) 1487 if (tmp->msg)
1520 { 1488 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 } 1489 }
1525 1490
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1491 if (!--num_ident)
1529 break; 1492 break;
1530 } 1493 }
1531 } 1494 }
1532 1495
1533 /* If all the power of the spell has been used up, don't go and identify 1496 /* 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) 1502 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)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1541 { 1504 {
1542 identify (tmp); 1505 identify (tmp);
1543 1506
1544 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1545 { 1508 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1547 1510
1548 if (tmp->msg) 1511 if (tmp->msg)
1549 { 1512 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 } 1513 }
1556 1514
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1515 if (!--num_ident)
1560 break; 1516 break;
1561 } 1517 }
1562 } 1518 }
1563 1519
1564 if (!success) 1520 if (buf.empty ())
1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1521 {
1522 op->failmsg ("You can't reach anything unidentified.");
1523 return 0;
1524 }
1566 else 1525 else
1526 {
1527 if (op->contr)
1528 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1529
1567 spell_effect (spell, op->x, op->y, op->map, op); 1530 spell_effect (spell, op->x, op->y, op->map, op);
1568 1531 return 1;
1569 return success; 1532 }
1570} 1533}
1571 1534
1572int 1535int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1536cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1537{
1579 1542
1580 /* We precompute some values here so that we don't have to keep 1543 /* We precompute some values here so that we don't have to keep
1581 * doing it over and over again. 1544 * doing it over and over again.
1582 */ 1545 */
1583 god = find_god (determine_god (op)); 1546 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1547 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1548 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1549
1587 if (!skill) 1550 if (!skill)
1588 skill = caster; 1551 skill = caster;
1589 1552
1590 for (x = op->x - range; x <= op->x + range; x++) 1553 unordered_mapwalk (op, -range, -range, range, range)
1591 for (y = op->y - range; y <= op->y + range; y++)
1592 { 1554 {
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 1555 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1556 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1557 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1558 * down - that is easier than working up.
1602 */ 1559 */
1603 1560
1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1561 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1605 last = tmp; 1562 last = tmp;
1606 1563
1607 /* Shouldn't happen, but if there are no objects on a space, this 1564 /* Shouldn't happen, but if there are no objects on a space, this
1608 * would happen. 1565 * would happen.
1609 */ 1566 */
1610 if (!last) 1567 if (!last)
1611 continue; 1568 continue;
1612 1569
1613 done_one = 0; 1570 done_one = 0;
1614 floor = 0; 1571 floor = 0;
1615 detect = NULL; 1572 detect = NULL;
1616 for (tmp = last; tmp; tmp = tmp->below) 1573 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1574 {
1618 /* show invisible */ 1575 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1576 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1620 /* Might there be other objects that we can make visible? */ 1577 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1578 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1579 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1623 tmp->type == CF_HANDLE || 1580 || tmp->type == T_HANDLE
1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1581 || tmp->type == TRAPDOOR
1582 || tmp->type == EXIT
1583 || tmp->type == HOLE
1584 || tmp->type == BUTTON
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1585 || tmp->type == TELEPORTER
1586 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1587 || tmp->type == LOCKED_DOOR
1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1588 || tmp->type == WEAPON
1589 || tmp->type == ALTAR
1590 || tmp->type == SIGN
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1591 || tmp->type == TRIGGER_PEDESTAL
1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1592 || tmp->type == SPECIAL_KEY
1593 || tmp->type == TREASURE
1594 || tmp->type == BOOK
1595 || tmp->type == HOLY_ALTAR
1596 || tmp->type == CONTAINER)))
1630 { 1597 {
1631 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1598 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1632 { 1599 {
1633 tmp->invisible = 0; 1600 tmp->invisible = 0;
1634 done_one = 1; 1601 done_one = 1;
1635 } 1602 }
1636 } 1603 }
1637 1604
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1; 1606 floor = 1;
1640 1607
1641 /* All detections below this point don't descend beneath the floor, 1608 /* 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 1609 * 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 1610 * 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. 1611 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */ 1612 */
1646 if (floor) 1613 if (floor)
1647 continue; 1614 continue;
1648 1615
1649 /* I had thought about making detect magic and detect curse 1616 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster. 1617 * 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 1618 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the 1619 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant. 1620 * effect wouldn't be as apparent.
1654 */ 1621 */
1655 1622
1656 /* detect magic */ 1623 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1624 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1625 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 { 1626 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1627 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */ 1628 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1629 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4; 1630 tmp->stats.Cha /= 4;
1631
1664 done_one = 1; 1632 done_one = 1;
1665 } 1633 }
1634
1666 /* detect monster */ 1635 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 { 1637 {
1669 done_one = 2; 1638 done_one = 2;
1639
1670 if (!detect) 1640 if (!detect)
1671 detect = tmp; 1641 detect = tmp;
1672 } 1642 }
1643
1673 /* Basically, if race is set in the spell, then the creatures race must 1644 /* 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 1645 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match. 1646 * race must match.
1676 */ 1647 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1649 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1679 (strstr (spell->race, tmp->race)))) 1650 spell->race.contains (tmp->race)))
1680 { 1651 {
1681 done_one = 2; 1652 done_one = 2;
1653
1682 if (!detect) 1654 if (!detect)
1683 detect = tmp; 1655 detect = tmp;
1684 } 1656 }
1657
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1658 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1659 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 { 1660 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1661 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1; 1662 done_one = 1;
1690 } 1663 }
1691 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1692 1665
1693 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1694 * where the magic is. 1667 * where the magic is.
1695 */ 1668 */
1696 if (done_one) 1669 if (done_one)
1697 { 1670 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = arch_to_object (spell->other_arch);
1699 1672
1700 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1702 { 1675 {
1703 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1710 } 1683 }
1711 1684
1712 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op);
1713 } 1686 }
1714 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1715 1688
1716 1689
1717 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* 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)) 1691 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1719 { 1692 {
1720 done_one = 0; 1693 done_one = 0;
1694
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1696 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1724 { 1698 {
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1726 { 1700 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1705 }
1706
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 { 1709 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1714 }
1738 } /* if item is not identified */ 1715 } /* if item is not identified */
1739 } /* for the players inventory */ 1716 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1741 return 1; 1719 return 1;
1742} 1720}
1743 1721
1744 1722
1745/** 1723/**
1758 1736
1759 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1760 1738
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1740 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 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; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1774 } 1744 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 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."); 1746 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) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1750 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1827 } 1797 }
1828 /* give sp */ 1798 /* give sp */
1829 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1830 { 1800 {
1831 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1803 return 1;
1834 } 1804 }
1835 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1806 else if (op != plyr)
1837 { 1807 {
1849 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1852 if (sucked > 0) 1822 if (sucked > 0)
1853 { 1823 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1825 }
1856 } 1826 }
1857 return 1; 1827 return 1;
1858 } 1828 }
1859 return 0; 1829 return 0;
1935 break; 1905 break;
1936 } 1906 }
1937 } 1907 }
1938} 1908}
1939 1909
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1943int 1911int
1944cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1945{ 1913{
1946 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break; 1927 break;
1960 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1961 { 1929 {
1962 1930
1963 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1964 { 1932 {
1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1966 return 0; 1934 return 0;
1967 } 1935 }
1968 else 1936 else
1969 { 1937 {
1970 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1940 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1975 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1978 return 1; 1948 return 1;
1979 } 1949 }
1980 } 1950 }
1981 } 1951 }
2019 return 0; 1989 return 0;
2020 } 1990 }
2021 1991
2022 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2023 if (!dir) 1993 if (!dir)
2024 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2025 1995
2026 m = op->map; 1996 m = op->map;
2027 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2029 1999
2030 /* if there's no place to put the golem, abort */ 2000 /* 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) || 2001 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)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 { 2003 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2035 return 0; 2005 return 0;
2036 } 2006 }
2037 2007
2041 if (!weapon) 2011 if (!weapon)
2042 { 2012 {
2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2044 return 0; 2014 return 0;
2045 } 2015 }
2016
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2018 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2049 return 0; 2020 return 0;
2050 } 2021 }
2022
2051 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2052 { 2024 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2054 return 0; 2026 return 0;
2055 } 2027 }
2028
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 { 2030 {
2058 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 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; 2032 return 0;
2060 } 2033 }
2061 2034
2062 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2036
2069 /* create the golem object */ 2037 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2038 tmp = arch_to_object (spell->other_arch);
2071 2039
2072 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2077 tmp->set_owner (op); 2045 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2080 2048
2081 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* 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 2050 * removed flag - it should only be set if weapon->split was
2083 * used above. 2051 * used above.
2084 */ 2052 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2086 weapon->remove (); 2054 weapon->remove ();
2087 2055
2088 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2057
2090 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* 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 2059 * so instead, just set it as equipped (otherwise, we need to update
2092 * body_info, skills, etc) 2060 * body_info, skills, etc)
2093 */ 2061 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 SET_FLAG (tmp, FLAG_USE_WEAPON);
2168 tmp->state = weapon->state; 2136 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2137 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2138 }
2171 2139
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2140 /* 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)); 2141 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2142
2175 tmp->speed_left = -1; 2143 tmp->speed_left = -1;
2176 tmp->direction = dir; 2144 tmp->direction = dir;
2177 2145
2178 m->insert (tmp, x, y, op); 2146 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2150/* cast_daylight() - changes the map darkness level *lower* */
2183 2151
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2152/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2153 * This changes the light level for the entire map.
2186 */ 2154 */
2187
2188int 2155int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2156cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2157{
2191 int success; 2158 int success;
2192 2159
2200 if (spell->stats.dam < 0) 2167 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2202 else 2169 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2171 }
2172
2205 return success; 2173 return success;
2206} 2174}
2207
2208
2209
2210
2211 2175
2212/* create an aura spell object and put it in the player's inventory. 2176/* 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, 2177 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2178 * spell is the spell object itself.
2215 */ 2179 */
2227 2191
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2193
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2195
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2196 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2197 new_aura->attacktype = spell->attacktype;
2235 2198
2236 new_aura->level = caster_level (caster, spell); 2199 new_aura->level = casting_level (caster, spell);
2200
2237 if (refresh) 2201 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2203 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2205
2241 insert_ob_in_ob (new_aura, op); 2206 insert_ob_in_ob (new_aura, op);
2207 new_aura->set_owner (op);
2208
2242 return 1; 2209 return 1;
2243} 2210}
2244
2245 2211
2246/* move aura function. An aura is a part of someone's inventory, 2212/* 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 2213 * which he carries with him, but which acts on the map immediately
2248 * around him. 2214 * around him.
2249 * Aura parameters: 2215 * Aura parameters:
2250 * duration: duration counter. 2216 * duration: duration counter.
2251 * attacktype: aura's attacktype 2217 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2218 * other_arch: archetype to drop where we attack
2253 */ 2219 */
2254
2255void 2220void
2256move_aura (object *aura) 2221move_aura (object *aura)
2257{ 2222{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2223 /* auras belong in inventories */
2263 env = aura->env; 2224 object *env = aura->env;
2225 object *owner = aura->owner;
2264 2226
2265 /* no matter what we've gotta remove the aura... 2227 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2228 * we'll put it back if its time isn't up.
2267 */ 2229 */
2268 aura->remove (); 2230 aura->remove ();
2273 aura->destroy (); 2235 aura->destroy ();
2274 return; 2236 return;
2275 } 2237 }
2276 2238
2277 /* auras only exist in inventories */ 2239 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2240 if (!env || !env->map)
2279 { 2241 {
2280 aura->destroy (); 2242 aura->destroy ();
2281 return; 2243 return;
2282 } 2244 }
2283 2245
2284 /* we need to jump out of the inventory for a bit 2246 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2247 * in order to hit the map conveniently.
2286 */ 2248 */
2287 aura->insert_at (env, aura); 2249 aura->insert_at (env, aura);
2288 2250
2289 for (i = 1; i < 9; i++) 2251 for (int i = 1; i < 9; i++)
2290 { 2252 {
2291 sint16 nx, ny; 2253 mapxy pos (env);
2254 pos.move (i);
2292 2255
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 2256 /* 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 2257 * 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. 2258 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2259 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2260 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2261 {
2303 hit_map (aura, i, aura->attacktype, 0); 2262 hit_map (aura, i, aura->attacktype, 0);
2304 2263
2305 if (aura->other_arch) 2264 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2265 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2266 }
2308 } 2267 }
2309 2268
2310 /* put the aura back in the player's inventory */ 2269 /* put the aura back in the player's inventory */
2311 aura->remove (); 2270 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2271 aura->set_owner (owner);
2313} 2272}
2314 2273
2315/* moves the peacemaker spell. 2274/* moves the peacemaker spell.
2316 * op is the piece object. 2275 * op is the piece object.
2317 */ 2276 */
2318
2319void 2277void
2320move_peacemaker (object *op) 2278move_peacemaker (object *op)
2321{ 2279{
2322 object *tmp; 2280 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 { 2281 {
2326 int atk_lev, def_lev; 2282 int atk_lev, def_lev;
2327 object *victim = tmp; 2283 object *victim = tmp->head_ ();
2328 2284
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2285 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2286 continue;
2287
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2289 continue;
2290
2335 if (victim->stats.exp == 0) 2291 if (victim->stats.exp == 0)
2336 continue; 2292 continue;
2337 2293
2338 def_lev = MAX (1, victim->level); 2294 def_lev = MAX (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2295 atk_lev = MAX (1, op->level);
2340 2296
2341 if (rndm (0, atk_lev - 1) > def_lev) 2297 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2298 {
2343 /* make this sucker peaceful. */ 2299 /* make this sucker peaceful. */
2344 2300
2301 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2302 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2303 victim->stats.exp = 0;
2347#if 0 2304#if 0
2348 /* No idea why these were all set to zero - if something 2305 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2306 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2313 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2314 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2315 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2316 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2317 CLEAR_FLAG (victim, FLAG_MONSTER);
2318
2361 if (victim->name) 2319 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2320 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2321 }
2365 }
2366 } 2322 }
2367} 2323}
2368
2369 2324
2370/* This writes a rune that contains the appropriate message. 2325/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2326 * There really isn't any adjustments we make.
2372 */ 2327 */
2373
2374int 2328int
2375write_mark (object *op, object *spell, const char *msg) 2329write_mark (object *op, object *spell, const char *msg)
2376{ 2330{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2331 if (!msg || msg[0] == 0)
2381 { 2332 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2333 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2334 return 0;
2384 } 2335 }
2385 2336
2386 if (strcasestr_local (msg, "endmsg")) 2337 if (!msg_is_safe (msg))
2387 { 2338 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2339 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); 2340 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2341 return 0;
2391 } 2342 }
2343
2392 if (!spell->other_arch) 2344 if (!spell->other_arch)
2393 return 0; 2345 return 0;
2346
2394 tmp = arch_to_object (spell->other_arch); 2347 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2348
2398 tmp->race = op->name; /*Save the owner of the rune */ 2349 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2350 tmp->msg = msg;
2400 2351
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2352 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2353
2402 return 1; 2354 return 1;
2403} 2355}
2356

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