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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC vs.
Revision 1.109 by sf-marcmagus, Sun Oct 11 01:35:52 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
123 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (spellparam)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 missile->destroy (); 161 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 missile->destroy (); 168 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
207 return 1; 202 return 1;
208} 203}
209 204
210 205
211/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 208int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (spellparam)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 spellparam = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!spellparam)
232 { 227 {
233 archetype *at_tmp; 228 archetype *at_tmp;
234 229
235 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
335 * pl is invisible. 330 * pl is invisible.
336 */ 331 */
337int 332int
338makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
339{ 334{
340
341 if (!pl->invisible) 335 if (!pl->invisible)
342 return 0; 336 return 0;
337
343 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
344 { 339 {
345 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
347 { 342 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 344 return 0;
345
350 return 1; 346 return 1;
351 } 347 }
348
352 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 351 return 1;
352
355 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
356 if (!mon->race) 354 if (!mon->race)
357 return 0; 355 return 0;
356
358 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 358 return 1;
359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
363 else 363 else
364 { 364 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
466 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
467 { 464 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 467 else
471 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 469 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 490 return 1;
498 } 491 }
499 492
500 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 494
495 if (!dummy)
502 { 496 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 499 return 0;
506 } 500 }
572perceive_self (object *op) 566perceive_self (object *op)
573{ 567{
574 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
576 570
577 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 572
579 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
580 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 578
583 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
585 else 581 else
586 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
587 583
588 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
589 585
590 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
592 else 588 else
593 { 589 {
594 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
595 591
596 if (tmp) 592 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 601 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 603 {
608 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
610 else 606 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 608
613 break; 609 break;
614 } 610 }
615 } 611 }
616 612
617 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 614
621 return 1; 615 return 1;
622} 616}
623 617
624/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
712 */ 706 */
713 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 708 tmp->set_owner (op);
715 709
716 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
718 712
719 name = tmp->name; 713 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 715 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
783 777
784 return 1; 778 return 1;
785} 779}
786 780
787int 781int
788dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 783{
790 uint32 dist, maxdist; 784 uint32 dist, maxdist;
791 int mflags; 785 int mflags;
792 maptile *m; 786 maptile *m;
793 sint16 sx, sy; 787 sint16 sx, sy;
804 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in. 799 * ever, so put limits in.
806 */ 800 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 802
809 if (op->contr->count) 803 if (spellparam)
810 { 804 {
805 int count = atoi (spellparam);
806
811 if (op->contr->count > maxdist) 807 if (count > maxdist)
812 { 808 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
814 return 0; 810 return 0;
815 } 811 }
816 812
817 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
818 { 814 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820 816
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 818 break;
823 819
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break; 821 break;
826 } 822 }
827 823
828 if (dist < op->contr->count) 824 if (dist < count)
829 { 825 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0; 827 return 0;
833 } 828 }
834
835 op->contr->count = 0;
836 829
837 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
838 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
839 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
895 888
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897 return 1; 890 return 1;
898} 891}
899 892
900
901/* cast_heal: Heals something. 893/* cast_heal: Heals something.
902 * op is the caster. 894 * op is the caster.
903 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
904 * spell is the spell object. 896 * spell is the spell object.
905 */ 897 */
931 { 923 {
932 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 926 * on amount of damage healed.
935 */ 927 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
938 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
939 932
940 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 935 else if (heal > 50)
951 success = 1; 944 success = 1;
952 } 945 }
953 } 946 }
954 947
955 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
957 success = 1; 950 success = 1;
958 951
959 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
960 { 953 {
961 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1010 } 1003 }
1011 1004
1012 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1006 {
1014 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1015 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1017 success = 1; 1012 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1015 }
1021 1016
1035 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1031 "You are no easier to look at.",
1037}; 1032};
1038 1033
1039int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1042{
1042 object *force = NULL; 1043 object *force = 0;
1043 int i; 1044 int i;
1044 1045
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1047 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1049 : op;
1049 1050
1050 if (!tmp) 1051 if (!tmp)
1051 return 0; 1052 return 0;
1052 1053
1053 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1061 break; 1062 break;
1062 } 1063 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1065 {
1065 if (!silent) 1066 if (!silent)
1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1067 return 0; 1071 return 0;
1068 } 1072 }
1069 } 1073 }
1070 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1071 if (force == NULL) 1078 if (force)
1072 {
1073 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY;
1075 if (spell_ob->race)
1076 force->name = spell_ob->race;
1077 else
1078 force->name = spell_ob->name;
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1079 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1080 if (duration > force->duration)
1089 { 1081 {
1090 force->duration = duration; 1082 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1084 }
1093 else 1085 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1087
1098 return 1; 1088 return 1;
1099 } 1089 }
1100 1090
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1102 force->speed = 1.0; 1106 force->speed = 1.0;
1103 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1105 1109
1106 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1173 */ 1177 */
1174int 1178int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1180{
1177 int i; 1181 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1183
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1185 if (dir != 0)
1182 { 1186 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1184 } 1191 }
1185 else 1192 else
1186 {
1187 tmp = op; 1193 tmp = op;
1188 }
1189 1194
1190 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1197 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1199 {
1195 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1196 { 1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1208 return 0;
1204 } 1209 }
1205 } 1210 }
1206 } 1211 }
1212
1207 if (force == NULL) 1213 if (force == NULL)
1208 { 1214 {
1209 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1217 if (spell_ob->race)
1292static void 1298static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1300{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1302
1297 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1308 * the stuff back to town.
1397 value -= nrof * nugget[i]->value; 1403 value -= nrof * nugget[i]->value;
1398 1404
1399 object *tmp = arch_to_object (nugget[i]); 1405 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof; 1406 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1407 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1408 op->map->insert (tmp, x, y, op, 0);
1403 } 1409 }
1404 1410
1405 if (weight > weight_max) 1411 if (weight > weight_max)
1406 goto bailout; 1412 goto bailout;
1407 } 1413 }
1408 } 1414 }
1409 1415
1410bailout: 1416bailout:
1411 return 1; 1417 return 1;
1412} 1418}
1413
1414 1419
1415/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1416 * items. 1421 * items.
1417 */ 1422 */
1418int 1423int
1419remove_curse (object *op, object *caster, object *spell) 1424remove_curse (object *op, object *caster, object *spell)
1420{ 1425{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1426 int success = 0, was_one = 0;
1423 1427
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1432 {
1429 was_one++; 1433 was_one++;
1434
1430 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= casting_level (caster, spell))
1431 { 1436 {
1432 success++; 1437 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1434 CLEAR_FLAG (tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1440
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1444
1445 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1446 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1447 }
1442 } 1448 }
1443 1449
1444 if (op->type == PLAYER) 1450 if (op->type == PLAYER)
1445 { 1451 {
1456 1462
1457 return success; 1463 return success;
1458} 1464}
1459 1465
1460/* Identifies objects in the players inventory/on the ground */ 1466/* Identifies objects in the players inventory/on the ground */
1461
1462int 1467int
1463cast_identify (object *op, object *caster, object *spell) 1468cast_identify (object *op, object *caster, object *spell)
1464{ 1469{
1465 object *tmp; 1470 object *tmp;
1466 int success = 0, num_ident; 1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1472
1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1469
1470 if (num_ident < 1)
1471 num_ident = 1;
1472 1474
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 { 1476 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476 { 1478 {
1477 identify (tmp); 1479 identify (tmp);
1478 1480
1479 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1480 { 1482 {
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482 1484
1483 if (tmp->msg) 1485 if (tmp->msg)
1484 { 1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 }
1488 } 1487 }
1489 1488
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1489 if (!--num_ident)
1493 break; 1490 break;
1494 } 1491 }
1495 } 1492 }
1496 1493
1497 /* If all the power of the spell has been used up, don't go and identify 1494 /* If all the power of the spell has been used up, don't go and identify
1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1505 { 1502 {
1506 identify (tmp); 1503 identify (tmp);
1507 1504
1508 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1509 { 1506 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1511 1508
1512 if (tmp->msg) 1509 if (tmp->msg)
1513 { 1510 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517
1518 esrv_send_item (op, tmp);
1519 } 1511 }
1520 1512
1521 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1513 if (!--num_ident)
1524 break; 1514 break;
1525 } 1515 }
1526 } 1516 }
1527 1517
1528 if (!success) 1518 if (buf.empty ())
1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1519 {
1520 op->failmsg ("You can't reach anything unidentified.");
1521 return 0;
1522 }
1530 else 1523 else
1524 {
1525 if (op->contr)
1526 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1527
1531 spell_effect (spell, op->x, op->y, op->map, op); 1528 spell_effect (spell, op->x, op->y, op->map, op);
1532 1529 return 1;
1533 return success; 1530 }
1534} 1531}
1535 1532
1536int 1533int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1534cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1535{
1543 1540
1544 /* We precompute some values here so that we don't have to keep 1541 /* We precompute some values here so that we don't have to keep
1545 * doing it over and over again. 1542 * doing it over and over again.
1546 */ 1543 */
1547 god = find_god (determine_god (op)); 1544 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1545 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1546 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1547
1551 if (!skill) 1548 if (!skill)
1552 skill = caster; 1549 skill = caster;
1553 1550
1554 for (x = op->x - range; x <= op->x + range; x++) 1551 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1552 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1556 * down - that is easier than working up.
1566 */ 1557 */
1567 1558
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1569 last = tmp; 1560 last = tmp;
1570 1561
1571 /* Shouldn't happen, but if there are no objects on a space, this 1562 /* Shouldn't happen, but if there are no objects on a space, this
1572 * would happen. 1563 * would happen.
1573 */ 1564 */
1574 if (!last) 1565 if (!last)
1575 continue; 1566 continue;
1576 1567
1577 done_one = 0; 1568 done_one = 0;
1578 floor = 0; 1569 floor = 0;
1579 detect = NULL; 1570 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1572 {
1582 /* show invisible */ 1573 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1575 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1578 || tmp->type == CF_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1594 { 1595 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1597 {
1597 tmp->invisible = 0; 1598 tmp->invisible = 0;
1598 done_one = 1; 1599 done_one = 1;
1599 } 1600 }
1600 } 1601 }
1601 1602
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1604 floor = 1;
1604 1605
1605 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of 1607 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath 1608 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways. 1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */ 1610 */
1610 if (floor) 1611 if (floor)
1611 continue; 1612 continue;
1612 1613
1613 /* I had thought about making detect magic and detect curse 1614 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster. 1615 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it 1616 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the 1617 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1618 * effect wouldn't be as apparent.
1618 */ 1619 */
1619 1620
1620 /* detect magic */ 1621 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 { 1624 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1626 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1628 tmp->stats.Cha /= 4;
1629
1628 done_one = 1; 1630 done_one = 1;
1629 } 1631 }
1632
1630 /* detect monster */ 1633 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 { 1635 {
1633 done_one = 2; 1636 done_one = 2;
1637
1634 if (!detect) 1638 if (!detect)
1635 detect = tmp; 1639 detect = tmp;
1636 } 1640 }
1641
1637 /* Basically, if race is set in the spell, then the creatures race must 1642 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing 1643 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match. 1644 * race must match.
1640 */ 1645 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 (strstr (spell->race, tmp->race)))) 1648 spell->race.contains (tmp->race)))
1644 { 1649 {
1645 done_one = 2; 1650 done_one = 2;
1651
1646 if (!detect) 1652 if (!detect)
1647 detect = tmp; 1653 detect = tmp;
1648 } 1654 }
1655
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1658 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1660 done_one = 1;
1654 } 1661 }
1655 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
1656 1663
1657 /* Code here puts an effect of the spell on the space, so you can see 1664 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1665 * where the magic is.
1659 */ 1666 */
1660 if (done_one) 1667 if (done_one)
1661 { 1668 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
1663 1670
1664 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
1666 { 1673 {
1667 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1681 }
1675 1682
1676 m->insert (detect_ob, nx, ny, op); 1683 m->insert (detect_ob, nx, ny, op);
1677 } 1684 }
1678 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
1679 1686
1680 1687
1681 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 { 1690 {
1684 done_one = 0; 1691 done_one = 0;
1692
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1693 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1694 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1696 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1697 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1690 { 1698 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1703 }
1704
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1705 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1707 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1709
1710 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1711 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1712 }
1702 } /* if item is not identified */ 1713 } /* if item is not identified */
1703 } /* for the players inventory */ 1714 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1715 } /* if detect magic/curse and object is a player */
1716
1705 return 1; 1717 return 1;
1706} 1718}
1707 1719
1708 1720
1709/** 1721/**
1722 1734
1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1735 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1724 1736
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1738 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
1738 } 1742 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1744 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1748 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 } 1795 }
1792 /* give sp */ 1796 /* give sp */
1793 if (spell->stats.dam > 0) 1797 if (spell->stats.dam > 0)
1794 { 1798 {
1795 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1799 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1800 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1801 return 1;
1798 } 1802 }
1799 /* suck sp away. Can't suck sp from yourself */ 1803 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1804 else if (op != plyr)
1801 { 1805 {
1813 /* Player doesn't get full credit */ 1817 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1818 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1819 op->stats.sp += sucked;
1816 if (sucked > 0) 1820 if (sucked > 0)
1817 { 1821 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1822 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1823 }
1820 } 1824 }
1821 return 1; 1825 return 1;
1822 } 1826 }
1823 return 0; 1827 return 0;
1899 break; 1903 break;
1900 } 1904 }
1901 } 1905 }
1902} 1906}
1903 1907
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1908/* cast_consecrate() - a spell to make an altar your god's */
1907int 1909int
1908cast_consecrate (object *op, object *caster, object *spell) 1910cast_consecrate (object *op, object *caster, object *spell)
1909{ 1911{
1910 char buf[MAX_BUF]; 1912 char buf[MAX_BUF];
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break; 1925 break;
1924 if (tmp->type == HOLY_ALTAR) 1926 if (tmp->type == HOLY_ALTAR)
1925 { 1927 {
1926 1928
1927 if (tmp->level > caster_level (caster, spell)) 1929 if (tmp->level > casting_level (caster, spell))
1928 { 1930 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0; 1932 return 0;
1931 } 1933 }
1932 else 1934 else
1933 { 1935 {
1934 /* If we got here, we are consecrating an altar */ 1936 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1937 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1938 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1939 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1940 tmp->other_arch = god->arch;
1941
1939 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1943 esrv_update_item (UPD_NAME, op, tmp);
1944
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1; 1946 return 1;
1943 } 1947 }
1944 } 1948 }
1945 } 1949 }
1983 return 0; 1987 return 0;
1984 } 1988 }
1985 1989
1986 /* if no direction specified, pick one */ 1990 /* if no direction specified, pick one */
1987 if (!dir) 1991 if (!dir)
1988 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1992 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1989 1993
1990 m = op->map; 1994 m = op->map;
1991 x = op->x + freearr_x[dir]; 1995 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1996 y = op->y + freearr_y[dir];
1993 1997
1994 /* if there's no place to put the golem, abort */ 1998 /* if there's no place to put the golem, abort */
1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1999 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2000 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 { 2001 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1999 return 0; 2003 return 0;
2000 } 2004 }
2001 2005
2005 if (!weapon) 2009 if (!weapon)
2006 { 2010 {
2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2011 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2008 return 0; 2012 return 0;
2009 } 2013 }
2014
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2015 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2016 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2013 return 0; 2018 return 0;
2014 } 2019 }
2020
2015 if (weapon->type != WEAPON) 2021 if (weapon->type != WEAPON)
2016 { 2022 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2018 return 0; 2024 return 0;
2019 } 2025 }
2026
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 { 2028 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2030 return 0;
2024 } 2031 }
2025 2032
2026 if (weapon->nrof > 1) 2033 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2034
2033 /* create the golem object */ 2035 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2036 tmp = arch_to_object (spell->other_arch);
2035 2037
2036 /* if animated by a player, give the player control of the golem */ 2038 /* if animated by a player, give the player control of the golem */
2041 tmp->set_owner (op); 2043 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2044 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2045 set_spell_skill (op, caster, spell, tmp);
2044 2046
2045 /* Give the weapon to the golem now. A bit of a hack to check the 2047 /* Give the weapon to the golem now. A bit of a hack to check the
2046 * removed flag - it should only be set if get_split_object was 2048 * removed flag - it should only be set if weapon->split was
2047 * used above. 2049 * used above.
2048 */ 2050 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2052 weapon->remove ();
2051 2053
2052 insert_ob_in_ob (weapon, tmp); 2054 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2055
2054 /* To do everything necessary to let a golem use the weapon is a pain, 2056 /* To do everything necessary to let a golem use the weapon is a pain,
2055 * so instead, just set it as equipped (otherwise, we need to update 2057 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc) 2058 * body_info, skills, etc)
2057 */ 2059 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2060 SET_FLAG (tmp, FLAG_USE_WEAPON);
2132 tmp->state = weapon->state; 2134 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2136 }
2135 2137
2136 /* make experience increase in proportion to the strength of the summoned creature. */ 2138 /* make experience increase in proportion to the strength of the summoned creature. */
2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2139 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138 2140
2139 tmp->speed_left = -1; 2141 tmp->speed_left = -1;
2140 tmp->direction = dir; 2142 tmp->direction = dir;
2141 2143
2142 m->insert (tmp, x, y, op); 2144 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2148/* cast_daylight() - changes the map darkness level *lower* */
2147 2149
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2150/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2151 * This changes the light level for the entire map.
2150 */ 2152 */
2151
2152int 2153int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2154cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2155{
2155 int success; 2156 int success;
2156 2157
2164 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2166 else 2167 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 } 2169 }
2170
2169 return success; 2171 return success;
2170} 2172}
2171
2172
2173
2174
2175 2173
2176/* create an aura spell object and put it in the player's inventory. 2174/* create an aura spell object and put it in the player's inventory.
2177 * as usual, op is player, caster is the object casting the spell, 2175 * as usual, op is player, caster is the object casting the spell,
2178 * spell is the spell object itself. 2176 * spell is the spell object itself.
2179 */ 2177 */
2191 2189
2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2190 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193 2191
2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2192 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195 2193
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2194 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2195 new_aura->attacktype = spell->attacktype;
2199 2196
2200 new_aura->level = caster_level (caster, spell); 2197 new_aura->level = casting_level (caster, spell);
2198
2201 if (refresh) 2199 if (refresh)
2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203 else 2201 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2203
2205 insert_ob_in_ob (new_aura, op); 2204 insert_ob_in_ob (new_aura, op);
2205 new_aura->set_owner (op);
2206
2206 return 1; 2207 return 1;
2207} 2208}
2208
2209 2209
2210/* move aura function. An aura is a part of someone's inventory, 2210/* move aura function. An aura is a part of someone's inventory,
2211 * which he carries with him, but which acts on the map immediately 2211 * which he carries with him, but which acts on the map immediately
2212 * around him. 2212 * around him.
2213 * Aura parameters: 2213 * Aura parameters:
2214 * duration: duration counter. 2214 * duration: duration counter.
2215 * attacktype: aura's attacktype 2215 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2216 * other_arch: archetype to drop where we attack
2217 */ 2217 */
2218
2219void 2218void
2220move_aura (object *aura) 2219move_aura (object *aura)
2221{ 2220{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2221 /* auras belong in inventories */
2227 env = aura->env; 2222 object *env = aura->env;
2223 object *owner = aura->owner;
2228 2224
2229 /* no matter what we've gotta remove the aura... 2225 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2226 * we'll put it back if its time isn't up.
2231 */ 2227 */
2232 aura->remove (); 2228 aura->remove ();
2237 aura->destroy (); 2233 aura->destroy ();
2238 return; 2234 return;
2239 } 2235 }
2240 2236
2241 /* auras only exist in inventories */ 2237 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2238 if (!env || !env->map)
2243 { 2239 {
2244 aura->destroy (); 2240 aura->destroy ();
2245 return; 2241 return;
2246 } 2242 }
2247 2243
2248 /* we need to jump out of the inventory for a bit 2244 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2245 * in order to hit the map conveniently.
2250 */ 2246 */
2251 aura->insert_at (env, aura); 2247 aura->insert_at (env, aura);
2252 2248
2253 for (i = 1; i < 9; i++) 2249 for (int i = 1; i < 9; i++)
2254 { 2250 {
2255 sint16 nx, ny; 2251 mapxy pos (env);
2252 pos.move (i);
2256 2253
2257 nx = aura->x + freearr_x[i];
2258 ny = aura->y + freearr_y[i];
2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260
2261 /* Consider the movement tyep of the person with the aura as 2254 /* Consider the movement type of the person with the aura as
2262 * movement type of the aura. Eg, if the player is flying, the aura 2255 * movement type of the aura. Eg, if the player is flying, the aura
2263 * is flying also, if player is walking, it is on the ground, etc. 2256 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2257 */
2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2258 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 { 2259 {
2267 hit_map (aura, i, aura->attacktype, 0); 2260 hit_map (aura, i, aura->attacktype, 0);
2268 2261
2269 if (aura->other_arch) 2262 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2263 pos.insert (arch_to_object (aura->other_arch), aura);
2271 } 2264 }
2272 } 2265 }
2273 2266
2274 /* put the aura back in the player's inventory */ 2267 /* put the aura back in the player's inventory */
2275 aura->remove (); 2268 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2269 aura->set_owner (owner);
2277} 2270}
2278 2271
2279/* moves the peacemaker spell. 2272/* moves the peacemaker spell.
2280 * op is the piece object. 2273 * op is the piece object.
2281 */ 2274 */
2282
2283void 2275void
2284move_peacemaker (object *op) 2276move_peacemaker (object *op)
2285{ 2277{
2286 object *tmp; 2278 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2287
2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2289 { 2279 {
2290 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2291 object *victim = tmp; 2281 object *victim = tmp->head_ ();
2292 2282
2293 if (tmp->head)
2294 victim = tmp->head;
2295 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue; 2284 continue;
2285
2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2298 continue; 2287 continue;
2288
2299 if (victim->stats.exp == 0) 2289 if (victim->stats.exp == 0)
2300 continue; 2290 continue;
2301 2291
2302 def_lev = MAX (1, victim->level); 2292 def_lev = MAX (1, victim->level);
2303 atk_lev = MAX (1, op->level); 2293 atk_lev = MAX (1, op->level);
2304 2294
2305 if (rndm (0, atk_lev - 1) > def_lev) 2295 if (rndm (0, atk_lev - 1) > def_lev)
2306 { 2296 {
2307 /* make this sucker peaceful. */ 2297 /* make this sucker peaceful. */
2308 2298
2299 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2309 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 victim->stats.exp = 0; 2301 victim->stats.exp = 0;
2311#if 0 2302#if 0
2312 /* No idea why these were all set to zero - if something 2303 /* No idea why these were all set to zero - if something
2313 * makes this creature agressive, he should still do damage. 2304 * makes this creature agressive, he should still do damage.
2320 victim->attack_movement = RANDO2; 2311 victim->attack_movement = RANDO2;
2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2322 SET_FLAG (victim, FLAG_RUN_AWAY); 2313 SET_FLAG (victim, FLAG_RUN_AWAY);
2323 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2314 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2324 CLEAR_FLAG (victim, FLAG_MONSTER); 2315 CLEAR_FLAG (victim, FLAG_MONSTER);
2316
2325 if (victim->name) 2317 if (victim->name)
2326 {
2327 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2328 } 2319 }
2329 }
2330 } 2320 }
2331} 2321}
2332
2333 2322
2334/* This writes a rune that contains the appropriate message. 2323/* This writes a rune that contains the appropriate message.
2335 * There really isn't any adjustments we make. 2324 * There really isn't any adjustments we make.
2336 */ 2325 */
2337
2338int 2326int
2339write_mark (object *op, object *spell, const char *msg) 2327write_mark (object *op, object *spell, const char *msg)
2340{ 2328{
2341 char rune[HUGE_BUF];
2342 object *tmp;
2343
2344 if (!msg || msg[0] == 0) 2329 if (!msg || msg[0] == 0)
2345 { 2330 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2347 return 0; 2332 return 0;
2348 } 2333 }
2349 2334
2350 if (strcasestr_local (msg, "endmsg")) 2335 if (!msg_is_safe (msg))
2351 { 2336 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2353 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2338 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2354 return 0; 2339 return 0;
2355 } 2340 }
2341
2356 if (!spell->other_arch) 2342 if (!spell->other_arch)
2357 return 0; 2343 return 0;
2344
2358 tmp = arch_to_object (spell->other_arch); 2345 object *tmp = arch_to_object (spell->other_arch);
2359
2360 snprintf (rune, sizeof (rune), "%s\n", msg);
2361 2346
2362 tmp->race = op->name; /*Save the owner of the rune */ 2347 tmp->race = op->name; /*Save the owner of the rune */
2363 tmp->msg = rune; 2348 tmp->msg = msg;
2364 2349
2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2351
2366 return 1; 2352 return 1;
2367} 2353}
2354

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