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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 1.112 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)
1292static void 1300static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1301alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1302{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1303 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1304
1297 /* Give third price when we alchemy money (This should hopefully 1305 /* Give third price when we alchemy money (this should hopefully
1298 * 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
1299 * the nuggets, alchemy the gold from that, etc. 1307 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1308 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1309 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1310 * the stuff back to town.
1397 value -= nrof * nugget[i]->value; 1405 value -= nrof * nugget[i]->value;
1398 1406
1399 object *tmp = arch_to_object (nugget[i]); 1407 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof; 1408 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1409 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1410 op->map->insert (tmp, x, y, op, 0);
1403 } 1411 }
1404 1412
1405 if (weight > weight_max) 1413 if (weight > weight_max)
1406 goto bailout; 1414 goto bailout;
1407 } 1415 }
1408 } 1416 }
1409 1417
1410bailout: 1418bailout:
1411 return 1; 1419 return 1;
1412} 1420}
1413
1414 1421
1415/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1416 * items. 1423 * items.
1417 */ 1424 */
1418int 1425int
1419remove_curse (object *op, object *caster, object *spell) 1426remove_curse (object *op, object *caster, object *spell)
1420{ 1427{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1428 int success = 0, was_one = 0;
1423 1429
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1430 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1431 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1432 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1433 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1434 {
1429 was_one++; 1435 was_one++;
1436
1430 if (tmp->level <= caster_level (caster, spell)) 1437 if (tmp->level <= casting_level (caster, spell))
1431 { 1438 {
1432 success++; 1439 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1440 if (QUERY_FLAG (spell, FLAG_DAMNED))
1434 CLEAR_FLAG (tmp, FLAG_DAMNED); 1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1442
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1445 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1446
1447 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1448 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1449 }
1442 } 1450 }
1443 1451
1444 if (op->type == PLAYER) 1452 if (op->type == PLAYER)
1445 { 1453 {
1456 1464
1457 return success; 1465 return success;
1458} 1466}
1459 1467
1460/* Identifies objects in the players inventory/on the ground */ 1468/* Identifies objects in the players inventory/on the ground */
1461
1462int 1469int
1463cast_identify (object *op, object *caster, object *spell) 1470cast_identify (object *op, object *caster, object *spell)
1464{ 1471{
1465 object *tmp; 1472 object *tmp;
1466 int success = 0, num_ident; 1473 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1474
1468 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));
1469
1470 if (num_ident < 1)
1471 num_ident = 1;
1472 1476
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1477 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 { 1478 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1479 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476 { 1480 {
1477 identify (tmp); 1481 identify (tmp);
1478 1482
1479 if (op->type == PLAYER) 1483 if (op->type == PLAYER)
1480 { 1484 {
1481 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));
1482 1486
1483 if (tmp->msg) 1487 if (tmp->msg)
1484 { 1488 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 } 1489 }
1489 1490
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1491 if (!--num_ident)
1493 break; 1492 break;
1494 } 1493 }
1495 } 1494 }
1496 1495
1497 /* 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
1503 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)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1505 { 1504 {
1506 identify (tmp); 1505 identify (tmp);
1507 1506
1508 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1509 { 1508 {
1510 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));
1511 1510
1512 if (tmp->msg) 1511 if (tmp->msg)
1513 { 1512 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 } 1513 }
1520 1514
1521 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1515 if (!--num_ident)
1524 break; 1516 break;
1525 } 1517 }
1526 } 1518 }
1527 1519
1528 if (!success) 1520 if (buf.empty ())
1529 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 }
1530 else 1525 else
1526 {
1527 if (op->contr)
1528 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1529
1531 spell_effect (spell, op->x, op->y, op->map, op); 1530 spell_effect (spell, op->x, op->y, op->map, op);
1532 1531 return 1;
1533 return success; 1532 }
1534} 1533}
1535 1534
1536int 1535int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1536cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1537{
1543 1542
1544 /* 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
1545 * doing it over and over again. 1544 * doing it over and over again.
1546 */ 1545 */
1547 god = find_god (determine_god (op)); 1546 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1547 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1548 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1549
1551 if (!skill) 1550 if (!skill)
1552 skill = caster; 1551 skill = caster;
1553 1552
1554 for (x = op->x - range; x <= op->x + range; x++) 1553 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1554 {
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 1555 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1556 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1557 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1558 * down - that is easier than working up.
1566 */ 1559 */
1567 1560
1568 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)
1569 last = tmp; 1562 last = tmp;
1570 1563
1571 /* 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
1572 * would happen. 1565 * would happen.
1573 */ 1566 */
1574 if (!last) 1567 if (!last)
1575 continue; 1568 continue;
1576 1569
1577 done_one = 0; 1570 done_one = 0;
1578 floor = 0; 1571 floor = 0;
1579 detect = NULL; 1572 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1573 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1574 {
1582 /* show invisible */ 1575 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1576 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1577 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1578 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1579 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1580 || tmp->type == T_HANDLE
1588 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
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1585 || tmp->type == TELEPORTER
1586 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1587 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1588 || tmp->type == WEAPON
1589 || tmp->type == ALTAR
1590 || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1591 || tmp->type == TRIGGER_PEDESTAL
1593 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)))
1594 { 1597 {
1595 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)
1596 { 1599 {
1597 tmp->invisible = 0; 1600 tmp->invisible = 0;
1598 done_one = 1; 1601 done_one = 1;
1599 } 1602 }
1600 } 1603 }
1601 1604
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1606 floor = 1;
1604 1607
1605 /* All detections below this point don't descend beneath the floor, 1608 /* 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 1609 * 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 1610 * 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. 1611 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */ 1612 */
1610 if (floor) 1613 if (floor)
1611 continue; 1614 continue;
1612 1615
1613 /* I had thought about making detect magic and detect curse 1616 /* I had thought about making detect magic and detect curse
1614 * 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.
1615 * 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
1616 * difficult to see what object is magical/cursed, so the 1619 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1620 * effect wouldn't be as apparent.
1618 */ 1621 */
1619 1622
1620 /* detect magic */ 1623 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1624 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !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))
1623 { 1626 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1627 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1628 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1629 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1630 tmp->stats.Cha /= 4;
1631
1628 done_one = 1; 1632 done_one = 1;
1629 } 1633 }
1634
1630 /* detect monster */ 1635 /* detect monster */
1631 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))
1632 { 1637 {
1633 done_one = 2; 1638 done_one = 2;
1639
1634 if (!detect) 1640 if (!detect)
1635 detect = tmp; 1641 detect = tmp;
1636 } 1642 }
1643
1637 /* 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
1638 * 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
1639 * race must match. 1646 * race must match.
1640 */ 1647 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1649 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 (strstr (spell->race, tmp->race)))) 1650 spell->race.contains (tmp->race)))
1644 { 1651 {
1645 done_one = 2; 1652 done_one = 2;
1653
1646 if (!detect) 1654 if (!detect)
1647 detect = tmp; 1655 detect = tmp;
1648 } 1656 }
1657
1649 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) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1659 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1660 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1661 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1662 done_one = 1;
1654 } 1663 }
1655 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1656 1665
1657 /* 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
1658 * where the magic is. 1667 * where the magic is.
1659 */ 1668 */
1660 if (done_one) 1669 if (done_one)
1661 { 1670 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = arch_to_object (spell->other_arch);
1663 1672
1664 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1666 { 1675 {
1667 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1683 }
1675 1684
1676 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op);
1677 } 1686 }
1678 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1679 1688
1680 1689
1681 /* 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 */
1682 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))
1683 { 1692 {
1684 done_one = 0; 1693 done_one = 0;
1694
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1696 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1698 {
1689 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))
1690 { 1700 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1705 }
1706
1695 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) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1709 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1714 }
1702 } /* if item is not identified */ 1715 } /* if item is not identified */
1703 } /* for the players inventory */ 1716 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1705 return 1; 1719 return 1;
1706} 1720}
1707 1721
1708 1722
1709/** 1723/**
1722 1736
1723 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.");
1724 1738
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1740 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 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; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1738 } 1744 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 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."); 1746 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) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 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!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1750 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 } 1797 }
1792 /* give sp */ 1798 /* give sp */
1793 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1794 { 1800 {
1795 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);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1803 return 1;
1798 } 1804 }
1799 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1806 else if (op != plyr)
1801 { 1807 {
1813 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1816 if (sucked > 0) 1822 if (sucked > 0)
1817 { 1823 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1825 }
1820 } 1826 }
1821 return 1; 1827 return 1;
1822 } 1828 }
1823 return 0; 1829 return 0;
1899 break; 1905 break;
1900 } 1906 }
1901 } 1907 }
1902} 1908}
1903 1909
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1907int 1911int
1908cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1909{ 1913{
1910 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break; 1927 break;
1924 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1925 { 1929 {
1926 1930
1927 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1928 { 1932 {
1929 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);
1930 return 0; 1934 return 0;
1931 } 1935 }
1932 else 1936 else
1933 { 1937 {
1934 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1940 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1939 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1941 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);
1942 return 1; 1948 return 1;
1943 } 1949 }
1944 } 1950 }
1945 } 1951 }
1983 return 0; 1989 return 0;
1984 } 1990 }
1985 1991
1986 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
1987 if (!dir) 1993 if (!dir)
1988 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);
1989 1995
1990 m = op->map; 1996 m = op->map;
1991 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
1993 1999
1994 /* if there's no place to put the golem, abort */ 2000 /* 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) || 2001 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)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 { 2003 {
1998 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.");
1999 return 0; 2005 return 0;
2000 } 2006 }
2001 2007
2005 if (!weapon) 2011 if (!weapon)
2006 { 2012 {
2007 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!");
2008 return 0; 2014 return 0;
2009 } 2015 }
2016
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2018 {
2012 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.");
2013 return 0; 2020 return 0;
2014 } 2021 }
2022
2015 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2016 { 2024 {
2017 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.");
2018 return 0; 2026 return 0;
2019 } 2027 }
2028
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 { 2030 {
2022 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));
2023 return 0; 2032 return 0;
2024 } 2033 }
2025 2034
2026 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2036
2033 /* create the golem object */ 2037 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2038 tmp = arch_to_object (spell->other_arch);
2035 2039
2036 /* 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 */
2041 tmp->set_owner (op); 2045 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2044 2048
2045 /* 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
2046 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2047 * used above. 2051 * used above.
2048 */ 2052 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2054 weapon->remove ();
2051 2055
2052 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2057
2054 /* 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,
2055 * 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
2056 * body_info, skills, etc) 2060 * body_info, skills, etc)
2057 */ 2061 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 SET_FLAG (tmp, FLAG_USE_WEAPON);
2132 tmp->state = weapon->state; 2136 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2137 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2138 }
2135 2139
2136 /* 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. */
2137 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));
2138 2142
2139 tmp->speed_left = -1; 2143 tmp->speed_left = -1;
2140 tmp->direction = dir; 2144 tmp->direction = dir;
2141 2145
2142 m->insert (tmp, x, y, op); 2146 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2150/* cast_daylight() - changes the map darkness level *lower* */
2147 2151
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2152/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2153 * This changes the light level for the entire map.
2150 */ 2154 */
2151
2152int 2155int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2156cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2157{
2155 int success; 2158 int success;
2156 2159
2164 if (spell->stats.dam < 0) 2167 if (spell->stats.dam < 0)
2165 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.");
2166 else 2169 else
2167 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.");
2168 } 2171 }
2172
2169 return success; 2173 return success;
2170} 2174}
2171
2172
2173
2174
2175 2175
2176/* 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.
2177 * 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,
2178 * spell is the spell object itself. 2178 * spell is the spell object itself.
2179 */ 2179 */
2191 2191
2192 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);
2193 2193
2194 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);
2195 2195
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2196 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2197 new_aura->attacktype = spell->attacktype;
2199 2198
2200 new_aura->level = caster_level (caster, spell); 2199 new_aura->level = casting_level (caster, spell);
2200
2201 if (refresh) 2201 if (refresh)
2202 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.");
2203 else 2203 else
2204 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
2205 insert_ob_in_ob (new_aura, op); 2206 insert_ob_in_ob (new_aura, op);
2207 new_aura->set_owner (op);
2208
2206 return 1; 2209 return 1;
2207} 2210}
2208
2209 2211
2210/* 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,
2211 * 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
2212 * around him. 2214 * around him.
2213 * Aura parameters: 2215 * Aura parameters:
2214 * duration: duration counter. 2216 * duration: duration counter.
2215 * attacktype: aura's attacktype 2217 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2218 * other_arch: archetype to drop where we attack
2217 */ 2219 */
2218
2219void 2220void
2220move_aura (object *aura) 2221move_aura (object *aura)
2221{ 2222{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2223 /* auras belong in inventories */
2227 env = aura->env; 2224 object *env = aura->env;
2225 object *owner = aura->owner;
2228 2226
2229 /* no matter what we've gotta remove the aura... 2227 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2228 * we'll put it back if its time isn't up.
2231 */ 2229 */
2232 aura->remove (); 2230 aura->remove ();
2237 aura->destroy (); 2235 aura->destroy ();
2238 return; 2236 return;
2239 } 2237 }
2240 2238
2241 /* auras only exist in inventories */ 2239 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2240 if (!env || !env->map)
2243 { 2241 {
2244 aura->destroy (); 2242 aura->destroy ();
2245 return; 2243 return;
2246 } 2244 }
2247 2245
2248 /* we need to jump out of the inventory for a bit 2246 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2247 * in order to hit the map conveniently.
2250 */ 2248 */
2251 aura->insert_at (env, aura); 2249 aura->insert_at (env, aura);
2252 2250
2253 for (i = 1; i < 9; i++) 2251 for (int i = 1; i < 9; i++)
2254 { 2252 {
2255 sint16 nx, ny; 2253 mapxy pos (env);
2254 pos.move (i);
2256 2255
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 2256 /* 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 2257 * 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. 2258 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2259 */
2265 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)))
2266 { 2261 {
2267 hit_map (aura, i, aura->attacktype, 0); 2262 hit_map (aura, i, aura->attacktype, 0);
2268 2263
2269 if (aura->other_arch) 2264 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2265 pos.insert (arch_to_object (aura->other_arch), aura);
2271 } 2266 }
2272 } 2267 }
2273 2268
2274 /* put the aura back in the player's inventory */ 2269 /* put the aura back in the player's inventory */
2275 aura->remove (); 2270 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2271 aura->set_owner (owner);
2277} 2272}
2278 2273
2279/* moves the peacemaker spell. 2274/* moves the peacemaker spell.
2280 * op is the piece object. 2275 * op is the piece object.
2281 */ 2276 */
2282
2283void 2277void
2284move_peacemaker (object *op) 2278move_peacemaker (object *op)
2285{ 2279{
2286 object *tmp; 2280 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 { 2281 {
2290 int atk_lev, def_lev; 2282 int atk_lev, def_lev;
2291 object *victim = tmp; 2283 object *victim = tmp->head_ ();
2292 2284
2293 if (tmp->head)
2294 victim = tmp->head;
2295 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2285 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue; 2286 continue;
2287
2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2298 continue; 2289 continue;
2290
2299 if (victim->stats.exp == 0) 2291 if (victim->stats.exp == 0)
2300 continue; 2292 continue;
2301 2293
2302 def_lev = MAX (1, victim->level); 2294 def_lev = MAX (1, victim->level);
2303 atk_lev = MAX (1, op->level); 2295 atk_lev = MAX (1, op->level);
2304 2296
2305 if (rndm (0, atk_lev - 1) > def_lev) 2297 if (rndm (0, atk_lev - 1) > def_lev)
2306 { 2298 {
2307 /* make this sucker peaceful. */ 2299 /* make this sucker peaceful. */
2308 2300
2301 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2309 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2302 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 victim->stats.exp = 0; 2303 victim->stats.exp = 0;
2311#if 0 2304#if 0
2312 /* No idea why these were all set to zero - if something 2305 /* No idea why these were all set to zero - if something
2313 * makes this creature agressive, he should still do damage. 2306 * makes this creature agressive, he should still do damage.
2320 victim->attack_movement = RANDO2; 2313 victim->attack_movement = RANDO2;
2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2314 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2322 SET_FLAG (victim, FLAG_RUN_AWAY); 2315 SET_FLAG (victim, FLAG_RUN_AWAY);
2323 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2316 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2324 CLEAR_FLAG (victim, FLAG_MONSTER); 2317 CLEAR_FLAG (victim, FLAG_MONSTER);
2318
2325 if (victim->name) 2319 if (victim->name)
2326 {
2327 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);
2328 } 2321 }
2329 }
2330 } 2322 }
2331} 2323}
2332
2333 2324
2334/* This writes a rune that contains the appropriate message. 2325/* This writes a rune that contains the appropriate message.
2335 * There really isn't any adjustments we make. 2326 * There really isn't any adjustments we make.
2336 */ 2327 */
2337
2338int 2328int
2339write_mark (object *op, object *spell, const char *msg) 2329write_mark (object *op, object *spell, const char *msg)
2340{ 2330{
2341 char rune[HUGE_BUF];
2342 object *tmp;
2343
2344 if (!msg || msg[0] == 0) 2331 if (!msg || msg[0] == 0)
2345 { 2332 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2333 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2347 return 0; 2334 return 0;
2348 } 2335 }
2349 2336
2350 if (strcasestr_local (msg, "endmsg")) 2337 if (!msg_is_safe (msg))
2351 { 2338 {
2352 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?");
2353 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);
2354 return 0; 2341 return 0;
2355 } 2342 }
2343
2356 if (!spell->other_arch) 2344 if (!spell->other_arch)
2357 return 0; 2345 return 0;
2346
2358 tmp = arch_to_object (spell->other_arch); 2347 object *tmp = arch_to_object (spell->other_arch);
2359
2360 snprintf (rune, sizeof (rune), "%s\n", msg);
2361 2348
2362 tmp->race = op->name; /*Save the owner of the rune */ 2349 tmp->race = op->name; /*Save the owner of the rune */
2363 tmp->msg = rune; 2350 tmp->msg = msg;
2364 2351
2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2352 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2353
2366 return 1; 2354 return 1;
2367} 2355}
2356

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