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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 1.122 by root, Fri Apr 2 03:41:25 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 (shstr_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)
81 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82 82
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
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
267 return 0; 263 return 0;
268 } 264 }
269 265
270 food_value /= at->stats.food; 266 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 267 new_op = at->instance ();
272 new_op->nrof = food_value; 268 new_op->nrof = food_value;
273 269
274 new_op->value = 0; 270 new_op->value = 0;
275 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
276 new_op->nrof = 1; 272 new_op->nrof = 1;
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 }
570 565
571int 566int
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 (shstr_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 (op->is_dragon ())
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,
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
656 return 0; 651 return 0;
657 } 652 }
658 653
659 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 656 else if (spell_ob->race)
662 { 657 {
663 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
664 659
665 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 666 return 0;
672 } 667 }
673 668
674 tmp = arch_to_object (at); 669 tmp = at->instance ();
675 } 670 }
676 else 671 else
677 { 672 {
678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
679 return 0; 674 return 0;
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);
723 return 0; 718 return 0;
724 } 719 }
725 720
726 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 724
730 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
753 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
755 750
756 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
759 754
760 } 755 }
761 else 756 else
762 posblocked = 1; 757 posblocked = 1;
763 758
770 { 765 {
771 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
773 768
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (tmp2->other_arch->instance ());
776 } 771 }
777 else 772 else
778 negblocked = 1; 773 negblocked = 1;
779 } 774 }
780 775
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. * 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 (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
963 if (poison) 958 if (poison)
964 { 959 {
965 success = 1; 960 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 963 }
969 } 964 }
970 965
971 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
972 { 967 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 969 if (poison)
975 { 970 {
976 success = 1; 971 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 973 poison->duration = 1;
979 } 974 }
980 } 975 }
981 976
982 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
983 { 978 {
984 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
986 if (poison) 981 if (poison)
987 { 982 {
988 success = 1; 983 success = 1;
989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 1003 success = 1;
1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1010 } 1005 }
1011 1006
1012 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 1008 {
1014 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1015 if (tmp->stats.food > 999) 1010 min_it (tmp->stats.food, MAX_FOOD);
1016 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)
1242 } 1248 }
1243 else 1249 else
1244 { 1250 {
1245 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 } 1255
1252 }
1253 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1254 1257
1255 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1257 1260
1292static void 1295static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1297{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1299
1297 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1305 * the stuff back to town.
1322 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1323 return 0; 1326 return 0;
1324 1327
1325 archetype *nugget[3]; 1328 archetype *nugget[3];
1326 1329
1327 nugget[0] = archetype::find ("pyrite3"); 1330 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1331 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1332 nugget[2] = archetype::find (shstr_pyrite);
1330 1333
1331 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1332 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1336 * in sight
1334 */ 1337 */
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value) 1398 if (int nrof = value / nugget [i]->value)
1396 { 1399 {
1397 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1398 1401
1399 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1403 } 1406 }
1404 1407
1405 if (weight > weight_max) 1408 if (weight > weight_max)
1406 goto bailout; 1409 goto bailout;
1407 } 1410 }
1408 } 1411 }
1409 1412
1410bailout: 1413bailout:
1411 return 1; 1414 return 1;
1412} 1415}
1413
1414 1416
1415/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1416 * items. 1418 * items.
1417 */ 1419 */
1418int 1420int
1419remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1420{ 1422{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1423 1424
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1429 {
1429 was_one++; 1430 was_one++;
1431
1430 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1431 { 1433 {
1432 success++; 1434 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (QUERY_FLAG (spell, FLAG_DAMNED))
1434 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1437
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1444 }
1442 } 1445 }
1443 1446
1444 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1445 { 1448 {
1456 1459
1457 return success; 1460 return success;
1458} 1461}
1459 1462
1460/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1461
1462int 1464int
1463cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1464{ 1466{
1465 object *tmp; 1467 object *tmp;
1466 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1469
1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 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 1471
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 { 1473 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476 { 1475 {
1477 identify (tmp); 1476 identify (tmp);
1478 1477
1479 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1480 { 1479 {
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482 1481
1483 if (tmp->msg) 1482 if (tmp->msg)
1484 { 1483 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 } 1484 }
1489 1485
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1486 if (!--num_ident)
1493 break; 1487 break;
1494 } 1488 }
1495 } 1489 }
1496 1490
1497 /* If all the power of the spell has been used up, don't go and identify 1491 /* 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) 1497 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)) 1498 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1505 { 1499 {
1506 identify (tmp); 1500 identify (tmp);
1507 1501
1508 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1509 { 1503 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1511 1505
1512 if (tmp->msg) 1506 if (tmp->msg)
1513 { 1507 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 } 1508 }
1520 1509
1521 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1510 if (!--num_ident)
1524 break; 1511 break;
1525 } 1512 }
1526 } 1513 }
1527 1514
1528 if (!success) 1515 if (buf.empty ())
1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1530 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1531 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1532 1526 return 1;
1533 return success; 1527 }
1534} 1528}
1535 1529
1536int 1530int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1532{
1543 1537
1544 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1545 * doing it over and over again. 1539 * doing it over and over again.
1546 */ 1540 */
1547 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1544
1551 if (!skill) 1545 if (!skill)
1552 skill = caster; 1546 skill = caster;
1553 1547
1554 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1550 {
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 1551 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1554 * down - that is easier than working up.
1566 */ 1555 */
1567 1556
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1569 last = tmp; 1558 last = tmp;
1570 1559
1571 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1572 * would happen. 1561 * would happen.
1573 */ 1562 */
1574 if (!last) 1563 if (!last)
1575 continue; 1564 continue;
1576 1565
1577 done_one = 0; 1566 done_one = 0;
1578 floor = 0; 1567 floor = 0;
1579 detect = NULL; 1568 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1570 {
1582 /* show invisible */ 1571 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS)
1584 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1594 { 1593 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1595 {
1597 tmp->invisible = 0; 1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1622 {
1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1598 done_one = 1; 1673 done_one = 1;
1599 } 1674 }
1600 } 1675 }
1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
1604
1605 /* 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 * 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 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * 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 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* 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
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643 (strstr (spell->race, tmp->race))))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1676 } /* for stack of objects on this space */
1656 1677
1657 /* Code here puts an effect of the spell on the space, so you can see 1678 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1679 * where the magic is.
1659 */ 1680 */
1660 if (done_one) 1681 if (done_one)
1661 { 1682 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1683 object *detect_ob = spell->other_arch->instance ();
1663 1684
1664 /* if this is set, we want to copy the face */ 1685 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1686 if (done_one == 2 && detect)
1666 { 1687 {
1667 detect_ob->face = detect->face; 1688 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1689 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1690 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1691 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1692 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1693 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1694 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1695 }
1675 1696
1676 m->insert (detect_ob, nx, ny, op); 1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1698 }
1678 } /* for processing the surrounding spaces */ 1699 } /* for processing the surrounding spaces */
1679 1700
1680 1701
1681 /* Now process objects in the players inventory if detect curse or magic */ 1702 /* 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)) 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 { 1704 {
1684 done_one = 0; 1705 done_one = 0;
1706
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1708 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1709 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1710 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1711 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1690 { 1712 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1713 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1717 }
1718
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1721 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1722 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1723
1724 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1726 }
1702 } /* if item is not identified */ 1727 } /* if item is not identified */
1703 } /* for the players inventory */ 1728 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
1705 return 1; 1731 return 1;
1706} 1732}
1707 1733
1708 1734
1709/** 1735/**
1722 1748
1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1724 1750
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1752 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 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; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
1738 } 1756 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1757 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."); 1758 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) 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1762 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 } 1809 }
1792 /* give sp */ 1810 /* give sp */
1793 if (spell->stats.dam > 0) 1811 if (spell->stats.dam > 0)
1794 { 1812 {
1795 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1815 return 1;
1798 } 1816 }
1799 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1818 else if (op != plyr)
1801 { 1819 {
1813 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
1816 if (sucked > 0) 1834 if (sucked > 0)
1817 { 1835 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1837 }
1820 } 1838 }
1821 return 1; 1839 return 1;
1822 } 1840 }
1823 return 0; 1841 return 0;
1899 break; 1917 break;
1900 } 1918 }
1901 } 1919 }
1902} 1920}
1903 1921
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
1907int 1923int
1908cast_consecrate (object *op, object *caster, object *spell) 1924cast_consecrate (object *op, object *caster, object *spell)
1909{ 1925{
1910 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break; 1939 break;
1924 if (tmp->type == HOLY_ALTAR) 1940 if (tmp->type == HOLY_ALTAR)
1925 { 1941 {
1926 1942
1927 if (tmp->level > caster_level (caster, spell)) 1943 if (tmp->level > casting_level (caster, spell))
1928 { 1944 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0; 1946 return 0;
1931 } 1947 }
1932 else 1948 else
1933 { 1949 {
1934 /* If we got here, we are consecrating an altar */ 1950 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1951 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1952 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1953 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1954 tmp->other_arch = god->arch;
1955
1939 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1957 esrv_update_item (UPD_NAME, op, tmp);
1958
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1; 1960 return 1;
1943 } 1961 }
1944 } 1962 }
1945 } 1963 }
1983 return 0; 2001 return 0;
1984 } 2002 }
1985 2003
1986 /* if no direction specified, pick one */ 2004 /* if no direction specified, pick one */
1987 if (!dir) 2005 if (!dir)
1988 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2006 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1989 2007
1990 m = op->map; 2008 m = op->map;
1991 x = op->x + freearr_x[dir]; 2009 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 2010 y = op->y + freearr_y[dir];
1993 2011
1994 /* if there's no place to put the golem, abort */ 2012 /* 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) || 2013 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)) 2014 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 { 2015 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1999 return 0; 2017 return 0;
2000 } 2018 }
2001 2019
2005 if (!weapon) 2023 if (!weapon)
2006 { 2024 {
2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2025 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2008 return 0; 2026 return 0;
2009 } 2027 }
2028
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2029 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2030 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2031 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2013 return 0; 2032 return 0;
2014 } 2033 }
2034
2015 if (weapon->type != WEAPON) 2035 if (weapon->type != WEAPON)
2016 { 2036 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2037 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2018 return 0; 2038 return 0;
2019 } 2039 }
2040
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2041 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 { 2042 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2043 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; 2044 return 0;
2024 } 2045 }
2025 2046
2026 if (weapon->nrof > 1) 2047 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2048
2033 /* create the golem object */ 2049 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2050 tmp = spell->other_arch->instance ();
2035 2051
2036 /* if animated by a player, give the player control of the golem */ 2052 /* if animated by a player, give the player control of the golem */
2037 CLEAR_FLAG (tmp, FLAG_MONSTER); 2053 CLEAR_FLAG (tmp, FLAG_MONSTER);
2038 tmp->stats.exp = 0; 2054 tmp->stats.exp = 0;
2039 add_friendly_object (tmp); 2055 add_friendly_object (tmp);
2041 tmp->set_owner (op); 2057 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2058 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2059 set_spell_skill (op, caster, spell, tmp);
2044 2060
2045 /* Give the weapon to the golem now. A bit of a hack to check the 2061 /* 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 2062 * removed flag - it should only be set if weapon->split was
2047 * used above. 2063 * used above.
2048 */ 2064 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2065 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2066 weapon->remove ();
2051 2067
2052 insert_ob_in_ob (weapon, tmp); 2068 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2069
2054 /* To do everything necessary to let a golem use the weapon is a pain, 2070 /* 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 2071 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc) 2072 * body_info, skills, etc)
2057 */ 2073 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2074 SET_FLAG (tmp, FLAG_USE_WEAPON);
2084 2100
2085 /* attacktype */ 2101 /* attacktype */
2086 if (!tmp->attacktype) 2102 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL; 2103 tmp->attacktype = AT_PHYSICAL;
2088 2104
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++) 2105 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5); 2106 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093 a = mt->save[0]; 2107
2094 } 2108 a = op->material->save[0];
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101 2109
2102 /* Set weapon's immunity */ 2110 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100; 2111 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100; 2112 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100; 2113 tmp->resist[ATNR_SLOW] = 100;
2132 tmp->state = weapon->state; 2140 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2141 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2142 }
2135 2143
2136 /* make experience increase in proportion to the strength of the summoned creature. */ 2144 /* 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)); 2145 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138 2146
2139 tmp->speed_left = -1; 2147 tmp->speed_left = -1;
2140 tmp->direction = dir; 2148 tmp->direction = dir;
2141 2149
2142 m->insert (tmp, x, y, op); 2150 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2154/* cast_daylight() - changes the map darkness level *lower* */
2147 2155
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2156/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2157 * This changes the light level for the entire map.
2150 */ 2158 */
2151
2152int 2159int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2160cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2161{
2155 int success; 2162 int success;
2156 2163
2164 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2166 else 2173 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 } 2175 }
2176
2169 return success; 2177 return success;
2170} 2178}
2171
2172
2173
2174
2175 2179
2176/* create an aura spell object and put it in the player's inventory. 2180/* 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, 2181 * as usual, op is player, caster is the object casting the spell,
2178 * spell is the spell object itself. 2182 * spell is the spell object itself.
2179 */ 2183 */
2185 2189
2186 new_aura = present_arch_in_ob (spell->other_arch, op); 2190 new_aura = present_arch_in_ob (spell->other_arch, op);
2187 if (new_aura) 2191 if (new_aura)
2188 refresh = 1; 2192 refresh = 1;
2189 else 2193 else
2190 new_aura = arch_to_object (spell->other_arch); 2194 new_aura = spell->other_arch->instance ();
2191 2195
2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2196 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193 2197
2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2198 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195 2199
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2200 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2201 new_aura->attacktype = spell->attacktype;
2199 2202
2200 new_aura->level = caster_level (caster, spell); 2203 new_aura->level = casting_level (caster, spell);
2204
2201 if (refresh) 2205 if (refresh)
2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2206 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203 else 2207 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209
2205 insert_ob_in_ob (new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2211 new_aura->set_owner (op);
2212
2206 return 1; 2213 return 1;
2207} 2214}
2208
2209 2215
2210/* move aura function. An aura is a part of someone's inventory, 2216/* 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 2217 * which he carries with him, but which acts on the map immediately
2212 * around him. 2218 * around him.
2213 * Aura parameters: 2219 * Aura parameters:
2214 * duration: duration counter. 2220 * duration: duration counter.
2215 * attacktype: aura's attacktype 2221 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2222 * other_arch: archetype to drop where we attack
2217 */ 2223 */
2218
2219void 2224void
2220move_aura (object *aura) 2225move_aura (object *aura)
2221{ 2226{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2227 /* auras belong in inventories */
2227 env = aura->env; 2228 object *env = aura->env;
2229 object *owner = aura->owner;
2228 2230
2229 /* no matter what we've gotta remove the aura... 2231 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2232 * we'll put it back if its time isn't up.
2231 */ 2233 */
2232 aura->remove (); 2234 aura->remove ();
2237 aura->destroy (); 2239 aura->destroy ();
2238 return; 2240 return;
2239 } 2241 }
2240 2242
2241 /* auras only exist in inventories */ 2243 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2244 if (!env || !env->map)
2243 { 2245 {
2244 aura->destroy (); 2246 aura->destroy ();
2245 return; 2247 return;
2246 } 2248 }
2247 2249
2248 /* we need to jump out of the inventory for a bit 2250 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2251 * in order to hit the map conveniently.
2250 */ 2252 */
2251 aura->insert_at (env, aura); 2253 aura->insert_at (env, aura);
2252 2254
2253 for (i = 1; i < 9; i++) 2255 for (int i = 1; i < 9; i++)
2254 { 2256 {
2255 sint16 nx, ny; 2257 mapxy pos (env);
2258 pos.move (i);
2256 2259
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 2260 /* 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 2261 * 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. 2262 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2263 */
2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2264 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 { 2265 {
2267 hit_map (aura, i, aura->attacktype, 0); 2266 hit_map (aura, i, aura->attacktype, 0);
2268 2267
2269 if (aura->other_arch) 2268 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2269 pos.insert (aura->other_arch->instance (), aura);
2271 } 2270 }
2272 } 2271 }
2273 2272
2274 /* put the aura back in the player's inventory */ 2273 /* put the aura back in the player's inventory */
2275 aura->remove (); 2274 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2275 aura->set_owner (owner);
2277} 2276}
2278 2277
2279/* moves the peacemaker spell. 2278/* moves the peacemaker spell.
2280 * op is the piece object. 2279 * op is the piece object.
2281 */ 2280 */
2282
2283void 2281void
2284move_peacemaker (object *op) 2282move_peacemaker (object *op)
2285{ 2283{
2286 object *tmp; 2284 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 { 2285 {
2290 int atk_lev, def_lev; 2286 int atk_lev, def_lev;
2291 object *victim = tmp; 2287 object *victim = tmp->head_ ();
2292 2288
2293 if (tmp->head)
2294 victim = tmp->head;
2295 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2289 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue; 2290 continue;
2291
2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2292 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2298 continue; 2293 continue;
2294
2299 if (victim->stats.exp == 0) 2295 if (victim->stats.exp == 0)
2300 continue; 2296 continue;
2301 2297
2302 def_lev = MAX (1, victim->level); 2298 def_lev = max (1, victim->level);
2303 atk_lev = MAX (1, op->level); 2299 atk_lev = max (1, op->level);
2304 2300
2305 if (rndm (0, atk_lev - 1) > def_lev) 2301 if (rndm (0, atk_lev - 1) > def_lev)
2306 { 2302 {
2307 /* make this sucker peaceful. */ 2303 /* make this sucker peaceful. */
2308 2304
2305 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2309 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2306 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 victim->stats.exp = 0; 2307 victim->stats.exp = 0;
2311#if 0 2308#if 0
2312 /* No idea why these were all set to zero - if something 2309 /* No idea why these were all set to zero - if something
2313 * makes this creature agressive, he should still do damage. 2310 * makes this creature agressive, he should still do damage.
2320 victim->attack_movement = RANDO2; 2317 victim->attack_movement = RANDO2;
2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2318 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2322 SET_FLAG (victim, FLAG_RUN_AWAY); 2319 SET_FLAG (victim, FLAG_RUN_AWAY);
2323 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2320 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2324 CLEAR_FLAG (victim, FLAG_MONSTER); 2321 CLEAR_FLAG (victim, FLAG_MONSTER);
2322
2325 if (victim->name) 2323 if (victim->name)
2326 {
2327 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2324 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2328 } 2325 }
2329 }
2330 } 2326 }
2331} 2327}
2332
2333 2328
2334/* This writes a rune that contains the appropriate message. 2329/* This writes a rune that contains the appropriate message.
2335 * There really isn't any adjustments we make. 2330 * There really isn't any adjustments we make.
2336 */ 2331 */
2337
2338int 2332int
2339write_mark (object *op, object *spell, const char *msg) 2333write_mark (object *op, object *spell, const char *msg)
2340{ 2334{
2341 char rune[HUGE_BUF];
2342 object *tmp;
2343
2344 if (!msg || msg[0] == 0) 2335 if (!msg || msg[0] == 0)
2345 { 2336 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2347 return 0; 2338 return 0;
2348 } 2339 }
2349 2340
2350 if (strcasestr_local (msg, "endmsg")) 2341 if (!msg_is_safe (msg))
2351 { 2342 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2343 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); 2344 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2354 return 0; 2345 return 0;
2355 } 2346 }
2347
2356 if (!spell->other_arch) 2348 if (!spell->other_arch)
2357 return 0; 2349 return 0;
2358 tmp = arch_to_object (spell->other_arch);
2359 2350
2360 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 object *tmp = spell->other_arch->instance ();
2361 2352
2362 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2363 tmp->msg = rune; 2354 tmp->msg = msg;
2364 2355
2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2357
2366 return 1; 2358 return 1;
2367} 2359}
2360

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