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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.69 by root, Thu Aug 23 17:17:41 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;
350 346
351 return 1; 347 return 1;
352 } 348 }
353 349
354 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 352 return 1;
357 353
358 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
359 if (!mon->race) 355 if (!mon->race)
360 return 0; 356 return 0;
361 357
362 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 359 return 1;
364 360
365 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
366 return 0; 362 return 0;
367 } 363 }
430/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 427 */
432int 428int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 430{
435 object *tmp, *next;
436 int range, i, j, mflags; 431 int range, i, j, mflags;
437 sint16 sx, sy; 432 sint16 sx, sy;
438 maptile *m; 433 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 434
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 436
445 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 444
453 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
454 continue; 446 continue;
455 447
456 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
457 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)
458 { 450 {
459 next = tmp->above; 451 next = tmp->above;
452
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 455 }
463 } 456 }
464 457
471 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
472 { 465 {
473 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))
474 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.");
475 else 468 else
476 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
481 } 470 }
482 471
483 op->destroy (); 472 op->destroy ();
484} 473}
485 474
501 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.");
502 return 1; 491 return 1;
503 } 492 }
504 493
505 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
506 if (dummy == NULL) 495
496 if (!dummy)
507 { 497 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0; 500 return 0;
511 } 501 }
577perceive_self (object *op) 567perceive_self (object *op)
578{ 568{
579 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
581 571
582 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 573
584 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
585 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 579
588 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
590 else 582 else
591 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
592 584
593 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
594 586
595 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
597 else 589 else
598 { 590 {
599 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
600 592
601 if (tmp) 593 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
604 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));
605 } 597 }
606 598
607 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 602 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 604 {
613 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
615 else 607 else
616 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";
617 609
618 break; 610 break;
619 } 611 }
620 } 612 }
621 613
622 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 615
626 return 1; 616 return 1;
627} 617}
628 618
629/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
717 */ 707 */
718 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 709 tmp->set_owner (op);
720 710
721 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
723 713
724 name = tmp->name; 714 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 716 {
727 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);
788 778
789 return 1; 779 return 1;
790} 780}
791 781
792int 782int
793dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 784{
795 uint32 dist, maxdist; 785 uint32 dist, maxdist;
796 int mflags; 786 int mflags;
797 maptile *m; 787 maptile *m;
798 sint16 sx, sy; 788 sint16 sx, sy;
809 /* 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
810 * ever, so put limits in. 800 * ever, so put limits in.
811 */ 801 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 803
814 if (op->contr->count) 804 if (spellparam)
815 { 805 {
806 int count = atoi (spellparam);
807
816 if (op->contr->count > maxdist) 808 if (count > maxdist)
817 { 809 {
818 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!");
819 return 0; 811 return 0;
820 } 812 }
821 813
822 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
823 { 815 {
824 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);
825 817
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 819 break;
828 820
829 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)))
830 break; 822 break;
831 } 823 }
832 824
833 if (dist < op->contr->count) 825 if (dist < count)
834 { 826 {
835 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");
836 op->contr->count = 0;
837 return 0; 828 return 0;
838 } 829 }
839
840 op->contr->count = 0;
841 830
842 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
843 * 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,
844 * 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
845 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
896 885
897 /* Actually move the player now */ 886 /* Actually move the player now */
898 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)))
899 return 1; 888 return 1;
900 889
901 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
902 return 1; 892 return 1;
903} 893}
904
905 894
906/* cast_heal: Heals something. 895/* cast_heal: Heals something.
907 * op is the caster. 896 * op is the caster.
908 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
909 * spell is the spell object. 898 * spell is the spell object.
936 { 925 {
937 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 928 * on amount of damage healed.
940 */ 929 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
943 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
944 934
945 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 937 else if (heal > 50)
956 success = 1; 946 success = 1;
957 } 947 }
958 } 948 }
959 949
960 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
962 success = 1; 952 success = 1;
963 953
964 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
965 { 955 {
966 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1015 } 1005 }
1016 1006
1017 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1018 { 1008 {
1019 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1020 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1021 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1022 success = 1; 1014 success = 1;
1023 /* 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 */
1024 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");
1025 } 1017 }
1026 1018
1040 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1041 "You are no easier to look at.", 1033 "You are no easier to look at.",
1042}; 1034};
1043 1035
1044int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1045cast_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)
1046{ 1044{
1047 object *force = NULL; 1045 object *force = 0;
1048 int i; 1046 int i;
1049 1047
1050 /* 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. */
1051 object *tmp = dir 1049 object *tmp = dir
1052 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1053 : op; 1051 : op;
1054 1052
1055 if (!tmp) 1053 if (!tmp)
1056 return 0; 1054 return 0;
1057 1055
1058 /* 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. */
1066 break; 1064 break;
1067 } 1065 }
1068 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 { 1067 {
1070 if (!silent) 1068 if (!silent)
1071 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
1072 return 0; 1073 return 0;
1073 } 1074 }
1074 } 1075 }
1075 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1076 if (force == NULL) 1080 if (force)
1077 {
1078 force = get_archetype (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 if (spell_ob->race)
1081 force->name = spell_ob->race;
1082 else
1083 force->name = spell_ob->name;
1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086
1087 } 1081 {
1088 else
1089 {
1090 int duration;
1091
1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1093 if (duration > force->duration) 1082 if (duration > force->duration)
1094 { 1083 {
1095 force->duration = duration; 1084 force->duration = duration;
1096 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.");
1097 } 1086 }
1098 else 1087 else
1099 {
1100 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.");
1101 }
1102 1089
1103 return 1; 1090 return 1;
1104 } 1091 }
1105 1092
1106 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
1107 force->speed = 1.0; 1108 force->speed = 1.0;
1108 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1109 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1110 1111
1111 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1178 */ 1179 */
1179int 1180int
1180cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{ 1182{
1182 int i; 1183 int i;
1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1184 1185
1185 /* 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. */
1186 if (dir != 0) 1187 if (dir != 0)
1187 { 1188 {
1188 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1189 } 1193 }
1190 else 1194 else
1191 {
1192 tmp = op; 1195 tmp = op;
1193 }
1194 1196
1195 /* 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. */
1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 { 1199 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 { 1201 {
1200 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1201 { 1203 {
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); 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);
1208 return 0; 1210 return 0;
1209 } 1211 }
1210 } 1212 }
1211 } 1213 }
1214
1212 if (force == NULL) 1215 if (force == NULL)
1213 { 1216 {
1214 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1215 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1216 if (spell_ob->race) 1219 if (spell_ob->race)
1297static void 1300static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1301alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1302{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1303 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1304
1302 /* Give third price when we alchemy money (This should hopefully 1305 /* Give third price when we alchemy money (this should hopefully
1303 * 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
1304 * the nuggets, alchemy the gold from that, etc. 1307 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1308 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1309 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1310 * the stuff back to town.
1414 1417
1415bailout: 1418bailout:
1416 return 1; 1419 return 1;
1417} 1420}
1418 1421
1419
1420/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1421 * items. 1423 * items.
1422 */ 1424 */
1423int 1425int
1424remove_curse (object *op, object *caster, object *spell) 1426remove_curse (object *op, object *caster, object *spell)
1425{ 1427{
1426 object *tmp;
1427 int success = 0, was_one = 0; 1428 int success = 0, was_one = 0;
1428 1429
1429 for (tmp = op->inv; tmp; tmp = tmp->below) 1430 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1431 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1432 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1433 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1434 {
1434 was_one++; 1435 was_one++;
1436
1435 if (tmp->level <= caster_level (caster, spell)) 1437 if (tmp->level <= casting_level (caster, spell))
1436 { 1438 {
1437 success++; 1439 success++;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1440 if (QUERY_FLAG (spell, FLAG_DAMNED))
1439 CLEAR_FLAG (tmp, FLAG_DAMNED); 1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1442
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_CURSED);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1445 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1446
1447 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1448 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1449 }
1447 } 1450 }
1448 1451
1449 if (op->type == PLAYER) 1452 if (op->type == PLAYER)
1450 { 1453 {
1461 1464
1462 return success; 1465 return success;
1463} 1466}
1464 1467
1465/* Identifies objects in the players inventory/on the ground */ 1468/* Identifies objects in the players inventory/on the ground */
1466
1467int 1469int
1468cast_identify (object *op, object *caster, object *spell) 1470cast_identify (object *op, object *caster, object *spell)
1469{ 1471{
1470 object *tmp; 1472 object *tmp;
1471 int success = 0, num_ident; 1473 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1472 1474
1473 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));
1474
1475 if (num_ident < 1)
1476 num_ident = 1;
1477 1476
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1477 for (tmp = op->inv; tmp; tmp = tmp->below)
1479 { 1478 {
1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1479 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1481 { 1480 {
1482 identify (tmp); 1481 identify (tmp);
1483 1482
1484 if (op->type == PLAYER) 1483 if (op->type == PLAYER)
1485 { 1484 {
1486 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));
1487 1486
1488 if (tmp->msg) 1487 if (tmp->msg)
1489 { 1488 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1489 }
1494 1490
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1491 if (!--num_ident)
1498 break; 1492 break;
1499 } 1493 }
1500 } 1494 }
1501 1495
1502 /* 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
1508 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)
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1504 {
1511 identify (tmp); 1505 identify (tmp);
1512 1506
1513 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1514 { 1508 {
1515 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));
1516 1510
1517 if (tmp->msg) 1511 if (tmp->msg)
1518 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522
1523 esrv_send_item (op, tmp);
1524 } 1513 }
1525 1514
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1515 if (!--num_ident)
1529 break; 1516 break;
1530 } 1517 }
1531 } 1518 }
1532 1519
1533 if (!success) 1520 if (buf.empty ())
1534 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 }
1535 else 1525 else
1526 {
1527 if (op->contr)
1528 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1529
1536 spell_effect (spell, op->x, op->y, op->map, op); 1530 spell_effect (spell, op->x, op->y, op->map, op);
1537 1531 return 1;
1538 return success; 1532 }
1539} 1533}
1540 1534
1541int 1535int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1536cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1537{
1548 1542
1549 /* 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
1550 * doing it over and over again. 1544 * doing it over and over again.
1551 */ 1545 */
1552 god = find_god (determine_god (op)); 1546 god = find_god (determine_god (op));
1553 level = caster_level (caster, spell); 1547 level = casting_level (caster, spell);
1554 range = spell->range + SP_level_range_adjust (caster, spell); 1548 range = spell->range + SP_level_range_adjust (caster, spell);
1555 1549
1556 if (!skill) 1550 if (!skill)
1557 skill = caster; 1551 skill = caster;
1558 1552
1559 for (x = op->x - range; x <= op->x + range; x++) 1553 unordered_mapwalk (op, -range, -range, range, range)
1560 for (y = op->y - range; y <= op->y + range; y++)
1561 { 1554 {
1562 m = op->map;
1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1566
1567 /* For most of the detections, we only detect objects above the 1555 /* For most of the detections, we only detect objects above the
1568 * floor. But this is not true for show invisible. 1556 * floor. But this is not true for show invisible.
1569 * Basically, we just go and find the top object and work 1557 * Basically, we just go and find the top object and work
1570 * down - that is easier than working up. 1558 * down - that is easier than working up.
1571 */ 1559 */
1572 1560
1573 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)
1574 last = tmp; 1562 last = tmp;
1575 1563
1576 /* 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
1577 * would happen. 1565 * would happen.
1578 */ 1566 */
1579 if (!last) 1567 if (!last)
1580 continue; 1568 continue;
1581 1569
1582 done_one = 0; 1570 done_one = 0;
1583 floor = 0; 1571 floor = 0;
1584 detect = NULL; 1572 detect = NULL;
1585 for (tmp = last; tmp; tmp = tmp->below) 1573 for (tmp = last; tmp; tmp = tmp->below)
1586 { 1574 {
1587 /* show invisible */ 1575 /* show invisible */
1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1576 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1589 /* Might there be other objects that we can make visible? */ 1577 /* Might there be other objects that we can make visible? */
1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1578 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1579 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1592 tmp->type == CF_HANDLE || 1580 || tmp->type == T_HANDLE
1593 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
1594 tmp->type == BUTTON || tmp->type == TELEPORTER || 1585 || tmp->type == TELEPORTER
1586 || tmp->type == GATE
1595 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1587 || tmp->type == LOCKED_DOOR
1596 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1588 || tmp->type == WEAPON
1589 || tmp->type == ALTAR
1590 || tmp->type == SIGN
1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1591 || tmp->type == TRIGGER_PEDESTAL
1598 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)))
1599 { 1597 {
1600 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)
1601 { 1599 {
1602 tmp->invisible = 0; 1600 tmp->invisible = 0;
1603 done_one = 1; 1601 done_one = 1;
1604 } 1602 }
1605 } 1603 }
1606 1604
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1; 1606 floor = 1;
1609 1607
1610 /* All detections below this point don't descend beneath the floor, 1608 /* All detections below this point don't descend beneath the floor,
1611 * 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
1612 * 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
1613 * 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.
1614 */ 1612 */
1615 if (floor) 1613 if (floor)
1616 continue; 1614 continue;
1617 1615
1618 /* I had thought about making detect magic and detect curse 1616 /* I had thought about making detect magic and detect curse
1619 * 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.
1620 * 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
1621 * difficult to see what object is magical/cursed, so the 1619 * difficult to see what object is magical/cursed, so the
1622 * effect wouldn't be as apparant. 1620 * effect wouldn't be as apparent.
1623 */ 1621 */
1624 1622
1625 /* detect magic */ 1623 /* detect magic */
1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1624 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1627 !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))
1628 { 1626 {
1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1627 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1630 /* make runes more visibile */ 1628 /* make runes more visibile */
1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1629 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1632 tmp->stats.Cha /= 4; 1630 tmp->stats.Cha /= 4;
1631
1633 done_one = 1; 1632 done_one = 1;
1634 } 1633 }
1634
1635 /* detect monster */ 1635 /* detect monster */
1636 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))
1637 { 1637 {
1638 done_one = 2; 1638 done_one = 2;
1639
1639 if (!detect) 1640 if (!detect)
1640 detect = tmp; 1641 detect = tmp;
1641 } 1642 }
1643
1642 /* 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
1643 * 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
1644 * race must match. 1646 * race must match.
1645 */ 1647 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1649 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 (strstr (spell->race, tmp->race)))) 1650 spell->race.contains (tmp->race)))
1649 { 1651 {
1650 done_one = 2; 1652 done_one = 2;
1653
1651 if (!detect) 1654 if (!detect)
1652 detect = tmp; 1655 detect = tmp;
1653 } 1656 }
1657
1654 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) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1659 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 { 1660 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1661 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1; 1662 done_one = 1;
1659 } 1663 }
1660 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1661 1665
1662 /* 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
1663 * where the magic is. 1667 * where the magic is.
1664 */ 1668 */
1665 if (done_one) 1669 if (done_one)
1666 { 1670 {
1667 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = arch_to_object (spell->other_arch);
1668 1672
1669 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1671 { 1675 {
1672 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1679 } 1683 }
1680 1684
1681 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op);
1682 } 1686 }
1683 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1684 1688
1685 1689
1686 /* 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 */
1687 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))
1688 { 1692 {
1689 done_one = 0; 1693 done_one = 0;
1694
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1696 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1693 { 1698 {
1694 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))
1695 { 1700 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1705 }
1706
1700 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) &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 { 1709 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1714 }
1707 } /* if item is not identified */ 1715 } /* if item is not identified */
1708 } /* for the players inventory */ 1716 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1710 return 1; 1719 return 1;
1711} 1720}
1712 1721
1713 1722
1714/** 1723/**
1727 1736
1728 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.");
1729 1738
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1740 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1743 } 1744 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 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.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 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!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1750 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1796 } 1797 }
1797 /* give sp */ 1798 /* give sp */
1798 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1799 { 1800 {
1800 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);
1801 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1802 return 1; 1803 return 1;
1803 } 1804 }
1804 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1805 else if (op != plyr) 1806 else if (op != plyr)
1806 { 1807 {
1818 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1821 if (sucked > 0) 1822 if (sucked > 0)
1822 { 1823 {
1823 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1824 } 1825 }
1825 } 1826 }
1826 return 1; 1827 return 1;
1827 } 1828 }
1828 return 0; 1829 return 0;
1904 break; 1905 break;
1905 } 1906 }
1906 } 1907 }
1907} 1908}
1908 1909
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1912int 1911int
1913cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1914{ 1913{
1915 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break; 1927 break;
1929 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1930 { 1929 {
1931 1930
1932 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1933 { 1932 {
1934 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);
1935 return 0; 1934 return 0;
1936 } 1935 }
1937 else 1936 else
1938 { 1937 {
1939 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1940 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1944 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1946 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);
1947 return 1; 1948 return 1;
1948 } 1949 }
1949 } 1950 }
1950 } 1951 }
1988 return 0; 1989 return 0;
1989 } 1990 }
1990 1991
1991 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
1992 if (!dir) 1993 if (!dir)
1993 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);
1994 1995
1995 m = op->map; 1996 m = op->map;
1996 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
1998 1999
1999 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2000 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)
2001 ((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))
2002 { 2003 {
2003 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.");
2004 return 0; 2005 return 0;
2005 } 2006 }
2006 2007
2010 if (!weapon) 2011 if (!weapon)
2011 { 2012 {
2012 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!");
2013 return 0; 2014 return 0;
2014 } 2015 }
2016
2015 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2018 {
2017 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.");
2018 return 0; 2020 return 0;
2019 } 2021 }
2022
2020 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2021 { 2024 {
2022 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.");
2023 return 0; 2026 return 0;
2024 } 2027 }
2028
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 { 2030 {
2027 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));
2028 return 0; 2032 return 0;
2029 } 2033 }
2030 2034
2031 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2036
2038 /* create the golem object */ 2037 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2038 tmp = arch_to_object (spell->other_arch);
2040 2039
2041 /* 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 */
2046 tmp->set_owner (op); 2045 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2049 2048
2050 /* 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
2051 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2052 * used above. 2051 * used above.
2053 */ 2052 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2055 weapon->remove (); 2054 weapon->remove ();
2056 2055
2057 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2057
2059 /* 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,
2060 * 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
2061 * body_info, skills, etc) 2060 * body_info, skills, etc)
2062 */ 2061 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 SET_FLAG (tmp, FLAG_USE_WEAPON);
2137 tmp->state = weapon->state; 2136 tmp->state = weapon->state;
2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2137 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2139 } 2138 }
2140 2139
2141 /* 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. */
2142 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));
2143 2142
2144 tmp->speed_left = -1; 2143 tmp->speed_left = -1;
2145 tmp->direction = dir; 2144 tmp->direction = dir;
2146 2145
2147 m->insert (tmp, x, y, op); 2146 m->insert (tmp, x, y, op);
2151/* cast_daylight() - changes the map darkness level *lower* */ 2150/* cast_daylight() - changes the map darkness level *lower* */
2152 2151
2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2152/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2154 * This changes the light level for the entire map. 2153 * This changes the light level for the entire map.
2155 */ 2154 */
2156
2157int 2155int
2158cast_change_map_lightlevel (object *op, object *caster, object *spell) 2156cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{ 2157{
2160 int success; 2158 int success;
2161 2159
2169 if (spell->stats.dam < 0) 2167 if (spell->stats.dam < 0)
2170 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.");
2171 else 2169 else
2172 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.");
2173 } 2171 }
2172
2174 return success; 2173 return success;
2175} 2174}
2176
2177
2178
2179
2180 2175
2181/* 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.
2182 * 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,
2183 * spell is the spell object itself. 2178 * spell is the spell object itself.
2184 */ 2179 */
2196 2191
2197 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);
2198 2193
2199 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);
2200 2195
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2196 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2197 new_aura->attacktype = spell->attacktype;
2204 2198
2205 new_aura->level = caster_level (caster, spell); 2199 new_aura->level = casting_level (caster, spell);
2200
2206 if (refresh) 2201 if (refresh)
2207 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.");
2208 else 2203 else
2209 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
2210 insert_ob_in_ob (new_aura, op); 2206 insert_ob_in_ob (new_aura, op);
2207 new_aura->set_owner (op);
2208
2211 return 1; 2209 return 1;
2212} 2210}
2213
2214 2211
2215/* 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,
2216 * 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
2217 * around him. 2214 * around him.
2218 * Aura parameters: 2215 * Aura parameters:
2219 * duration: duration counter. 2216 * duration: duration counter.
2220 * attacktype: aura's attacktype 2217 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2218 * other_arch: archetype to drop where we attack
2222 */ 2219 */
2223
2224void 2220void
2225move_aura (object *aura) 2221move_aura (object *aura)
2226{ 2222{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2223 /* auras belong in inventories */
2232 env = aura->env; 2224 object *env = aura->env;
2225 object *owner = aura->owner;
2233 2226
2234 /* no matter what we've gotta remove the aura... 2227 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2228 * we'll put it back if its time isn't up.
2236 */ 2229 */
2237 aura->remove (); 2230 aura->remove ();
2242 aura->destroy (); 2235 aura->destroy ();
2243 return; 2236 return;
2244 } 2237 }
2245 2238
2246 /* auras only exist in inventories */ 2239 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2240 if (!env || !env->map)
2248 { 2241 {
2249 aura->destroy (); 2242 aura->destroy ();
2250 return; 2243 return;
2251 } 2244 }
2252 2245
2253 /* we need to jump out of the inventory for a bit 2246 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2247 * in order to hit the map conveniently.
2255 */ 2248 */
2256 aura->insert_at (env, aura); 2249 aura->insert_at (env, aura);
2257 2250
2258 for (i = 1; i < 9; i++) 2251 for (int i = 1; i < 9; i++)
2259 { 2252 {
2260 sint16 nx, ny; 2253 mapxy pos (env);
2254 pos.move (i);
2261 2255
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2256 /* Consider the movement type of the person with the aura as
2267 * 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
2268 * 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.
2269 */ 2259 */
2270 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)))
2271 { 2261 {
2272 hit_map (aura, i, aura->attacktype, 0); 2262 hit_map (aura, i, aura->attacktype, 0);
2273 2263
2274 if (aura->other_arch) 2264 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2265 pos.insert (arch_to_object (aura->other_arch), aura);
2276 } 2266 }
2277 } 2267 }
2278 2268
2279 /* put the aura back in the player's inventory */ 2269 /* put the aura back in the player's inventory */
2280 aura->remove (); 2270 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2271 aura->set_owner (owner);
2282} 2272}
2283 2273
2284/* moves the peacemaker spell. 2274/* moves the peacemaker spell.
2285 * op is the piece object. 2275 * op is the piece object.
2286 */ 2276 */
2287
2288void 2277void
2289move_peacemaker (object *op) 2278move_peacemaker (object *op)
2290{ 2279{
2291 object *tmp; 2280 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2292
2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 { 2281 {
2295 int atk_lev, def_lev; 2282 int atk_lev, def_lev;
2296 object *victim = tmp; 2283 object *victim = tmp->head_ ();
2297 2284
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2285 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2286 continue;
2287
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2289 continue;
2290
2304 if (victim->stats.exp == 0) 2291 if (victim->stats.exp == 0)
2305 continue; 2292 continue;
2306 2293
2307 def_lev = MAX (1, victim->level); 2294 def_lev = MAX (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2295 atk_lev = MAX (1, op->level);
2309 2296
2310 if (rndm (0, atk_lev - 1) > def_lev) 2297 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2298 {
2312 /* make this sucker peaceful. */ 2299 /* make this sucker peaceful. */
2313 2300
2301 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2302 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2303 victim->stats.exp = 0;
2316#if 0 2304#if 0
2317 /* No idea why these were all set to zero - if something 2305 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2306 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2313 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2314 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2315 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2316 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2317 CLEAR_FLAG (victim, FLAG_MONSTER);
2318
2330 if (victim->name) 2319 if (victim->name)
2331 {
2332 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);
2333 } 2321 }
2334 }
2335 } 2322 }
2336} 2323}
2337
2338 2324
2339/* This writes a rune that contains the appropriate message. 2325/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2326 * There really isn't any adjustments we make.
2341 */ 2327 */
2342
2343int 2328int
2344write_mark (object *op, object *spell, const char *msg) 2329write_mark (object *op, object *spell, const char *msg)
2345{ 2330{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2331 if (!msg || msg[0] == 0)
2350 { 2332 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2333 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2352 return 0; 2334 return 0;
2353 } 2335 }
2354 2336
2355 if (strcasestr_local (msg, "endmsg")) 2337 if (!msg_is_safe (msg))
2356 { 2338 {
2357 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?");
2358 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);
2359 return 0; 2341 return 0;
2360 } 2342 }
2343
2361 if (!spell->other_arch) 2344 if (!spell->other_arch)
2362 return 0; 2345 return 0;
2346
2363 tmp = arch_to_object (spell->other_arch); 2347 object *tmp = arch_to_object (spell->other_arch);
2364
2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2366 2348
2367 tmp->race = op->name; /*Save the owner of the rune */ 2349 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2350 tmp->msg = msg;
2369 2351
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2352 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2353
2371 return 1; 2354 return 1;
2372} 2355}
2356

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