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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 1.113 by root, Sat Nov 7 18:30:06 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 (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
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 }
575 565
576int 566int
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 (shstr_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 (shstr_poisoning);
967 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
968 if (poison) 958 if (poison)
969 { 959 {
970 success = 1; 960 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
973 } 963 }
974 } 964 }
975 965
976 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
977 { 967 {
978 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
979 if (poison) 969 if (poison)
980 { 970 {
981 success = 1; 971 success = 1;
982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
983 poison->duration = 1; 973 poison->duration = 1;
984 } 974 }
985 } 975 }
986 976
987 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
988 { 978 {
989 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
990 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
991 if (poison) 981 if (poison)
992 { 982 {
993 success = 1; 983 success = 1;
994 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.");
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)
1247 } 1250 }
1248 else 1251 else
1249 { 1252 {
1250 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1251 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1252 {
1253 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1254 {
1255 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1256 } 1257
1257 }
1258 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1259 1259
1260 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1261 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1262 1262
1297static void 1297static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1299{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1301
1302 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1307 * the stuff back to town.
1327 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1328 return 0; 1328 return 0;
1329 1329
1330 archetype *nugget[3]; 1330 archetype *nugget[3];
1331 1331
1332 nugget[0] = archetype::find ("pyrite3"); 1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find ("pyrite2"); 1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find ("pyrite"); 1334 nugget[2] = archetype::find (shstr_pyrite);
1335 1335
1336 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1337 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1338 * in sight 1338 * in sight
1339 */ 1339 */
1414 1414
1415bailout: 1415bailout:
1416 return 1; 1416 return 1;
1417} 1417}
1418 1418
1419
1420/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1421 * items. 1420 * items.
1422 */ 1421 */
1423int 1422int
1424remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1425{ 1424{
1426 object *tmp;
1427 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1428 1426
1429 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1431 {
1434 was_one++; 1432 was_one++;
1433
1435 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1436 { 1435 {
1437 success++; 1436 success++;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1439 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1439
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1446 }
1447 } 1447 }
1448 1448
1449 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1450 { 1450 {
1461 1461
1462 return success; 1462 return success;
1463} 1463}
1464 1464
1465/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1466
1467int 1466int
1468cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1469{ 1468{
1470 object *tmp; 1469 object *tmp;
1471 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1472 1471
1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 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 1473
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1479 { 1475 {
1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1481 { 1477 {
1482 identify (tmp); 1478 identify (tmp);
1483 1479
1484 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1485 { 1481 {
1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1487 1483
1488 if (tmp->msg) 1484 if (tmp->msg)
1489 { 1485 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 } 1486 }
1494 1487
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1488 if (!--num_ident)
1498 break; 1489 break;
1499 } 1490 }
1500 } 1491 }
1501 1492
1502 /* If all the power of the spell has been used up, don't go and identify 1493 /* 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) 1499 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)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1501 {
1511 identify (tmp); 1502 identify (tmp);
1512 1503
1513 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1514 { 1505 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1516 1507
1517 if (tmp->msg) 1508 if (tmp->msg)
1518 { 1509 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 } 1510 }
1525 1511
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1512 if (!--num_ident)
1529 break; 1513 break;
1530 } 1514 }
1531 } 1515 }
1532 1516
1533 if (!success) 1517 if (buf.empty ())
1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1535 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1536 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1537 1528 return 1;
1538 return success; 1529 }
1539} 1530}
1540 1531
1541int 1532int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1534{
1548 1539
1549 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1550 * doing it over and over again. 1541 * doing it over and over again.
1551 */ 1542 */
1552 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1553 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1554 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1555 1546
1556 if (!skill) 1547 if (!skill)
1557 skill = caster; 1548 skill = caster;
1558 1549
1559 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1560 for (y = op->y - range; y <= op->y + range; y++)
1561 { 1551 {
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 1552 /* For most of the detections, we only detect objects above the
1568 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1569 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1570 * down - that is easier than working up. 1555 * down - that is easier than working up.
1571 */ 1556 */
1572 1557
1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1574 last = tmp; 1559 last = tmp;
1575 1560
1576 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1577 * would happen. 1562 * would happen.
1578 */ 1563 */
1579 if (!last) 1564 if (!last)
1580 continue; 1565 continue;
1581 1566
1582 done_one = 0; 1567 done_one = 0;
1583 floor = 0; 1568 floor = 0;
1584 detect = NULL; 1569 detect = NULL;
1585 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1586 { 1571 {
1587 /* show invisible */ 1572 /* show invisible */
1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1589 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1592 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1594 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1595 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1596 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1598 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1599 { 1594 {
1600 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1601 { 1596 {
1602 tmp->invisible = 0; 1597 tmp->invisible = 0;
1603 done_one = 1; 1598 done_one = 1;
1604 } 1599 }
1605 } 1600 }
1606 1601
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1; 1603 floor = 1;
1609 1604
1610 /* All detections below this point don't descend beneath the floor, 1605 /* 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 1606 * 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 1607 * 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. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1614 */ 1609 */
1615 if (floor) 1610 if (floor)
1616 continue; 1611 continue;
1617 1612
1618 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1619 * show the flash the magic item like it does for detect monster. 1614 * 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 1615 * however, if the object is within sight, this would then make it
1621 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1622 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1623 */ 1618 */
1624 1619
1625 /* detect magic */ 1620 /* detect magic */
1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1628 { 1623 {
1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1630 /* make runes more visibile */ 1625 /* make runes more visibile */
1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1632 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1633 done_one = 1; 1629 done_one = 1;
1634 } 1630 }
1631
1635 /* detect monster */ 1632 /* detect monster */
1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637 { 1634 {
1638 done_one = 2; 1635 done_one = 2;
1636
1639 if (!detect) 1637 if (!detect)
1640 detect = tmp; 1638 detect = tmp;
1641 } 1639 }
1640
1642 /* Basically, if race is set in the spell, then the creatures race must 1641 /* 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 1642 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match. 1643 * race must match.
1645 */ 1644 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1649 { 1648 {
1650 done_one = 2; 1649 done_one = 2;
1650
1651 if (!detect) 1651 if (!detect)
1652 detect = tmp; 1652 detect = tmp;
1653 } 1653 }
1654
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 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 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 { 1657 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1; 1659 done_one = 1;
1659 } 1660 }
1660 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1661 1662
1662 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
1663 * where the magic is. 1664 * where the magic is.
1664 */ 1665 */
1665 if (done_one) 1666 if (done_one)
1666 { 1667 {
1667 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1668 1669
1669 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1671 { 1672 {
1672 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1679 } 1680 }
1680 1681
1681 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1682 } 1683 }
1683 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1684 1685
1685 1686
1686 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* 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)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 { 1689 {
1689 done_one = 0; 1690 done_one = 0;
1691
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1693 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1693 { 1695 {
1694 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1695 { 1697 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1702 }
1703
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 { 1706 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1711 }
1707 } /* if item is not identified */ 1712 } /* if item is not identified */
1708 } /* for the players inventory */ 1713 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1710 return 1; 1716 return 1;
1711} 1717}
1712 1718
1713 1719
1714/** 1720/**
1727 1733
1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1729 1735
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1737 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 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; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1743 } 1741 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 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."); 1743 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) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1747 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1796 } 1794 }
1797 /* give sp */ 1795 /* give sp */
1798 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1799 { 1797 {
1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1801 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1802 return 1; 1800 return 1;
1803 } 1801 }
1804 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1805 else if (op != plyr) 1803 else if (op != plyr)
1806 { 1804 {
1818 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1821 if (sucked > 0) 1819 if (sucked > 0)
1822 { 1820 {
1823 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1824 } 1822 }
1825 } 1823 }
1826 return 1; 1824 return 1;
1827 } 1825 }
1828 return 0; 1826 return 0;
1904 break; 1902 break;
1905 } 1903 }
1906 } 1904 }
1907} 1905}
1908 1906
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1912int 1908int
1913cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1914{ 1910{
1915 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break; 1924 break;
1929 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1930 { 1926 {
1931 1927
1932 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1933 { 1929 {
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1935 return 0; 1931 return 0;
1936 } 1932 }
1937 else 1933 else
1938 { 1934 {
1939 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1937 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1944 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1947 return 1; 1945 return 1;
1948 } 1946 }
1949 } 1947 }
1950 } 1948 }
1988 return 0; 1986 return 0;
1989 } 1987 }
1990 1988
1991 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
1992 if (!dir) 1990 if (!dir)
1993 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1994 1992
1995 m = op->map; 1993 m = op->map;
1996 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
1998 1996
1999 /* if there's no place to put the golem, abort */ 1997 /* 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) || 1998 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)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 { 2000 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2004 return 0; 2002 return 0;
2005 } 2003 }
2006 2004
2010 if (!weapon) 2008 if (!weapon)
2011 { 2009 {
2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2013 return 0; 2011 return 0;
2014 } 2012 }
2013
2015 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2015 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2018 return 0; 2017 return 0;
2019 } 2018 }
2019
2020 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2021 { 2021 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2023 return 0; 2023 return 0;
2024 } 2024 }
2025
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 { 2027 {
2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 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; 2029 return 0;
2029 } 2030 }
2030 2031
2031 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2033
2038 /* create the golem object */ 2034 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2040 2036
2041 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2046 tmp->set_owner (op); 2042 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2049 2045
2050 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* 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 2047 * removed flag - it should only be set if weapon->split was
2052 * used above. 2048 * used above.
2053 */ 2049 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2055 weapon->remove (); 2051 weapon->remove ();
2056 2052
2057 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2054
2059 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* 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 2056 * so instead, just set it as equipped (otherwise, we need to update
2061 * body_info, skills, etc) 2057 * body_info, skills, etc)
2062 */ 2058 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2137 tmp->state = weapon->state; 2133 tmp->state = weapon->state;
2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2139 } 2135 }
2140 2136
2141 /* make experience increase in proportion to the strength of the summoned creature. */ 2137 /* 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)); 2138 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2143 2139
2144 tmp->speed_left = -1; 2140 tmp->speed_left = -1;
2145 tmp->direction = dir; 2141 tmp->direction = dir;
2146 2142
2147 m->insert (tmp, x, y, op); 2143 m->insert (tmp, x, y, op);
2151/* cast_daylight() - changes the map darkness level *lower* */ 2147/* cast_daylight() - changes the map darkness level *lower* */
2152 2148
2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2154 * This changes the light level for the entire map. 2150 * This changes the light level for the entire map.
2155 */ 2151 */
2156
2157int 2152int
2158cast_change_map_lightlevel (object *op, object *caster, object *spell) 2153cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{ 2154{
2160 int success; 2155 int success;
2161 2156
2169 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2171 else 2166 else
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2173 } 2168 }
2169
2174 return success; 2170 return success;
2175} 2171}
2176
2177
2178
2179
2180 2172
2181/* create an aura spell object and put it in the player's inventory. 2173/* 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, 2174 * as usual, op is player, caster is the object casting the spell,
2183 * spell is the spell object itself. 2175 * spell is the spell object itself.
2184 */ 2176 */
2196 2188
2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2198 2190
2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2200 2192
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2204 2195
2205 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = casting_level (caster, spell);
2197
2206 if (refresh) 2198 if (refresh)
2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2208 else 2200 else
2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2210 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2211 return 1; 2206 return 1;
2212} 2207}
2213
2214 2208
2215/* move aura function. An aura is a part of someone's inventory, 2209/* 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 2210 * which he carries with him, but which acts on the map immediately
2217 * around him. 2211 * around him.
2218 * Aura parameters: 2212 * Aura parameters:
2219 * duration: duration counter. 2213 * duration: duration counter.
2220 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2222 */ 2216 */
2223
2224void 2217void
2225move_aura (object *aura) 2218move_aura (object *aura)
2226{ 2219{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2232 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2233 2223
2234 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2236 */ 2226 */
2237 aura->remove (); 2227 aura->remove ();
2242 aura->destroy (); 2232 aura->destroy ();
2243 return; 2233 return;
2244 } 2234 }
2245 2235
2246 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2248 { 2238 {
2249 aura->destroy (); 2239 aura->destroy ();
2250 return; 2240 return;
2251 } 2241 }
2252 2242
2253 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2255 */ 2245 */
2256 aura->insert_at (env, aura); 2246 aura->insert_at (env, aura);
2257 2247
2258 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2259 { 2249 {
2260 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2261 2252
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 2253 /* 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 2254 * 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. 2255 * is flying also, if player is walking, it is on the ground, etc.
2269 */ 2256 */
2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2271 { 2258 {
2272 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2273 2260
2274 if (aura->other_arch) 2261 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2276 } 2263 }
2277 } 2264 }
2278 2265
2279 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2280 aura->remove (); 2267 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2282} 2269}
2283 2270
2284/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2285 * op is the piece object. 2272 * op is the piece object.
2286 */ 2273 */
2287
2288void 2274void
2289move_peacemaker (object *op) 2275move_peacemaker (object *op)
2290{ 2276{
2291 object *tmp; 2277 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 { 2278 {
2295 int atk_lev, def_lev; 2279 int atk_lev, def_lev;
2296 object *victim = tmp; 2280 object *victim = tmp->head_ ();
2297 2281
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2282 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2283 continue;
2284
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2285 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2286 continue;
2287
2304 if (victim->stats.exp == 0) 2288 if (victim->stats.exp == 0)
2305 continue; 2289 continue;
2306 2290
2307 def_lev = MAX (1, victim->level); 2291 def_lev = max (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2292 atk_lev = max (1, op->level);
2309 2293
2310 if (rndm (0, atk_lev - 1) > def_lev) 2294 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2295 {
2312 /* make this sucker peaceful. */ 2296 /* make this sucker peaceful. */
2313 2297
2298 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2299 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2300 victim->stats.exp = 0;
2316#if 0 2301#if 0
2317 /* No idea why these were all set to zero - if something 2302 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2303 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2310 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2312 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2313 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2314 CLEAR_FLAG (victim, FLAG_MONSTER);
2315
2330 if (victim->name) 2316 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2317 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2318 }
2334 }
2335 } 2319 }
2336} 2320}
2337
2338 2321
2339/* This writes a rune that contains the appropriate message. 2322/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2323 * There really isn't any adjustments we make.
2341 */ 2324 */
2342
2343int 2325int
2344write_mark (object *op, object *spell, const char *msg) 2326write_mark (object *op, object *spell, const char *msg)
2345{ 2327{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2328 if (!msg || msg[0] == 0)
2350 { 2329 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2352 return 0; 2331 return 0;
2353 } 2332 }
2354 2333
2355 if (strcasestr_local (msg, "endmsg")) 2334 if (!msg_is_safe (msg))
2356 { 2335 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2336 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); 2337 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2338 return 0;
2360 } 2339 }
2340
2361 if (!spell->other_arch) 2341 if (!spell->other_arch)
2362 return 0; 2342 return 0;
2343
2363 tmp = arch_to_object (spell->other_arch); 2344 object *tmp = arch_to_object (spell->other_arch);
2364
2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2366 2345
2367 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2347 tmp->msg = msg;
2369 2348
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2350
2371 return 1; 2351 return 1;
2372} 2352}
2353

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