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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC vs.
Revision 1.122 by root, Fri Apr 2 03:41:25 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 73 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 75 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 76 wand->destroy ();
77 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 79
80 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82 82
123 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
126 */ 126 */
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (spellparam)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
154 { 153 {
155 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
156 155
157 for (; al; al = al->next) 156 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 missile->destroy (); 162 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 missile->destroy (); 169 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
207 return 1; 203 return 1;
208} 204}
209 205
210 206
211/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 209int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 211{
216 int food_value; 212 int food_value;
217 archetype *at = NULL; 213 archetype *at = NULL;
218 object *new_op; 214 object *new_op;
219 215
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 217
222 if (stringarg) 218 if (spellparam)
223 { 219 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 221 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 224 spellparam = NULL;
229 } 225 }
230 226
231 if (!stringarg) 227 if (!spellparam)
232 { 228 {
233 archetype *at_tmp; 229 archetype *at_tmp;
234 230
235 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
267 return 0; 263 return 0;
268 } 264 }
269 265
270 food_value /= at->stats.food; 266 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 267 new_op = at->instance ();
272 new_op->nrof = food_value; 268 new_op->nrof = food_value;
273 269
274 new_op->value = 0; 270 new_op->value = 0;
275 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
276 new_op->nrof = 1; 272 new_op->nrof = 1;
284{ 280{
285 int r, mflags, maxrange; 281 int r, mflags, maxrange;
286 object *tmp; 282 object *tmp;
287 maptile *m; 283 maptile *m;
288 284
289
290 if (!dir) 285 if (!dir)
291 { 286 {
292 examine_monster (op, op); 287 examine_monster (op, op);
293 return 1; 288 return 1;
294 } 289 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 303 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 305 return 0;
311 } 306 }
307
312 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
313 { 309 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 312 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 314 if (tmp->head != NULL)
319 tmp = tmp->head; 315 tmp = tmp->head;
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 (op->is_dragon ())
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,
660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
661 return 0; 651 return 0;
662 } 652 }
663 653
664 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
665 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
666 else if (spell_ob->race) 656 else if (spell_ob->race)
667 { 657 {
668 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
669 659
670 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
676 return 0; 666 return 0;
677 } 667 }
678 668
679 tmp = arch_to_object (at); 669 tmp = at->instance ();
680 } 670 }
681 else 671 else
682 { 672 {
683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
684 return 0; 674 return 0;
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);
728 return 0; 718 return 0;
729 } 719 }
730 720
731 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
732 if (tmp->other_arch && tmp->other_arch->type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
734 724
735 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
736 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
737 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
738 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
758 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
759 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
760 750
761 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
763 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
764 754
765 } 755 }
766 else 756 else
767 posblocked = 1; 757 posblocked = 1;
768 758
775 { 765 {
776 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
777 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
778 768
779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
780 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (tmp2->other_arch->instance ());
781 } 771 }
782 else 772 else
783 negblocked = 1; 773 negblocked = 1;
784 } 774 }
785 775
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. * op->speed; /* Freeze them for a short while */
891
902 return 1; 892 return 1;
903} 893}
904 894
905/* cast_heal: Heals something. 895/* cast_heal: Heals something.
906 * op is the caster. 896 * op is the caster.
961 if (cure_disease (tmp, op, spell)) 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.");
1012 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1013 success = 1; 1003 success = 1;
1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1015 } 1005 }
1016 1006
1017 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1018 { 1008 {
1019 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1020 1010 min_it (tmp->stats.food, MAX_FOOD);
1021 if (tmp->stats.food > 999)
1022 tmp->stats.food = 999;
1023 1011
1024 success = 1; 1012 success = 1;
1025 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1026 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1027 } 1015 }
1042 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1031 "You are no easier to look at.",
1044}; 1032};
1045 1033
1046int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1048{ 1042{
1049 object *force = NULL; 1043 object *force = 0;
1050 int i; 1044 int i;
1051 1045
1052 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1053 object *tmp = dir 1047 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1049 : op;
1056 1050
1057 if (!tmp) 1051 if (!tmp)
1058 return 0; 1052 return 0;
1059 1053
1060 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1068 break; 1062 break;
1069 } 1063 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1065 {
1072 if (!silent) 1066 if (!silent)
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1074 return 0; 1071 return 0;
1075 } 1072 }
1076 } 1073 }
1077 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1078 if (force == NULL) 1078 if (force)
1079 {
1080 force = get_archetype (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086 force->name_pl = spell_ob->name;
1087 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1088
1089 } 1079 {
1090 else
1091 {
1092 int duration;
1093
1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 if (duration > force->duration) 1080 if (duration > force->duration)
1096 { 1081 {
1097 force->duration = duration; 1082 force->duration = duration;
1098 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1099 } 1084 }
1100 else 1085 else
1101 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1103 }
1104 1087
1105 return 1; 1088 return 1;
1106 } 1089 }
1107 1090
1108 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1109 force->speed = 1.0; 1106 force->speed = 1.0;
1110 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1112 1109
1113 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1180 */ 1177 */
1181int 1178int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1180{
1184 int i; 1181 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1183
1187 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1188 if (dir != 0) 1185 if (dir != 0)
1189 { 1186 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1191 } 1191 }
1192 else 1192 else
1193 {
1194 tmp = op; 1193 tmp = op;
1195 }
1196 1194
1197 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1197 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1199 {
1202 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1203 { 1201 {
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); 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);
1210 return 0; 1208 return 0;
1211 } 1209 }
1212 } 1210 }
1213 } 1211 }
1212
1214 if (force == NULL) 1213 if (force == NULL)
1215 { 1214 {
1216 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1217 if (spell_ob->race)
1249 } 1248 }
1250 else 1249 else
1251 { 1250 {
1252 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1253 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1254 {
1255 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1256 {
1257 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1258 } 1255
1259 }
1260 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1261 1257
1262 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1263 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1264 1260
1299static void 1295static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1297{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1299
1304 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1305 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1306 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1305 * the stuff back to town.
1329 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1330 return 0; 1326 return 0;
1331 1327
1332 archetype *nugget[3]; 1328 archetype *nugget[3];
1333 1329
1334 nugget[0] = archetype::find ("pyrite3"); 1330 nugget[0] = archetype::find (shstr_pyrite3);
1335 nugget[1] = archetype::find ("pyrite2"); 1331 nugget[1] = archetype::find (shstr_pyrite2);
1336 nugget[2] = archetype::find ("pyrite"); 1332 nugget[2] = archetype::find (shstr_pyrite);
1337 1333
1338 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1339 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1340 * in sight 1336 * in sight
1341 */ 1337 */
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1402 if (int nrof = value / nugget [i]->value) 1398 if (int nrof = value / nugget [i]->value)
1403 { 1399 {
1404 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1405 1401
1406 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = nugget[i]->instance ();
1407 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1410 } 1406 }
1411 1407
1416 1412
1417bailout: 1413bailout:
1418 return 1; 1414 return 1;
1419} 1415}
1420 1416
1421
1422/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1423 * items. 1418 * items.
1424 */ 1419 */
1425int 1420int
1426remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1427{ 1422{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1430 1424
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1429 {
1436 was_one++; 1430 was_one++;
1431
1437 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1438 { 1433 {
1439 success++; 1434 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (QUERY_FLAG (spell, FLAG_DAMNED))
1441 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1437
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1444 }
1449 } 1445 }
1450 1446
1451 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1452 { 1448 {
1463 1459
1464 return success; 1460 return success;
1465} 1461}
1466 1462
1467/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1468
1469int 1464int
1470cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1471{ 1466{
1472 object *tmp; 1467 object *tmp;
1473 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474 1469
1475 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1476
1477 if (num_ident < 1)
1478 num_ident = 1;
1479 1471
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1473 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1483 { 1475 {
1484 identify (tmp); 1476 identify (tmp);
1485 1477
1486 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1487 { 1479 {
1488 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1489 1481
1490 if (tmp->msg) 1482 if (tmp->msg)
1491 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1484 }
1496 1485
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1486 if (!--num_ident)
1500 break; 1487 break;
1501 } 1488 }
1502 } 1489 }
1503 1490
1504 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1510 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1499 {
1513 identify (tmp); 1500 identify (tmp);
1514 1501
1515 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1516 { 1503 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1518 1505
1519 if (tmp->msg) 1506 if (tmp->msg)
1520 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524
1525 esrv_send_item (op, tmp);
1526 } 1508 }
1527 1509
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1510 if (!--num_ident)
1531 break; 1511 break;
1532 } 1512 }
1533 } 1513 }
1534 1514
1535 if (!success) 1515 if (buf.empty ())
1536 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1537 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1538 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1539 1526 return 1;
1540 return success; 1527 }
1541} 1528}
1542 1529
1543int 1530int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1532{
1550 1537
1551 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1552 * doing it over and over again. 1539 * doing it over and over again.
1553 */ 1540 */
1554 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1544
1558 if (!skill) 1545 if (!skill)
1559 skill = caster; 1546 skill = caster;
1560 1547
1561 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1562 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1563 { 1550 {
1564 m = op->map;
1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1568
1569 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1554 * down - that is easier than working up.
1573 */ 1555 */
1574 1556
1575 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1576 last = tmp; 1558 last = tmp;
1577 1559
1578 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1579 * would happen. 1561 * would happen.
1580 */ 1562 */
1581 if (!last) 1563 if (!last)
1582 continue; 1564 continue;
1583 1565
1584 done_one = 0; 1566 done_one = 0;
1585 floor = 0; 1567 floor = 0;
1586 detect = NULL; 1568 detect = NULL;
1587 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1570 {
1589 /* show invisible */ 1571 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS)
1591 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1594 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1595 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1598 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1600 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1601 { 1593 {
1602 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1603 { 1595 {
1604 tmp->invisible = 0; 1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1622 {
1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1605 done_one = 1; 1673 done_one = 1;
1606 } 1674 }
1607 } 1675 }
1608
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1;
1611
1612 /* All detections below this point don't descend beneath the floor,
1613 * so just continue on. We could be clever and look at the type of
1614 * detection to completely break out if we don't care about objects beneath
1615 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */
1617 if (floor)
1618 continue;
1619
1620 /* I had thought about making detect magic and detect curse
1621 * show the flash the magic item like it does for detect monster.
1622 * however, if the object is within sight, this would then make it
1623 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant.
1625 */
1626
1627 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1630 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4;
1635 done_one = 1;
1636 }
1637 /* detect monster */
1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1639 {
1640 done_one = 2;
1641 if (!detect)
1642 detect = tmp;
1643 }
1644 /* Basically, if race is set in the spell, then the creatures race must
1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match.
1647 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1650 (strstr (spell->race, tmp->race))))
1651 {
1652 done_one = 2;
1653 if (!detect)
1654 detect = tmp;
1655 }
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1;
1661 }
1662 } /* for stack of objects on this space */ 1676 } /* for stack of objects on this space */
1663 1677
1664 /* Code here puts an effect of the spell on the space, so you can see 1678 /* Code here puts an effect of the spell on the space, so you can see
1665 * where the magic is. 1679 * where the magic is.
1666 */ 1680 */
1667 if (done_one) 1681 if (done_one)
1668 { 1682 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1683 object *detect_ob = spell->other_arch->instance ();
1670 1684
1671 /* if this is set, we want to copy the face */ 1685 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1686 if (done_one == 2 && detect)
1673 { 1687 {
1674 detect_ob->face = detect->face; 1688 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1689 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1690 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1691 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1692 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1693 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1694 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1681 } 1695 }
1682 1696
1683 m->insert (detect_ob, nx, ny, op); 1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1684 } 1698 }
1685 } /* for processing the surrounding spaces */ 1699 } /* for processing the surrounding spaces */
1686 1700
1687 1701
1688 /* Now process objects in the players inventory if detect curse or magic */ 1702 /* Now process objects in the players inventory if detect curse or magic */
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1690 { 1704 {
1691 done_one = 0; 1705 done_one = 0;
1706
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1708 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1709 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695 { 1710 {
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1711 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1697 { 1712 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1713 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1717 }
1718
1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1704 { 1721 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1722 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1723
1724 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1726 }
1709 } /* if item is not identified */ 1727 } /* if item is not identified */
1710 } /* for the players inventory */ 1728 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
1712 return 1; 1731 return 1;
1713} 1732}
1714 1733
1715 1734
1716/** 1735/**
1729 1748
1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1731 1750
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1752 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1737
1738 /* Explodes a fireball centered at player */
1739 tmp = get_archetype (EXPLODING_FIREBALL);
1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1742
1743 tmp->insert_at (victim);
1744 victim->stats.sp = 2 * victim->stats.maxsp; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
1745 } 1756 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1747 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1758 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1762 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1798 } 1809 }
1799 /* give sp */ 1810 /* give sp */
1800 if (spell->stats.dam > 0) 1811 if (spell->stats.dam > 0)
1801 { 1812 {
1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1815 return 1;
1805 } 1816 }
1806 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1818 else if (op != plyr)
1808 { 1819 {
1820 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
1823 if (sucked > 0) 1834 if (sucked > 0)
1824 { 1835 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1837 }
1827 } 1838 }
1828 return 1; 1839 return 1;
1829 } 1840 }
1830 return 0; 1841 return 0;
1906 break; 1917 break;
1907 } 1918 }
1908 } 1919 }
1909} 1920}
1910 1921
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
1914int 1923int
1915cast_consecrate (object *op, object *caster, object *spell) 1924cast_consecrate (object *op, object *caster, object *spell)
1916{ 1925{
1917 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930 break; 1939 break;
1931 if (tmp->type == HOLY_ALTAR) 1940 if (tmp->type == HOLY_ALTAR)
1932 { 1941 {
1933 1942
1934 if (tmp->level > caster_level (caster, spell)) 1943 if (tmp->level > casting_level (caster, spell))
1935 { 1944 {
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1937 return 0; 1946 return 0;
1938 } 1947 }
1939 else 1948 else
1940 { 1949 {
1941 /* If we got here, we are consecrating an altar */ 1950 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1951 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1952 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1953 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1954 tmp->other_arch = god->arch;
1955
1946 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1957 esrv_update_item (UPD_NAME, op, tmp);
1958
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1949 return 1; 1960 return 1;
1950 } 1961 }
1951 } 1962 }
1952 } 1963 }
1990 return 0; 2001 return 0;
1991 } 2002 }
1992 2003
1993 /* if no direction specified, pick one */ 2004 /* if no direction specified, pick one */
1994 if (!dir) 2005 if (!dir)
1995 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2006 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1996 2007
1997 m = op->map; 2008 m = op->map;
1998 x = op->x + freearr_x[dir]; 2009 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 2010 y = op->y + freearr_y[dir];
2000 2011
2001 /* if there's no place to put the golem, abort */ 2012 /* if there's no place to put the golem, abort */
2002 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2013 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2003 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2014 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2004 { 2015 {
2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2006 return 0; 2017 return 0;
2007 } 2018 }
2008 2019
2012 if (!weapon) 2023 if (!weapon)
2013 { 2024 {
2014 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2025 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2015 return 0; 2026 return 0;
2016 } 2027 }
2028
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2029 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2030 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2031 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2020 return 0; 2032 return 0;
2021 } 2033 }
2034
2022 if (weapon->type != WEAPON) 2035 if (weapon->type != WEAPON)
2023 { 2036 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2037 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2025 return 0; 2038 return 0;
2026 } 2039 }
2040
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2041 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2028 { 2042 {
2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2043 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2030 return 0; 2044 return 0;
2031 } 2045 }
2032 2046
2033 if (weapon->nrof > 1) 2047 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2048
2040 /* create the golem object */ 2049 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2050 tmp = spell->other_arch->instance ();
2042 2051
2043 /* if animated by a player, give the player control of the golem */ 2052 /* if animated by a player, give the player control of the golem */
2044 CLEAR_FLAG (tmp, FLAG_MONSTER); 2053 CLEAR_FLAG (tmp, FLAG_MONSTER);
2045 tmp->stats.exp = 0; 2054 tmp->stats.exp = 0;
2046 add_friendly_object (tmp); 2055 add_friendly_object (tmp);
2048 tmp->set_owner (op); 2057 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2058 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2059 set_spell_skill (op, caster, spell, tmp);
2051 2060
2052 /* Give the weapon to the golem now. A bit of a hack to check the 2061 /* Give the weapon to the golem now. A bit of a hack to check the
2053 * removed flag - it should only be set if get_split_object was 2062 * removed flag - it should only be set if weapon->split was
2054 * used above. 2063 * used above.
2055 */ 2064 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2065 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2057 weapon->remove (); 2066 weapon->remove ();
2058 2067
2059 insert_ob_in_ob (weapon, tmp); 2068 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2069
2061 /* To do everything necessary to let a golem use the weapon is a pain, 2070 /* To do everything necessary to let a golem use the weapon is a pain,
2062 * so instead, just set it as equipped (otherwise, we need to update 2071 * so instead, just set it as equipped (otherwise, we need to update
2063 * body_info, skills, etc) 2072 * body_info, skills, etc)
2064 */ 2073 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2074 SET_FLAG (tmp, FLAG_USE_WEAPON);
2091 2100
2092 /* attacktype */ 2101 /* attacktype */
2093 if (!tmp->attacktype) 2102 if (!tmp->attacktype)
2094 tmp->attacktype = AT_PHYSICAL; 2103 tmp->attacktype = AT_PHYSICAL;
2095 2104
2096 if (materialtype_t *mt = name_to_material (op->materialname))
2097 {
2098 for (i = 0; i < NROFATTACKS; i++) 2105 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 50 - (mt->save[i] * 5); 2106 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2100 a = mt->save[0]; 2107
2101 } 2108 a = op->material->save[0];
2102 else
2103 {
2104 for (i = 0; i < NROFATTACKS; i++)
2105 tmp->resist[i] = 5;
2106 a = 10;
2107 }
2108 2109
2109 /* Set weapon's immunity */ 2110 /* Set weapon's immunity */
2110 tmp->resist[ATNR_CONFUSION] = 100; 2111 tmp->resist[ATNR_CONFUSION] = 100;
2111 tmp->resist[ATNR_POISON] = 100; 2112 tmp->resist[ATNR_POISON] = 100;
2112 tmp->resist[ATNR_SLOW] = 100; 2113 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->state = weapon->state; 2140 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2141 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2142 }
2142 2143
2143 /* make experience increase in proportion to the strength of the summoned creature. */ 2144 /* make experience increase in proportion to the strength of the summoned creature. */
2144 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2145 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2145 2146
2146 tmp->speed_left = -1; 2147 tmp->speed_left = -1;
2147 tmp->direction = dir; 2148 tmp->direction = dir;
2148 2149
2149 m->insert (tmp, x, y, op); 2150 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2154/* cast_daylight() - changes the map darkness level *lower* */
2154 2155
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2156/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2157 * This changes the light level for the entire map.
2157 */ 2158 */
2158
2159int 2159int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2160cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2161{
2162 int success; 2162 int success;
2163 2163
2171 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2173 else 2173 else
2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2175 } 2175 }
2176
2176 return success; 2177 return success;
2177} 2178}
2178 2179
2179/* create an aura spell object and put it in the player's inventory. 2180/* create an aura spell object and put it in the player's inventory.
2180 * as usual, op is player, caster is the object casting the spell, 2181 * as usual, op is player, caster is the object casting the spell,
2188 2189
2189 new_aura = present_arch_in_ob (spell->other_arch, op); 2190 new_aura = present_arch_in_ob (spell->other_arch, op);
2190 if (new_aura) 2191 if (new_aura)
2191 refresh = 1; 2192 refresh = 1;
2192 else 2193 else
2193 new_aura = arch_to_object (spell->other_arch); 2194 new_aura = spell->other_arch->instance ();
2194 2195
2195 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2196 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2196 2197
2197 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2198 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2198 2199
2199 set_spell_skill (op, caster, spell, new_aura); 2200 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2201 new_aura->attacktype = spell->attacktype;
2201 2202
2202 new_aura->level = caster_level (caster, spell); 2203 new_aura->level = casting_level (caster, spell);
2203 2204
2204 if (refresh) 2205 if (refresh)
2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2206 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2206 else 2207 else
2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209 insert_ob_in_ob (new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2211 new_aura->set_owner (op);
2211 2212
2212 return 1; 2213 return 1;
2213} 2214}
2214
2215 2215
2216/* move aura function. An aura is a part of someone's inventory, 2216/* move aura function. An aura is a part of someone's inventory,
2217 * which he carries with him, but which acts on the map immediately 2217 * which he carries with him, but which acts on the map immediately
2218 * around him. 2218 * around him.
2219 * Aura parameters: 2219 * Aura parameters:
2220 * duration: duration counter. 2220 * duration: duration counter.
2221 * attacktype: aura's attacktype 2221 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2222 * other_arch: archetype to drop where we attack
2223 */ 2223 */
2224
2225void 2224void
2226move_aura (object *aura) 2225move_aura (object *aura)
2227{ 2226{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2227 /* auras belong in inventories */
2233 env = aura->env; 2228 object *env = aura->env;
2229 object *owner = aura->owner;
2234 2230
2235 /* no matter what we've gotta remove the aura... 2231 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2232 * we'll put it back if its time isn't up.
2237 */ 2233 */
2238 aura->remove (); 2234 aura->remove ();
2243 aura->destroy (); 2239 aura->destroy ();
2244 return; 2240 return;
2245 } 2241 }
2246 2242
2247 /* auras only exist in inventories */ 2243 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2244 if (!env || !env->map)
2249 { 2245 {
2250 aura->destroy (); 2246 aura->destroy ();
2251 return; 2247 return;
2252 } 2248 }
2253 2249
2254 /* we need to jump out of the inventory for a bit 2250 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2251 * in order to hit the map conveniently.
2256 */ 2252 */
2257 aura->insert_at (env, aura); 2253 aura->insert_at (env, aura);
2258 2254
2259 for (i = 1; i < 9; i++) 2255 for (int i = 1; i < 9; i++)
2260 { 2256 {
2261 sint16 nx, ny; 2257 mapxy pos (env);
2258 pos.move (i);
2262 2259
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2260 /* Consider the movement type of the person with the aura as
2268 * movement type of the aura. Eg, if the player is flying, the aura 2261 * movement type of the aura. Eg, if the player is flying, the aura
2269 * is flying also, if player is walking, it is on the ground, etc. 2262 * is flying also, if player is walking, it is on the ground, etc.
2270 */ 2263 */
2271 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2264 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2272 { 2265 {
2273 hit_map (aura, i, aura->attacktype, 0); 2266 hit_map (aura, i, aura->attacktype, 0);
2274 2267
2275 if (aura->other_arch) 2268 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2269 pos.insert (aura->other_arch->instance (), aura);
2277 } 2270 }
2278 } 2271 }
2279 2272
2280 /* put the aura back in the player's inventory */ 2273 /* put the aura back in the player's inventory */
2281 aura->remove (); 2274 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2275 aura->set_owner (owner);
2283} 2276}
2284 2277
2285/* moves the peacemaker spell. 2278/* moves the peacemaker spell.
2286 * op is the piece object. 2279 * op is the piece object.
2287 */ 2280 */
2288void 2281void
2289move_peacemaker (object *op) 2282move_peacemaker (object *op)
2290{ 2283{
2291 object *tmp; 2284 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 { 2285 {
2295 int atk_lev, def_lev; 2286 int atk_lev, def_lev;
2296 object *victim = tmp; 2287 object *victim = tmp->head_ ();
2297 2288
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2289 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2290 continue;
2291
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2292 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2293 continue;
2294
2304 if (victim->stats.exp == 0) 2295 if (victim->stats.exp == 0)
2305 continue; 2296 continue;
2306 2297
2307 def_lev = MAX (1, victim->level); 2298 def_lev = max (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2299 atk_lev = max (1, op->level);
2309 2300
2310 if (rndm (0, atk_lev - 1) > def_lev) 2301 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2302 {
2312 /* make this sucker peaceful. */ 2303 /* make this sucker peaceful. */
2313 2304
2305 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2306 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2307 victim->stats.exp = 0;
2316#if 0 2308#if 0
2317 /* No idea why these were all set to zero - if something 2309 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2310 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2317 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2318 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2319 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2320 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2321 CLEAR_FLAG (victim, FLAG_MONSTER);
2322
2330 if (victim->name) 2323 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2324 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2325 }
2334 }
2335 } 2326 }
2336} 2327}
2337
2338 2328
2339/* This writes a rune that contains the appropriate message. 2329/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2330 * There really isn't any adjustments we make.
2341 */ 2331 */
2342
2343int 2332int
2344write_mark (object *op, object *spell, const char *msg) 2333write_mark (object *op, object *spell, const char *msg)
2345{ 2334{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2335 if (!msg || msg[0] == 0)
2350 { 2336 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2352 return 0; 2338 return 0;
2353 } 2339 }
2354 2340
2355 if (strcasestr_local (msg, "endmsg")) 2341 if (!msg_is_safe (msg))
2356 { 2342 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2343 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2358 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2344 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2345 return 0;
2360 } 2346 }
2347
2361 if (!spell->other_arch) 2348 if (!spell->other_arch)
2362 return 0; 2349 return 0;
2363 tmp = arch_to_object (spell->other_arch);
2364 2350
2365 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 object *tmp = spell->other_arch->instance ();
2366 2352
2367 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2354 tmp->msg = msg;
2369 2355
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2357
2371 return 1; 2358 return 1;
2372} 2359}
2360

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