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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC vs.
Revision 1.109 by sf-marcmagus, Sun Oct 11 01:35:52 2009 UTC

61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
122 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 128{
129 int bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 130 const char *missile_name = "arrow";
131 131
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 143 return 0;
144 } 144 }
145 145
146 object *missile = missile_arch->instance (); 146 object *missile = missile_arch->instance ();
147 147
148 if (stringarg) 148 if (spellparam)
149 { 149 {
150 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
152 { 152 {
153 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
154 154
155 for (; al; al = al->next) 155 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
157 break; 157 break;
158 158
159 if (!al) 159 if (!al)
160 { 160 {
161 missile->destroy (); 161 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
163 return 0; 163 return 0;
164 } 164 }
165 165
166 if (al->item->slaying) 166 if (al->item->slaying)
167 { 167 {
168 missile->destroy (); 168 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 170 return 0;
171 } 171 }
172 172
173 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
177 */ 177 */
178 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 179 missile_plus = 0;
180 } 180 }
181 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
183 } 183 }
184 184
185 missile_plus = clamp (missile_plus, -4, 4); 185 missile_plus = clamp (missile_plus, -4, 4);
186 186
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 202 return 1;
203} 203}
204 204
205 205
206/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 208int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 210{
211 int food_value; 211 int food_value;
212 archetype *at = NULL; 212 archetype *at = NULL;
213 object *new_op; 213 object *new_op;
214 214
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 216
217 if (stringarg) 217 if (spellparam)
218 { 218 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 220 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 223 spellparam = NULL;
224 } 224 }
225 225
226 if (!stringarg) 226 if (!spellparam)
227 { 227 {
228 archetype *at_tmp; 228 archetype *at_tmp;
229 229
230 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 304 return 0;
305 } 305 }
306
306 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
307 { 308 {
308 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 311 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 313 if (tmp->head != NULL)
313 tmp = tmp->head; 314 tmp = tmp->head;
344 345
345 return 1; 346 return 1;
346 } 347 }
347 348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
351 352
352 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
353 if (!mon->race) 354 if (!mon->race)
354 return 0; 355 return 0;
355 356
356 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 358 return 1;
358 359
359 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
360 return 0; 361 return 0;
361 } 362 }
424/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 426 */
426int 427int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 429{
429 object *tmp, *next;
430 int range, i, j, mflags; 430 int range, i, j, mflags;
431 sint16 sx, sy; 431 sint16 sx, sy;
432 maptile *m; 432 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 433
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 435
439 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 443
447 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
448 continue; 445 continue;
449 446
450 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 449 {
453 next = tmp->above; 450 next = tmp->above;
451
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 454 }
457 } 455 }
458 456
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1; 490 return 1;
493 } 491 }
494 492
495 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL) 494
495 if (!dummy)
497 { 496 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 499 return 0;
501 } 500 }
567perceive_self (object *op) 566perceive_self (object *op)
568{ 567{
569 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
571 570
572 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573 572
574 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
575 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
577 578
578 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
579 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
580 else 581 else
581 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
582 583
583 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
584 585
585 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
586 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
587 else 588 else
588 { 589 {
589 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
590 591
591 if (tmp) 592 if (tmp)
592 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 596 }
596 597
597 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 601 {
601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 603 {
603 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
604 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
605 else 606 else
606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
607 608
608 break; 609 break;
609 } 610 }
610 } 611 }
611 612
612 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615 614
616 return 1; 615 return 1;
617} 616}
618 617
619/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
707 */ 706 */
708 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op); 708 tmp->set_owner (op);
710 709
711 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
712 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
713 712
714 name = tmp->name; 713 name = tmp->name;
715 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
716 { 715 {
717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
778 777
779 return 1; 778 return 1;
780} 779}
781 780
782int 781int
783dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784{ 783{
785 uint32 dist, maxdist; 784 uint32 dist, maxdist;
786 int mflags; 785 int mflags;
787 maptile *m; 786 maptile *m;
788 sint16 sx, sy; 787 sint16 sx, sy;
799 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in. 799 * ever, so put limits in.
801 */ 800 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803 802
804 if (op->contr->count) 803 if (spellparam)
805 { 804 {
805 int count = atoi (spellparam);
806
806 if (op->contr->count > maxdist) 807 if (count > maxdist)
807 { 808 {
808 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
809 return 0; 810 return 0;
810 } 811 }
811 812
812 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
813 { 814 {
814 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
815 816
816 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
817 break; 818 break;
818 819
819 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
820 break; 821 break;
821 } 822 }
822 823
823 if (dist < op->contr->count) 824 if (dist < count)
824 { 825 {
825 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
826 op->contr->count = 0;
827 return 0; 827 return 0;
828 } 828 }
829
830 op->contr->count = 0;
831 829
832 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1032 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1033 "You are no easier to look at.", 1031 "You are no easier to look at.",
1034}; 1032};
1035 1033
1036int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1037cast_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)
1038{ 1042{
1039 object *force = NULL; 1043 object *force = 0;
1040 int i; 1044 int i;
1041 1045
1042 /* 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. */
1043 object *tmp = dir 1047 object *tmp = dir
1044 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1045 : op; 1049 : op;
1046 1050
1047 if (!tmp) 1051 if (!tmp)
1048 return 0; 1052 return 0;
1049 1053
1050 /* 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. */
1058 break; 1062 break;
1059 } 1063 }
1060 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 { 1065 {
1062 if (!silent) 1066 if (!silent)
1063 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
1064 return 0; 1071 return 0;
1065 } 1072 }
1066 } 1073 }
1067 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1068 if (force == NULL) 1078 if (force)
1069 {
1070 force = get_archetype (FORCE_NAME);
1071 force->subtype = FORCE_CHANGE_ABILITY;
1072 if (spell_ob->race)
1073 force->name = spell_ob->race;
1074 else
1075 force->name = spell_ob->name;
1076 force->name_pl = spell_ob->name;
1077 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1078
1079 } 1079 {
1080 else
1081 {
1082 int duration;
1083
1084 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1085 if (duration > force->duration) 1080 if (duration > force->duration)
1086 { 1081 {
1087 force->duration = duration; 1082 force->duration = duration;
1088 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.");
1089 } 1084 }
1090 else 1085 else
1091 {
1092 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.");
1093 }
1094 1087
1095 return 1; 1088 return 1;
1096 } 1089 }
1097 1090
1098 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
1099 force->speed = 1.0; 1106 force->speed = 1.0;
1100 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1101 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1102 1109
1103 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1170 */ 1177 */
1171int 1178int
1172cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{ 1180{
1174 int i; 1181 int i;
1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1176 1183
1177 /* 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. */
1178 if (dir != 0) 1185 if (dir != 0)
1179 { 1186 {
1180 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1181 } 1191 }
1182 else 1192 else
1183 {
1184 tmp = op; 1193 tmp = op;
1185 }
1186 1194
1187 /* 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. */
1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1189 { 1197 {
1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 { 1199 {
1192 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1193 { 1201 {
1199 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);
1200 return 0; 1208 return 0;
1201 } 1209 }
1202 } 1210 }
1203 } 1211 }
1212
1204 if (force == NULL) 1213 if (force == NULL)
1205 { 1214 {
1206 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1207 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1208 if (spell_ob->race) 1217 if (spell_ob->race)
1412 * items. 1421 * items.
1413 */ 1422 */
1414int 1423int
1415remove_curse (object *op, object *caster, object *spell) 1424remove_curse (object *op, object *caster, object *spell)
1416{ 1425{
1417 object *tmp;
1418 int success = 0, was_one = 0; 1426 int success = 0, was_one = 0;
1419 1427
1420 for (tmp = op->inv; tmp; tmp = tmp->below) 1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1424 { 1432 {
1425 was_one++; 1433 was_one++;
1426 1434
1427 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= casting_level (caster, spell))
1428 { 1436 {
1429 success++; 1437 success++;
1430 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1431 CLEAR_FLAG (tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1432 1440
1457 1465
1458/* Identifies objects in the players inventory/on the ground */ 1466/* Identifies objects in the players inventory/on the ground */
1459int 1467int
1460cast_identify (object *op, object *caster, object *spell) 1468cast_identify (object *op, object *caster, object *spell)
1461{ 1469{
1462 dynbuf_text buf;
1463 object *tmp; 1470 object *tmp;
1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1464 1472
1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1466
1467 if (num_ident < 1)
1468 num_ident = 1;
1469 1474
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1476 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1473 { 1478 {
1474 identify (tmp); 1479 identify (tmp);
1475 1480
1476 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1477 { 1482 {
1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1479 1484
1480 if (tmp->msg) 1485 if (tmp->msg)
1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1482 } 1487 }
1483 1488
1484 num_ident--;
1485 if (!num_ident) 1489 if (!--num_ident)
1486 break; 1490 break;
1487 } 1491 }
1488 } 1492 }
1489 1493
1490 /* If all the power of the spell has been used up, don't go and identify 1494 /* If all the power of the spell has been used up, don't go and identify
1498 { 1502 {
1499 identify (tmp); 1503 identify (tmp);
1500 1504
1501 if (object *pl = tmp->visible_to ()) 1505 if (object *pl = tmp->visible_to ())
1502 { 1506 {
1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1504 1508
1505 if (tmp->msg) 1509 if (tmp->msg)
1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1510 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1507 } 1511 }
1508 1512
1509 num_ident--;
1510 if (!num_ident) 1513 if (!--num_ident)
1511 break; 1514 break;
1512 } 1515 }
1513 } 1516 }
1514 1517
1515 if (buf.empty ()) 1518 if (buf.empty ())
1537 1540
1538 /* We precompute some values here so that we don't have to keep 1541 /* We precompute some values here so that we don't have to keep
1539 * doing it over and over again. 1542 * doing it over and over again.
1540 */ 1543 */
1541 god = find_god (determine_god (op)); 1544 god = find_god (determine_god (op));
1542 level = caster_level (caster, spell); 1545 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell); 1546 range = spell->range + SP_level_range_adjust (caster, spell);
1544 1547
1545 if (!skill) 1548 if (!skill)
1546 skill = caster; 1549 skill = caster;
1547 1550
1548 for (x = op->x - range; x <= op->x + range; x++) 1551 unordered_mapwalk (op, -range, -range, range, range)
1549 for (y = op->y - range; y <= op->y + range; y++)
1550 { 1552 {
1551 m = op->map;
1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1555
1556 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1556 * down - that is easier than working up.
1560 */ 1557 */
1561 1558
1562 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1563 last = tmp; 1560 last = tmp;
1564 1561
1565 /* Shouldn't happen, but if there are no objects on a space, this 1562 /* Shouldn't happen, but if there are no objects on a space, this
1566 * would happen. 1563 * would happen.
1567 */ 1564 */
1568 if (!last) 1565 if (!last)
1569 continue; 1566 continue;
1570 1567
1571 done_one = 0; 1568 done_one = 0;
1572 floor = 0; 1569 floor = 0;
1573 detect = NULL; 1570 detect = NULL;
1574 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1572 {
1576 /* show invisible */ 1573 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1578 /* Might there be other objects that we can make visible? */ 1575 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1581 tmp->type == CF_HANDLE || 1578 || tmp->type == CF_HANDLE
1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1583 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1584 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1585 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1587 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1588 { 1595 {
1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1590 { 1597 {
1591 tmp->invisible = 0; 1598 tmp->invisible = 0;
1592 done_one = 1; 1599 done_one = 1;
1593 } 1600 }
1594 } 1601 }
1595 1602
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1; 1604 floor = 1;
1598 1605
1599 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1600 * so just continue on. We could be clever and look at the type of 1607 * so just continue on. We could be clever and look at the type of
1601 * detection to completely break out if we don't care about objects beneath 1608 * detection to completely break out if we don't care about objects beneath
1602 * the floor, but once we get to the floor, not likely a very big issue anyways. 1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1603 */ 1610 */
1604 if (floor) 1611 if (floor)
1605 continue; 1612 continue;
1606 1613
1607 /* I had thought about making detect magic and detect curse 1614 /* I had thought about making detect magic and detect curse
1608 * show the flash the magic item like it does for detect monster. 1615 * show the flash the magic item like it does for detect monster.
1609 * however, if the object is within sight, this would then make it 1616 * however, if the object is within sight, this would then make it
1610 * difficult to see what object is magical/cursed, so the 1617 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparant. 1618 * effect wouldn't be as apparent.
1612 */ 1619 */
1613 1620
1614 /* detect magic */ 1621 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1617 { 1624 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */ 1626 /* make runes more visibile */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4; 1628 tmp->stats.Cha /= 4;
1629
1622 done_one = 1; 1630 done_one = 1;
1623 } 1631 }
1632
1624 /* detect monster */ 1633 /* detect monster */
1625 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1626 { 1635 {
1627 done_one = 2; 1636 done_one = 2;
1637
1628 if (!detect) 1638 if (!detect)
1629 detect = tmp; 1639 detect = tmp;
1630 } 1640 }
1641
1631 /* Basically, if race is set in the spell, then the creatures race must 1642 /* Basically, if race is set in the spell, then the creatures race must
1632 * match that. if the spell race is set to GOD, then the gods opposing 1643 * match that. if the spell race is set to GOD, then the gods opposing
1633 * race must match. 1644 * race must match.
1634 */ 1645 */
1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1637 (strstr (spell->race, tmp->race)))) 1648 spell->race.contains (tmp->race)))
1638 { 1649 {
1639 done_one = 2; 1650 done_one = 2;
1651
1640 if (!detect) 1652 if (!detect)
1641 detect = tmp; 1653 detect = tmp;
1642 } 1654 }
1655
1643 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 { 1658 {
1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1647 done_one = 1; 1660 done_one = 1;
1648 } 1661 }
1649 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
1650 1663
1651 /* Code here puts an effect of the spell on the space, so you can see 1664 /* Code here puts an effect of the spell on the space, so you can see
1652 * where the magic is. 1665 * where the magic is.
1653 */ 1666 */
1654 if (done_one) 1667 if (done_one)
1655 { 1668 {
1656 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
1657 1670
1658 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
1659 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
1660 { 1673 {
1661 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
1662 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
1663 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
1664 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
1665 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1668 } 1681 }
1669 1682
1670 m->insert (detect_ob, nx, ny, op); 1683 m->insert (detect_ob, nx, ny, op);
1671 } 1684 }
1672 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
1673 1686
1674 1687
1675 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1677 { 1690 {
1721 1734
1722 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1735 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1723 1736
1724 if (victim->stats.sp >= victim->stats.maxsp * 2) 1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 { 1738 {
1726 object *tmp;
1727
1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1729
1730 /* Explodes a fireball centered at player */
1731 tmp = get_archetype (EXPLODING_FIREBALL);
1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1734
1735 tmp->insert_at (victim);
1736 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
1737 } 1742 }
1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1744 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 { 1748 {
1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1790 } 1795 }
1791 /* give sp */ 1796 /* give sp */
1792 if (spell->stats.dam > 0) 1797 if (spell->stats.dam > 0)
1793 { 1798 {
1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1799 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1795 charge_mana_effect (plyr, caster_level (caster, spell)); 1800 charge_mana_effect (plyr, casting_level (caster, spell));
1796 return 1; 1801 return 1;
1797 } 1802 }
1798 /* suck sp away. Can't suck sp from yourself */ 1803 /* suck sp away. Can't suck sp from yourself */
1799 else if (op != plyr) 1804 else if (op != plyr)
1800 { 1805 {
1812 /* Player doesn't get full credit */ 1817 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1818 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1819 op->stats.sp += sucked;
1815 if (sucked > 0) 1820 if (sucked > 0)
1816 { 1821 {
1817 charge_mana_effect (op, caster_level (caster, spell)); 1822 charge_mana_effect (op, casting_level (caster, spell));
1818 } 1823 }
1819 } 1824 }
1820 return 1; 1825 return 1;
1821 } 1826 }
1822 return 0; 1827 return 0;
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break; 1925 break;
1921 if (tmp->type == HOLY_ALTAR) 1926 if (tmp->type == HOLY_ALTAR)
1922 { 1927 {
1923 1928
1924 if (tmp->level > caster_level (caster, spell)) 1929 if (tmp->level > casting_level (caster, spell))
1925 { 1930 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0; 1932 return 0;
1928 } 1933 }
1929 else 1934 else
1930 { 1935 {
1931 /* If we got here, we are consecrating an altar */ 1936 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name); 1937 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf; 1938 tmp->name = buf;
1934 tmp->level = caster_level (caster, spell); 1939 tmp->level = casting_level (caster, spell);
1935 tmp->other_arch = god->arch; 1940 tmp->other_arch = god->arch;
1936 1941
1937 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp); 1943 esrv_update_item (UPD_NAME, op, tmp);
1939 1944
1982 return 0; 1987 return 0;
1983 } 1988 }
1984 1989
1985 /* if no direction specified, pick one */ 1990 /* if no direction specified, pick one */
1986 if (!dir) 1991 if (!dir)
1987 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1992 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1988 1993
1989 m = op->map; 1994 m = op->map;
1990 x = op->x + freearr_x[dir]; 1995 x = op->x + freearr_x[dir];
1991 y = op->y + freearr_y[dir]; 1996 y = op->y + freearr_y[dir];
1992 1997
1993 /* if there's no place to put the golem, abort */ 1998 /* if there's no place to put the golem, abort */
1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1999 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2000 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 { 2001 {
1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1998 return 0; 2003 return 0;
1999 } 2004 }
2000 2005
2004 if (!weapon) 2009 if (!weapon)
2005 { 2010 {
2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2011 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2007 return 0; 2012 return 0;
2008 } 2013 }
2014
2009 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2015 if (spell->race && weapon->arch->archname != spell->race)
2010 { 2016 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2012 return 0; 2018 return 0;
2013 } 2019 }
2020
2014 if (weapon->type != WEAPON) 2021 if (weapon->type != WEAPON)
2015 { 2022 {
2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2017 return 0; 2024 return 0;
2018 } 2025 }
2026
2019 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2020 { 2028 {
2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2022 return 0; 2030 return 0;
2023 } 2031 }
2126 tmp->state = weapon->state; 2134 tmp->state = weapon->state;
2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2128 } 2136 }
2129 2137
2130 /* make experience increase in proportion to the strength of the summoned creature. */ 2138 /* make experience increase in proportion to the strength of the summoned creature. */
2131 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2139 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2132 2140
2133 tmp->speed_left = -1; 2141 tmp->speed_left = -1;
2134 tmp->direction = dir; 2142 tmp->direction = dir;
2135 2143
2136 m->insert (tmp, x, y, op); 2144 m->insert (tmp, x, y, op);
2140/* cast_daylight() - changes the map darkness level *lower* */ 2148/* cast_daylight() - changes the map darkness level *lower* */
2141 2149
2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2150/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2143 * This changes the light level for the entire map. 2151 * This changes the light level for the entire map.
2144 */ 2152 */
2145
2146int 2153int
2147cast_change_map_lightlevel (object *op, object *caster, object *spell) 2154cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{ 2155{
2149 int success; 2156 int success;
2150 2157
2158 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2160 else 2167 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2162 } 2169 }
2170
2163 return success; 2171 return success;
2164} 2172}
2165 2173
2166/* create an aura spell object and put it in the player's inventory. 2174/* create an aura spell object and put it in the player's inventory.
2167 * as usual, op is player, caster is the object casting the spell, 2175 * as usual, op is player, caster is the object casting the spell,
2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2192 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2185 2193
2186 set_spell_skill (op, caster, spell, new_aura); 2194 set_spell_skill (op, caster, spell, new_aura);
2187 new_aura->attacktype = spell->attacktype; 2195 new_aura->attacktype = spell->attacktype;
2188 2196
2189 new_aura->level = caster_level (caster, spell); 2197 new_aura->level = casting_level (caster, spell);
2190 2198
2191 if (refresh) 2199 if (refresh)
2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2193 else 2201 else
2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2265 * op is the piece object. 2273 * op is the piece object.
2266 */ 2274 */
2267void 2275void
2268move_peacemaker (object *op) 2276move_peacemaker (object *op)
2269{ 2277{
2270 object *tmp; 2278 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2271
2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2273 { 2279 {
2274 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2275 object *victim = tmp->head_ (); 2281 object *victim = tmp->head_ ();
2276 2282
2277 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2313 } 2319 }
2314 } 2320 }
2315} 2321}
2316 2322
2317
2318/* This writes a rune that contains the appropriate message. 2323/* This writes a rune that contains the appropriate message.
2319 * There really isn't any adjustments we make. 2324 * There really isn't any adjustments we make.
2320 */ 2325 */
2321
2322int 2326int
2323write_mark (object *op, object *spell, const char *msg) 2327write_mark (object *op, object *spell, const char *msg)
2324{ 2328{
2325 char rune[HUGE_BUF];
2326 object *tmp;
2327
2328 if (!msg || msg[0] == 0) 2329 if (!msg || msg[0] == 0)
2329 { 2330 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2331 return 0; 2332 return 0;
2332 } 2333 }
2333 2334
2334 if (strcasestr_local (msg, "endmsg")) 2335 if (!msg_is_safe (msg))
2335 { 2336 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2337 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2338 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2338 return 0; 2339 return 0;
2339 } 2340 }
2341
2340 if (!spell->other_arch) 2342 if (!spell->other_arch)
2341 return 0; 2343 return 0;
2344
2342 tmp = arch_to_object (spell->other_arch); 2345 object *tmp = arch_to_object (spell->other_arch);
2343
2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2345 2346
2346 tmp->race = op->name; /*Save the owner of the rune */ 2347 tmp->race = op->name; /*Save the owner of the rune */
2347 tmp->msg = rune; 2348 tmp->msg = msg;
2348 2349
2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2351
2350 return 1; 2352 return 1;
2351} 2353}
2354

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