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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
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)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 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")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_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)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (spellparam)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 missile->destroy (); 161 missile->destroy ();
164 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);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 missile->destroy (); 168 missile->destroy ();
171 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);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * 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. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
207 return 1; 202 return 1;
208} 203}
209 204
210 205
211/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
212 * 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*/
213int 208int
214cast_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)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 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);
221 216
222 if (stringarg) 217 if (spellparam)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 spellparam = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!spellparam)
232 { 227 {
233 archetype *at_tmp; 228 archetype *at_tmp;
234 229
235 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 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)
315 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)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
350 345
351 return 1; 346 return 1;
352 } 347 }
353 348
354 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 351 return 1;
357 352
358 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
359 if (!mon->race) 354 if (!mon->race)
360 return 0; 355 return 0;
361 356
362 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 358 return 1;
364 359
365 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
366 return 0; 361 return 0;
367 } 362 }
430/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 426 */
432int 427int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 429{
435 object *tmp, *next;
436 int range, i, j, mflags; 430 int range, i, j, mflags;
437 sint16 sx, sy; 431 sint16 sx, sy;
438 maptile *m; 432 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 433
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 435
445 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 443
453 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
454 continue; 445 continue;
455 446
456 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
457 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)
458 { 449 {
459 next = tmp->above; 450 next = tmp->above;
451
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 454 }
463 } 455 }
464 456
471 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
472 { 464 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 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."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
475 else 467 else
476 { 468 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 } 469 }
482 470
483 op->destroy (); 471 op->destroy ();
484} 472}
485 473
501 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.");
502 return 1; 490 return 1;
503 } 491 }
504 492
505 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
506 if (dummy == NULL) 494
495 if (!dummy)
507 { 496 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0; 499 return 0;
511 } 500 }
577perceive_self (object *op) 566perceive_self (object *op)
578{ 567{
579 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
581 570
582 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 572
584 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
585 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 578
588 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
590 else 581 else
591 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
592 583
593 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
594 585
595 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
597 else 588 else
598 { 589 {
599 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
600 591
601 if (tmp) 592 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
604 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));
605 } 596 }
606 597
607 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 601 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 603 {
613 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
615 else 606 else
616 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";
617 608
618 break; 609 break;
619 } 610 }
620 } 611 }
621 612
622 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 614
626 return 1; 615 return 1;
627} 616}
628 617
629/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
717 */ 706 */
718 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 708 tmp->set_owner (op);
720 709
721 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
723 712
724 name = tmp->name; 713 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 715 {
727 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);
788 777
789 return 1; 778 return 1;
790} 779}
791 780
792int 781int
793dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 783{
795 uint32 dist, maxdist; 784 uint32 dist, maxdist;
796 int mflags; 785 int mflags;
797 maptile *m; 786 maptile *m;
798 sint16 sx, sy; 787 sint16 sx, sy;
809 /* 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
810 * ever, so put limits in. 799 * ever, so put limits in.
811 */ 800 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 802
814 if (op->contr->count) 803 if (spellparam)
815 { 804 {
805 int count = atoi (spellparam);
806
816 if (op->contr->count > maxdist) 807 if (count > maxdist)
817 { 808 {
818 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!");
819 return 0; 810 return 0;
820 } 811 }
821 812
822 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
823 { 814 {
824 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);
825 816
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 818 break;
828 819
829 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)))
830 break; 821 break;
831 } 822 }
832 823
833 if (dist < op->contr->count) 824 if (dist < count)
834 { 825 {
835 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");
836 op->contr->count = 0;
837 return 0; 827 return 0;
838 } 828 }
839
840 op->contr->count = 0;
841 829
842 /* Remove code that puts player on random space on maps. IMO, 830 /* 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, 831 * 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 832 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
900 888
901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
902 return 1; 890 return 1;
903} 891}
904 892
905
906/* cast_heal: Heals something. 893/* cast_heal: Heals something.
907 * op is the caster. 894 * op is the caster.
908 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
909 * spell is the spell object. 896 * spell is the spell object.
910 */ 897 */
936 { 923 {
937 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 926 * on amount of damage healed.
940 */ 927 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
943 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
944 932
945 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 935 else if (heal > 50)
956 success = 1; 944 success = 1;
957 } 945 }
958 } 946 }
959 947
960 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
962 success = 1; 950 success = 1;
963 951
964 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
965 { 953 {
966 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1015 } 1003 }
1016 1004
1017 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1018 { 1006 {
1019 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1020 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1021 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1022 success = 1; 1012 success = 1;
1023 /* 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 */
1024 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");
1025 } 1015 }
1026 1016
1040 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1041 "You are no easier to look at.", 1031 "You are no easier to look at.",
1042}; 1032};
1043 1033
1044int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1045cast_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)
1046{ 1042{
1047 object *force = NULL; 1043 object *force = 0;
1048 int i; 1044 int i;
1049 1045
1050 /* 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. */
1051 object *tmp = dir 1047 object *tmp = dir
1052 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1053 : op; 1049 : op;
1054 1050
1055 if (!tmp) 1051 if (!tmp)
1056 return 0; 1052 return 0;
1057 1053
1058 /* 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. */
1067 } 1063 }
1068 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 { 1065 {
1070 if (!silent) 1066 if (!silent)
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1072 return 0; 1069 return 0;
1073 } 1070 }
1074 } 1071 }
1075 } 1072 }
1076 if (force == NULL) 1073
1074 if (!force)
1077 { 1075 {
1078 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1080 if (spell_ob->race) 1079 if (spell_ob->race)
1081 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1082 else 1081 else
1083 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1084 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086 1086
1087 } 1087 }
1088 else 1088 else
1089 { 1089 {
1090 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1091 1091
1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1093 if (duration > force->duration) 1092 if (duration > force->duration)
1094 { 1093 {
1095 force->duration = duration; 1094 force->duration = duration;
1096 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1097 } 1096 }
1098 else 1097 else
1099 {
1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1101 }
1102 1099
1103 return 1; 1100 return 1;
1104 } 1101 }
1105 1102
1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1178 */ 1175 */
1179int 1176int
1180cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{ 1178{
1182 int i; 1179 int i;
1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1184 1181
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if (dir != 0) 1183 if (dir != 0)
1187 { 1184 {
1188 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1189 } 1189 }
1190 else 1190 else
1191 {
1192 tmp = op; 1191 tmp = op;
1193 }
1194 1192
1195 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 { 1195 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 { 1197 {
1200 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1201 { 1199 {
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); 1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208 return 0; 1206 return 0;
1209 } 1207 }
1210 } 1208 }
1211 } 1209 }
1210
1212 if (force == NULL) 1211 if (force == NULL)
1213 { 1212 {
1214 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1215 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1216 if (spell_ob->race) 1215 if (spell_ob->race)
1297static void 1296static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1298{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1300
1302 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1306 * the stuff back to town.
1414 1413
1415bailout: 1414bailout:
1416 return 1; 1415 return 1;
1417} 1416}
1418 1417
1419
1420/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1421 * items. 1419 * items.
1422 */ 1420 */
1423int 1421int
1424remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1425{ 1423{
1426 object *tmp;
1427 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1428 1425
1429 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1430 {
1434 was_one++; 1431 was_one++;
1432
1435 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1436 { 1434 {
1437 success++; 1435 success++;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1439 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1438
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1445 }
1447 } 1446 }
1448 1447
1449 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1450 { 1449 {
1461 1460
1462 return success; 1461 return success;
1463} 1462}
1464 1463
1465/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1466
1467int 1465int
1468cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1469{ 1467{
1470 object *tmp; 1468 object *tmp;
1471 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1472 1470
1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1474
1475 if (num_ident < 1)
1476 num_ident = 1;
1477 1472
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1479 { 1474 {
1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1481 { 1476 {
1482 identify (tmp); 1477 identify (tmp);
1483 1478
1484 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1485 { 1480 {
1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1487 1482
1488 if (tmp->msg) 1483 if (tmp->msg)
1489 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1485 }
1494 1486
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1487 if (!--num_ident)
1498 break; 1488 break;
1499 } 1489 }
1500 } 1490 }
1501 1491
1502 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1500 {
1511 identify (tmp); 1501 identify (tmp);
1512 1502
1513 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1514 { 1504 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1516 1506
1517 if (tmp->msg) 1507 if (tmp->msg)
1518 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522
1523 esrv_send_item (op, tmp);
1524 } 1509 }
1525 1510
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1511 if (!--num_ident)
1529 break; 1512 break;
1530 } 1513 }
1531 } 1514 }
1532 1515
1533 if (!success) 1516 if (buf.empty ())
1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1535 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1536 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1537 1527 return 1;
1538 return success; 1528 }
1539} 1529}
1540 1530
1541int 1531int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1533{
1548 1538
1549 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1550 * doing it over and over again. 1540 * doing it over and over again.
1551 */ 1541 */
1552 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1553 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1554 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1555 1545
1556 if (!skill) 1546 if (!skill)
1557 skill = caster; 1547 skill = caster;
1558 1548
1559 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1560 for (y = op->y - range; y <= op->y + range; y++)
1561 { 1550 {
1562 m = op->map;
1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1566
1567 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1568 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1569 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1570 * down - that is easier than working up. 1554 * down - that is easier than working up.
1571 */ 1555 */
1572 1556
1573 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)
1574 last = tmp; 1558 last = tmp;
1575 1559
1576 /* 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
1577 * would happen. 1561 * would happen.
1578 */ 1562 */
1579 if (!last) 1563 if (!last)
1580 continue; 1564 continue;
1581 1565
1582 done_one = 0; 1566 done_one = 0;
1583 floor = 0; 1567 floor = 0;
1584 detect = NULL; 1568 detect = NULL;
1585 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1586 { 1570 {
1587 /* show invisible */ 1571 /* show invisible */
1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1589 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1592 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1593 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
1594 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1595 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1596 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1598 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)))
1599 { 1593 {
1600 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)
1601 { 1595 {
1602 tmp->invisible = 0; 1596 tmp->invisible = 0;
1603 done_one = 1; 1597 done_one = 1;
1604 } 1598 }
1605 } 1599 }
1606 1600
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1; 1602 floor = 1;
1609 1603
1610 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1611 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1612 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1613 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1614 */ 1608 */
1615 if (floor) 1609 if (floor)
1616 continue; 1610 continue;
1617 1611
1618 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1619 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1620 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1621 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1622 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1623 */ 1617 */
1624 1618
1625 /* detect magic */ 1619 /* detect magic */
1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1628 { 1622 {
1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1630 /* make runes more visibile */ 1624 /* make runes more visibile */
1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1632 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1633 done_one = 1; 1628 done_one = 1;
1634 } 1629 }
1630
1635 /* detect monster */ 1631 /* detect monster */
1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637 { 1633 {
1638 done_one = 2; 1634 done_one = 2;
1635
1639 if (!detect) 1636 if (!detect)
1640 detect = tmp; 1637 detect = tmp;
1641 } 1638 }
1639
1642 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1643 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match. 1642 * race must match.
1645 */ 1643 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1649 { 1647 {
1650 done_one = 2; 1648 done_one = 2;
1649
1651 if (!detect) 1650 if (!detect)
1652 detect = tmp; 1651 detect = tmp;
1653 } 1652 }
1653
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 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))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 { 1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1; 1658 done_one = 1;
1659 } 1659 }
1660 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1661 1661
1662 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1663 * where the magic is. 1663 * where the magic is.
1664 */ 1664 */
1665 if (done_one) 1665 if (done_one)
1666 { 1666 {
1667 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1668 1668
1669 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1671 { 1671 {
1672 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1679 } 1679 }
1680 1680
1681 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1682 } 1682 }
1683 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1684 1684
1685 1685
1686 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 { 1688 {
1689 done_one = 0; 1689 done_one = 0;
1690
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1692 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1693 { 1694 {
1694 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1695 { 1696 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1701 }
1702
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 { 1705 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1710 }
1707 } /* if item is not identified */ 1711 } /* if item is not identified */
1708 } /* for the players inventory */ 1712 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1710 return 1; 1715 return 1;
1711} 1716}
1712 1717
1713 1718
1714/** 1719/**
1727 1732
1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1729 1734
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1736 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1743 } 1740 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1746 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1796 } 1793 }
1797 /* give sp */ 1794 /* give sp */
1798 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1799 { 1796 {
1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1801 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1802 return 1; 1799 return 1;
1803 } 1800 }
1804 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1805 else if (op != plyr) 1802 else if (op != plyr)
1806 { 1803 {
1818 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1821 if (sucked > 0) 1818 if (sucked > 0)
1822 { 1819 {
1823 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1824 } 1821 }
1825 } 1822 }
1826 return 1; 1823 return 1;
1827 } 1824 }
1828 return 0; 1825 return 0;
1904 break; 1901 break;
1905 } 1902 }
1906 } 1903 }
1907} 1904}
1908 1905
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1912int 1907int
1913cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
1914{ 1909{
1915 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break; 1923 break;
1929 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1930 { 1925 {
1931 1926
1932 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1933 { 1928 {
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1935 return 0; 1930 return 0;
1936 } 1931 }
1937 else 1932 else
1938 { 1933 {
1939 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1936 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
1944 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1947 return 1; 1944 return 1;
1948 } 1945 }
1949 } 1946 }
1950 } 1947 }
1988 return 0; 1985 return 0;
1989 } 1986 }
1990 1987
1991 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
1992 if (!dir) 1989 if (!dir)
1993 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1994 1991
1995 m = op->map; 1992 m = op->map;
1996 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
1998 1995
1999 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 { 1999 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2004 return 0; 2001 return 0;
2005 } 2002 }
2006 2003
2010 if (!weapon) 2007 if (!weapon)
2011 { 2008 {
2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2013 return 0; 2010 return 0;
2014 } 2011 }
2012
2015 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2014 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2018 return 0; 2016 return 0;
2019 } 2017 }
2018
2020 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2021 { 2020 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2023 return 0; 2022 return 0;
2024 } 2023 }
2024
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 { 2026 {
2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2028 return 0; 2028 return 0;
2029 } 2029 }
2030 2030
2031 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2032
2038 /* create the golem object */ 2033 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2040 2035
2041 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2046 tmp->set_owner (op); 2041 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2042 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2049 2044
2050 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2051 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2052 * used above. 2047 * used above.
2053 */ 2048 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2055 weapon->remove (); 2050 weapon->remove ();
2056 2051
2057 insert_ob_in_ob (weapon, tmp); 2052 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2053
2059 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2060 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2061 * body_info, skills, etc) 2056 * body_info, skills, etc)
2062 */ 2057 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2137 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2139 } 2134 }
2140 2135
2141 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2143 2138
2144 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2145 tmp->direction = dir; 2140 tmp->direction = dir;
2146 2141
2147 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2151/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2152 2147
2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2154 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2155 */ 2150 */
2156
2157int 2151int
2158cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{ 2153{
2160 int success; 2154 int success;
2161 2155
2169 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2171 else 2165 else
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2173 } 2167 }
2168
2174 return success; 2169 return success;
2175} 2170}
2176
2177
2178
2179
2180 2171
2181/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2182 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2183 * spell is the spell object itself. 2174 * spell is the spell object itself.
2184 */ 2175 */
2196 2187
2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2198 2189
2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2200 2191
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2204 2194
2205 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2206 if (refresh) 2197 if (refresh)
2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2208 else 2199 else
2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2210 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2211 return 1; 2205 return 1;
2212} 2206}
2213
2214 2207
2215/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2216 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2217 * around him. 2210 * around him.
2218 * Aura parameters: 2211 * Aura parameters:
2219 * duration: duration counter. 2212 * duration: duration counter.
2220 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2222 */ 2215 */
2223
2224void 2216void
2225move_aura (object *aura) 2217move_aura (object *aura)
2226{ 2218{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2232 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2233 2222
2234 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2236 */ 2225 */
2237 aura->remove (); 2226 aura->remove ();
2242 aura->destroy (); 2231 aura->destroy ();
2243 return; 2232 return;
2244 } 2233 }
2245 2234
2246 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2248 { 2237 {
2249 aura->destroy (); 2238 aura->destroy ();
2250 return; 2239 return;
2251 } 2240 }
2252 2241
2253 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2255 */ 2244 */
2256 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2257 2246
2258 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2259 { 2248 {
2260 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2261 2251
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2267 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2268 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2269 */ 2255 */
2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2271 { 2257 {
2272 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2273 2259
2274 if (aura->other_arch) 2260 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2276 } 2262 }
2277 } 2263 }
2278 2264
2279 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2280 aura->remove (); 2266 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2282} 2268}
2283 2269
2284/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2285 * op is the piece object. 2271 * op is the piece object.
2286 */ 2272 */
2287
2288void 2273void
2289move_peacemaker (object *op) 2274move_peacemaker (object *op)
2290{ 2275{
2291 object *tmp; 2276 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 { 2277 {
2295 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2296 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2297 2280
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2282 continue;
2283
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2285 continue;
2286
2304 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2305 continue; 2288 continue;
2306 2289
2307 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2309 2292
2310 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2294 {
2312 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2313 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2316#if 0 2300#if 0
2317 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2330 if (victim->name) 2315 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2317 }
2334 }
2335 } 2318 }
2336} 2319}
2337
2338 2320
2339/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2341 */ 2323 */
2342
2343int 2324int
2344write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2345{ 2326{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2350 { 2328 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2352 return 0; 2330 return 0;
2353 } 2331 }
2356 { 2334 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 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); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2337 return 0;
2360 } 2338 }
2339
2361 if (!spell->other_arch) 2340 if (!spell->other_arch)
2362 return 0; 2341 return 0;
2342
2363 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2364
2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2366 2344
2367 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2346 tmp->msg = msg;
2369 2347
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2371 return 1; 2350 return 1;
2372} 2351}
2352

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