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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC vs.
Revision 1.107 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
1042 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1031 "You are no easier to look at.",
1044}; 1032};
1045 1033
1046int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1048{ 1042{
1049 object *force = NULL; 1043 object *force = 0;
1050 int i; 1044 int i;
1051 1045
1052 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1053 object *tmp = dir 1047 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1049 : op;
1056 1050
1057 if (!tmp) 1051 if (!tmp)
1058 return 0; 1052 return 0;
1059 1053
1060 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1069 } 1063 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1065 {
1072 if (!silent) 1066 if (!silent)
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1074 return 0; 1069 return 0;
1075 } 1070 }
1076 } 1071 }
1077 } 1072 }
1078 if (force == NULL) 1073
1074 if (!force)
1079 { 1075 {
1080 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1082 if (spell_ob->race) 1079 if (spell_ob->race)
1083 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1084 else 1081 else
1085 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1086 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1087 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.");
1088 1086
1089 } 1087 }
1090 else 1088 else
1091 { 1089 {
1092 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1093 1091
1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 if (duration > force->duration) 1092 if (duration > force->duration)
1096 { 1093 {
1097 force->duration = duration; 1094 force->duration = duration;
1098 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.");
1099 } 1096 }
1100 else 1097 else
1101 {
1102 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.");
1103 }
1104 1099
1105 return 1; 1100 return 1;
1106 } 1101 }
1107 1102
1108 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;
1180 */ 1175 */
1181int 1176int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1178{
1184 int i; 1179 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1181
1187 /* 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. */
1188 if (dir != 0) 1183 if (dir != 0)
1189 { 1184 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1191 } 1189 }
1192 else 1190 else
1193 {
1194 tmp = op; 1191 tmp = op;
1195 }
1196 1192
1197 /* 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. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1195 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1197 {
1202 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1203 { 1199 {
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1210 return 0; 1206 return 0;
1211 } 1207 }
1212 } 1208 }
1213 } 1209 }
1210
1214 if (force == NULL) 1211 if (force == NULL)
1215 { 1212 {
1216 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1215 if (spell_ob->race)
1299static void 1296static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1298{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1300
1304 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1305 * 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
1306 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1306 * the stuff back to town.
1416 1413
1417bailout: 1414bailout:
1418 return 1; 1415 return 1;
1419} 1416}
1420 1417
1421
1422/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1423 * items. 1419 * items.
1424 */ 1420 */
1425int 1421int
1426remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1427{ 1423{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1430 1425
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1430 {
1436 was_one++; 1431 was_one++;
1432
1437 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1438 { 1434 {
1439 success++; 1435 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1441 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1438
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1445 }
1449 } 1446 }
1450 1447
1451 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1452 { 1449 {
1463 1460
1464 return success; 1461 return success;
1465} 1462}
1466 1463
1467/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1468
1469int 1465int
1470cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1471{ 1467{
1472 object *tmp; 1468 object *tmp;
1473 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474 1470
1475 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));
1476
1477 if (num_ident < 1)
1478 num_ident = 1;
1479 1472
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1474 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1483 { 1476 {
1484 identify (tmp); 1477 identify (tmp);
1485 1478
1486 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1487 { 1480 {
1488 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));
1489 1482
1490 if (tmp->msg) 1483 if (tmp->msg)
1491 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1485 }
1496 1486
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1487 if (!--num_ident)
1500 break; 1488 break;
1501 } 1489 }
1502 } 1490 }
1503 1491
1504 /* 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
1510 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)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1500 {
1513 identify (tmp); 1501 identify (tmp);
1514 1502
1515 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1516 { 1504 {
1517 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));
1518 1506
1519 if (tmp->msg) 1507 if (tmp->msg)
1520 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524
1525 esrv_send_item (op, tmp);
1526 } 1509 }
1527 1510
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1511 if (!--num_ident)
1531 break; 1512 break;
1532 } 1513 }
1533 } 1514 }
1534 1515
1535 if (!success) 1516 if (buf.empty ())
1536 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 }
1537 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1538 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1539 1527 return 1;
1540 return success; 1528 }
1541} 1529}
1542 1530
1543int 1531int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1533{
1550 1538
1551 /* 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
1552 * doing it over and over again. 1540 * doing it over and over again.
1553 */ 1541 */
1554 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1545
1558 if (!skill) 1546 if (!skill)
1559 skill = caster; 1547 skill = caster;
1560 1548
1561 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1562 for (y = op->y - range; y <= op->y + range; y++)
1563 { 1550 {
1564 m = op->map;
1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1568
1569 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1554 * down - that is easier than working up.
1573 */ 1555 */
1574 1556
1575 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1576 last = tmp; 1558 last = tmp;
1577 1559
1578 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1579 * would happen. 1561 * would happen.
1580 */ 1562 */
1581 if (!last) 1563 if (!last)
1582 continue; 1564 continue;
1583 1565
1584 done_one = 0; 1566 done_one = 0;
1585 floor = 0; 1567 floor = 0;
1586 detect = NULL; 1568 detect = NULL;
1587 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1570 {
1589 /* show invisible */ 1571 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1591 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1594 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1595 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1598 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1600 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1601 { 1593 {
1602 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1603 { 1595 {
1604 tmp->invisible = 0; 1596 tmp->invisible = 0;
1605 done_one = 1; 1597 done_one = 1;
1606 } 1598 }
1607 } 1599 }
1608 1600
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1; 1602 floor = 1;
1611 1603
1612 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1613 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1614 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1615 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */ 1608 */
1617 if (floor) 1609 if (floor)
1618 continue; 1610 continue;
1619 1611
1620 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1621 * 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.
1622 * 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
1623 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1625 */ 1617 */
1626 1618
1627 /* detect magic */ 1619 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !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))
1630 { 1622 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */ 1624 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1635 done_one = 1; 1628 done_one = 1;
1636 } 1629 }
1630
1637 /* detect monster */ 1631 /* detect monster */
1638 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))
1639 { 1633 {
1640 done_one = 2; 1634 done_one = 2;
1635
1641 if (!detect) 1636 if (!detect)
1642 detect = tmp; 1637 detect = tmp;
1643 } 1638 }
1639
1644 /* 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
1645 * 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
1646 * race must match. 1642 * race must match.
1647 */ 1643 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1650 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1651 { 1647 {
1652 done_one = 2; 1648 done_one = 2;
1649
1653 if (!detect) 1650 if (!detect)
1654 detect = tmp; 1651 detect = tmp;
1655 } 1652 }
1653
1656 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) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 { 1656 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1; 1658 done_one = 1;
1661 } 1659 }
1662 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1663 1661
1664 /* 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
1665 * where the magic is. 1663 * where the magic is.
1666 */ 1664 */
1667 if (done_one) 1665 if (done_one)
1668 { 1666 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1670 1668
1671 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1673 { 1671 {
1674 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1681 } 1679 }
1682 1680
1683 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1684 } 1682 }
1685 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1686 1684
1687 1685
1688 /* 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 */
1689 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))
1690 { 1688 {
1691 done_one = 0; 1689 done_one = 0;
1690
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1692 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695 { 1694 {
1696 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))
1697 { 1696 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1701 }
1702
1702 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) &&
1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1704 { 1705 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1710 }
1709 } /* if item is not identified */ 1711 } /* if item is not identified */
1710 } /* for the players inventory */ 1712 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1712 return 1; 1715 return 1;
1713} 1716}
1714 1717
1715 1718
1716/** 1719/**
1729 1732
1730 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.");
1731 1734
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1736 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1737
1738 /* Explodes a fireball centered at player */
1739 tmp = get_archetype (EXPLODING_FIREBALL);
1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1742
1743 tmp->insert_at (victim);
1744 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1745 } 1740 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1747 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 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!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1746 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1798 } 1793 }
1799 /* give sp */ 1794 /* give sp */
1800 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1801 { 1796 {
1802 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);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1799 return 1;
1805 } 1800 }
1806 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1802 else if (op != plyr)
1808 { 1803 {
1820 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1823 if (sucked > 0) 1818 if (sucked > 0)
1824 { 1819 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1821 }
1827 } 1822 }
1828 return 1; 1823 return 1;
1829 } 1824 }
1830 return 0; 1825 return 0;
1906 break; 1901 break;
1907 } 1902 }
1908 } 1903 }
1909} 1904}
1910 1905
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1914int 1907int
1915cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
1916{ 1909{
1917 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930 break; 1923 break;
1931 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1932 { 1925 {
1933 1926
1934 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1935 { 1928 {
1936 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);
1937 return 0; 1930 return 0;
1938 } 1931 }
1939 else 1932 else
1940 { 1933 {
1941 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1936 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
1946 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1948 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);
1949 return 1; 1944 return 1;
1950 } 1945 }
1951 } 1946 }
1952 } 1947 }
1990 return 0; 1985 return 0;
1991 } 1986 }
1992 1987
1993 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
1994 if (!dir) 1989 if (!dir)
1995 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);
1996 1991
1997 m = op->map; 1992 m = op->map;
1998 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2000 1995
2001 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2002 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2003 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2004 { 1999 {
2005 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.");
2006 return 0; 2001 return 0;
2007 } 2002 }
2008 2003
2012 if (!weapon) 2007 if (!weapon)
2013 { 2008 {
2014 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!");
2015 return 0; 2010 return 0;
2016 } 2011 }
2012
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2014 {
2019 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.");
2020 return 0; 2016 return 0;
2021 } 2017 }
2018
2022 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2023 { 2020 {
2024 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.");
2025 return 0; 2022 return 0;
2026 } 2023 }
2024
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2028 { 2026 {
2029 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));
2030 return 0; 2028 return 0;
2031 } 2029 }
2032 2030
2033 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2032
2040 /* create the golem object */ 2033 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2042 2035
2043 /* 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 */
2048 tmp->set_owner (op); 2041 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2042 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2051 2044
2052 /* 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
2053 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2054 * used above. 2047 * used above.
2055 */ 2048 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2057 weapon->remove (); 2050 weapon->remove ();
2058 2051
2059 insert_ob_in_ob (weapon, tmp); 2052 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2053
2061 /* 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,
2062 * 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
2063 * body_info, skills, etc) 2056 * body_info, skills, etc)
2064 */ 2057 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2139 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2134 }
2142 2135
2143 /* 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. */
2144 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));
2145 2138
2146 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2147 tmp->direction = dir; 2140 tmp->direction = dir;
2148 2141
2149 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2154 2147
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2157 */ 2150 */
2158
2159int 2151int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2153{
2162 int success; 2154 int success;
2163 2155
2171 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2172 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.");
2173 else 2165 else
2174 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.");
2175 } 2167 }
2168
2176 return success; 2169 return success;
2177} 2170}
2178 2171
2179/* 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.
2180 * 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,
2197 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);
2198 2191
2199 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2201 2194
2202 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2203 2196
2204 if (refresh) 2197 if (refresh)
2205 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.");
2206 else 2199 else
2207 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.");
2209 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2203 new_aura->set_owner (op);
2211 2204
2212 return 1; 2205 return 1;
2213} 2206}
2214
2215 2207
2216/* 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,
2217 * 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
2218 * around him. 2210 * around him.
2219 * Aura parameters: 2211 * Aura parameters:
2220 * duration: duration counter. 2212 * duration: duration counter.
2221 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2223 */ 2215 */
2224
2225void 2216void
2226move_aura (object *aura) 2217move_aura (object *aura)
2227{ 2218{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2233 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2234 2222
2235 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2237 */ 2225 */
2238 aura->remove (); 2226 aura->remove ();
2243 aura->destroy (); 2231 aura->destroy ();
2244 return; 2232 return;
2245 } 2233 }
2246 2234
2247 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2249 { 2237 {
2250 aura->destroy (); 2238 aura->destroy ();
2251 return; 2239 return;
2252 } 2240 }
2253 2241
2254 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2256 */ 2244 */
2257 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2258 2246
2259 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2260 { 2248 {
2261 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2262 2251
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2268 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2269 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2270 */ 2255 */
2271 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)))
2272 { 2257 {
2273 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2274 2259
2275 if (aura->other_arch) 2260 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2277 } 2262 }
2278 } 2263 }
2279 2264
2280 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2281 aura->remove (); 2266 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2283} 2268}
2284 2269
2285/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2286 * op is the piece object. 2271 * op is the piece object.
2287 */ 2272 */
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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