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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.84 by root, Tue Jul 8 08:33:27 2008 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

122 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 128{
129 int bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 130 const char *missile_name = "arrow";
131 131
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 143 return 0;
144 } 144 }
145 145
146 object *missile = missile_arch->instance (); 146 object *missile = missile_arch->instance ();
147 147
148 if (stringarg) 148 if (spellparam)
149 { 149 {
150 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
152 { 152 {
153 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
154 154
155 for (; al; al = al->next) 155 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
157 break; 157 break;
158 158
159 if (!al) 159 if (!al)
160 { 160 {
161 missile->destroy (); 161 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
163 return 0; 163 return 0;
164 } 164 }
165 165
166 if (al->item->slaying) 166 if (al->item->slaying)
167 { 167 {
168 missile->destroy (); 168 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 170 return 0;
171 } 171 }
172 172
173 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
177 */ 177 */
178 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 179 missile_plus = 0;
180 } 180 }
181 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
183 } 183 }
184 184
185 missile_plus = clamp (missile_plus, -4, 4); 185 missile_plus = clamp (missile_plus, -4, 4);
186 186
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 202 return 1;
203} 203}
204 204
205 205
206/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 208int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 210{
211 int food_value; 211 int food_value;
212 archetype *at = NULL; 212 archetype *at = NULL;
213 object *new_op; 213 object *new_op;
214 214
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 216
217 if (stringarg) 217 if (spellparam)
218 { 218 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 220 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 223 spellparam = NULL;
224 } 224 }
225 225
226 if (!stringarg) 226 if (!spellparam)
227 { 227 {
228 archetype *at_tmp; 228 archetype *at_tmp;
229 229
230 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
345 345
346 return 1; 346 return 1;
347 } 347 }
348 348
349 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 351 return 1;
352 352
353 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
354 if (!mon->race) 354 if (!mon->race)
355 return 0; 355 return 0;
356 356
357 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 358 return 1;
359 359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 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)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
569perceive_self (object *op) 566perceive_self (object *op)
570{ 567{
571 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 570
574 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 572
576 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
577 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
578 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 578
580 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
581 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
582 else 581 else
583 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
584 583
585 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
586 585
587 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
588 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
589 else 588 else
590 { 589 {
591 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
592 591
593 if (tmp) 592 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
596 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));
597 } 596 }
598 597
599 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 601 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 603 {
605 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
606 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
607 else 606 else
608 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";
609 608
610 break; 609 break;
611 } 610 }
612 } 611 }
613 612
614 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 614
618 return 1; 615 return 1;
619} 616}
620 617
621/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
709 */ 706 */
710 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op); 708 tmp->set_owner (op);
712 709
713 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
714 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
715 712
716 name = tmp->name; 713 name = tmp->name;
717 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
718 { 715 {
719 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);
780 777
781 return 1; 778 return 1;
782} 779}
783 780
784int 781int
785dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 783{
787 uint32 dist, maxdist; 784 uint32 dist, maxdist;
788 int mflags; 785 int mflags;
789 maptile *m; 786 maptile *m;
790 sint16 sx, sy; 787 sint16 sx, sy;
801 /* 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
802 * ever, so put limits in. 799 * ever, so put limits in.
803 */ 800 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 802
806 if (op->contr->count) 803 if (spellparam)
807 { 804 {
805 int count = atoi (spellparam);
806
808 if (op->contr->count > maxdist) 807 if (count > maxdist)
809 { 808 {
810 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!");
811 return 0; 810 return 0;
812 } 811 }
813 812
814 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
815 { 814 {
816 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);
817 816
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 818 break;
820 819
821 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)))
822 break; 821 break;
823 } 822 }
824 823
825 if (dist < op->contr->count) 824 if (dist < count)
826 { 825 {
827 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");
828 op->contr->count = 0;
829 return 0; 827 return 0;
830 } 828 }
831
832 op->contr->count = 0;
833 829
834 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
835 * 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,
836 * 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
837 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1034 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1031 "You are no easier to look at.",
1036}; 1032};
1037 1033
1038int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1039cast_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)
1040{ 1042{
1041 object *force = NULL; 1043 object *force = 0;
1042 int i; 1044 int i;
1043 1045
1044 /* 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. */
1045 object *tmp = dir 1047 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1049 : op;
1048 1050
1049 if (!tmp) 1051 if (!tmp)
1050 return 0; 1052 return 0;
1051 1053
1052 /* 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. */
1061 } 1063 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1065 {
1064 if (!silent) 1066 if (!silent)
1065 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
1066 return 0; 1069 return 0;
1067 } 1070 }
1068 } 1071 }
1069 } 1072 }
1070 if (force == NULL) 1073
1074 if (!force)
1071 { 1075 {
1072 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1074 if (spell_ob->race) 1079 if (spell_ob->race)
1075 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1076 else 1081 else
1077 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1078 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1079 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.");
1080 1086
1081 } 1087 }
1082 else 1088 else
1083 { 1089 {
1084 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1085 1091
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1092 if (duration > force->duration)
1088 { 1093 {
1089 force->duration = duration; 1094 force->duration = duration;
1090 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.");
1091 } 1096 }
1092 else 1097 else
1093 {
1094 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.");
1095 }
1096 1099
1097 return 1; 1100 return 1;
1098 } 1101 }
1099 1102
1100 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;
1172 */ 1175 */
1173int 1176int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1178{
1176 int i; 1179 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1181
1179 /* 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. */
1180 if (dir != 0) 1183 if (dir != 0)
1181 { 1184 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1183 } 1189 }
1184 else 1190 else
1185 {
1186 tmp = op; 1191 tmp = op;
1187 }
1188 1192
1189 /* 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. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1195 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1197 {
1194 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1195 { 1199 {
1201 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);
1202 return 0; 1206 return 0;
1203 } 1207 }
1204 } 1208 }
1205 } 1209 }
1210
1206 if (force == NULL) 1211 if (force == NULL)
1207 { 1212 {
1208 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1215 if (spell_ob->race)
1414 * items. 1419 * items.
1415 */ 1420 */
1416int 1421int
1417remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1418{ 1423{
1419 object *tmp;
1420 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1421 1425
1422 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1423 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1424 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1425 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1426 { 1430 {
1427 was_one++; 1431 was_one++;
1428 1432
1429 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1430 { 1434 {
1431 success++; 1435 success++;
1432 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1433 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1434 1438
1459 1463
1460/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1461int 1465int
1462cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1463{ 1467{
1464 dynbuf_text buf;
1465 object *tmp; 1468 object *tmp;
1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1466 1470
1467 int 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));
1468
1469 if (num_ident < 1)
1470 num_ident = 1;
1471 1472
1472 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1473 { 1474 {
1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1475 { 1476 {
1476 identify (tmp); 1477 identify (tmp);
1477 1478
1478 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1479 { 1480 {
1480 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481 1482
1482 if (tmp->msg) 1483 if (tmp->msg)
1483 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1484 } 1485 }
1485 1486
1486 num_ident--;
1487 if (!num_ident) 1487 if (!--num_ident)
1488 break; 1488 break;
1489 } 1489 }
1490 } 1490 }
1491 1491
1492 /* 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
1500 { 1500 {
1501 identify (tmp); 1501 identify (tmp);
1502 1502
1503 if (object *pl = tmp->visible_to ()) 1503 if (object *pl = tmp->visible_to ())
1504 { 1504 {
1505 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1506 1506
1507 if (tmp->msg) 1507 if (tmp->msg)
1508 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1509 } 1509 }
1510 1510
1511 num_ident--;
1512 if (!num_ident) 1511 if (!--num_ident)
1513 break; 1512 break;
1514 } 1513 }
1515 } 1514 }
1516 1515
1517 if (buf.empty ()) 1516 if (buf.empty ())
1539 1538
1540 /* 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
1541 * doing it over and over again. 1540 * doing it over and over again.
1542 */ 1541 */
1543 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1544 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1545 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1546 1545
1547 if (!skill) 1546 if (!skill)
1548 skill = caster; 1547 skill = caster;
1549 1548
1550 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1551 for (y = op->y - range; y <= op->y + range; y++)
1552 { 1550 {
1553 m = op->map;
1554 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1555 if (mflags & P_OUT_OF_MAP)
1556 continue;
1557
1558 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1559 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1560 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1561 * down - that is easier than working up. 1554 * down - that is easier than working up.
1562 */ 1555 */
1563 1556
1564 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)
1565 last = tmp; 1558 last = tmp;
1566 1559
1567 /* 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
1568 * would happen. 1561 * would happen.
1569 */ 1562 */
1570 if (!last) 1563 if (!last)
1571 continue; 1564 continue;
1572 1565
1573 done_one = 0; 1566 done_one = 0;
1574 floor = 0; 1567 floor = 0;
1575 detect = NULL; 1568 detect = NULL;
1576 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1577 { 1570 {
1578 /* show invisible */ 1571 /* show invisible */
1579 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1580 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1581 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1582 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1583 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1584 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
1585 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1586 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1587 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1588 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1589 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)))
1590 { 1593 {
1591 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)
1592 { 1595 {
1593 tmp->invisible = 0; 1596 tmp->invisible = 0;
1594 done_one = 1; 1597 done_one = 1;
1595 } 1598 }
1596 } 1599 }
1597 1600
1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1599 floor = 1; 1602 floor = 1;
1600 1603
1601 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1602 * 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
1603 * 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
1604 * 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.
1605 */ 1608 */
1606 if (floor) 1609 if (floor)
1607 continue; 1610 continue;
1608 1611
1609 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1610 * 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.
1611 * 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
1612 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1613 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1614 */ 1617 */
1615 1618
1616 /* detect magic */ 1619 /* detect magic */
1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1618 !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))
1619 { 1622 {
1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1621 /* make runes more visibile */ 1624 /* make runes more visibile */
1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1623 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1624 done_one = 1; 1628 done_one = 1;
1625 } 1629 }
1630
1626 /* detect monster */ 1631 /* detect monster */
1627 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))
1628 { 1633 {
1629 done_one = 2; 1634 done_one = 2;
1635
1630 if (!detect) 1636 if (!detect)
1631 detect = tmp; 1637 detect = tmp;
1632 } 1638 }
1639
1633 /* 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
1634 * 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
1635 * race must match. 1642 * race must match.
1636 */ 1643 */
1637 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1638 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1639 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1640 { 1647 {
1641 done_one = 2; 1648 done_one = 2;
1649
1642 if (!detect) 1650 if (!detect)
1643 detect = tmp; 1651 detect = tmp;
1644 } 1652 }
1653
1645 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) &&
1646 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1647 { 1656 {
1648 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1649 done_one = 1; 1658 done_one = 1;
1650 } 1659 }
1651 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1652 1661
1653 /* 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
1654 * where the magic is. 1663 * where the magic is.
1655 */ 1664 */
1656 if (done_one) 1665 if (done_one)
1657 { 1666 {
1658 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1659 1668
1660 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1661 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1662 { 1671 {
1663 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1664 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1665 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1666 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1667 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1668 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1669 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1670 } 1679 }
1671 1680
1672 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1673 } 1682 }
1674 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1675 1684
1676 1685
1677 /* 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 */
1678 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))
1679 { 1688 {
1723 1732
1724 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.");
1725 1734
1726 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1727 { 1736 {
1728 object *tmp;
1729
1730 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1731
1732 /* Explodes a fireball centered at player */
1733 tmp = get_archetype (EXPLODING_FIREBALL);
1734 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1735 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1736
1737 tmp->insert_at (victim);
1738 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1739 } 1740 }
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1741 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.");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1743 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!");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1745 { 1746 {
1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1792 } 1793 }
1793 /* give sp */ 1794 /* give sp */
1794 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1795 { 1796 {
1796 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);
1797 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1798 return 1; 1799 return 1;
1799 } 1800 }
1800 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1801 else if (op != plyr) 1802 else if (op != plyr)
1802 { 1803 {
1814 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1815 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1816 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1817 if (sucked > 0) 1818 if (sucked > 0)
1818 { 1819 {
1819 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1820 } 1821 }
1821 } 1822 }
1822 return 1; 1823 return 1;
1823 } 1824 }
1824 return 0; 1825 return 0;
1921 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1922 break; 1923 break;
1923 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1924 { 1925 {
1925 1926
1926 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1927 { 1928 {
1928 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);
1929 return 0; 1930 return 0;
1930 } 1931 }
1931 else 1932 else
1932 { 1933 {
1933 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1934 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1935 tmp->name = buf; 1936 tmp->name = buf;
1936 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1937 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1938 1939
1939 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1941 1942
2006 if (!weapon) 2007 if (!weapon)
2007 { 2008 {
2008 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!");
2009 return 0; 2010 return 0;
2010 } 2011 }
2012
2011 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2012 { 2014 {
2013 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.");
2014 return 0; 2016 return 0;
2015 } 2017 }
2018
2016 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2017 { 2020 {
2018 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.");
2019 return 0; 2022 return 0;
2020 } 2023 }
2024
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2022 { 2026 {
2023 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));
2024 return 0; 2028 return 0;
2025 } 2029 }
2128 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2130 } 2134 }
2131 2135
2132 /* 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. */
2133 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));
2134 2138
2135 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2136 tmp->direction = dir; 2140 tmp->direction = dir;
2137 2141
2138 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2142/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2143 2147
2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2145 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2146 */ 2150 */
2147
2148int 2151int
2149cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2150{ 2153{
2151 int success; 2154 int success;
2152 2155
2160 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2161 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.");
2162 else 2165 else
2163 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.");
2164 } 2167 }
2168
2165 return success; 2169 return success;
2166} 2170}
2167 2171
2168/* 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.
2169 * 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,
2186 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);
2187 2191
2188 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2189 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2190 2194
2191 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2192 2196
2193 if (refresh) 2197 if (refresh)
2194 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.");
2195 else 2199 else
2196 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.");
2267 * op is the piece object. 2271 * op is the piece object.
2268 */ 2272 */
2269void 2273void
2270move_peacemaker (object *op) 2274move_peacemaker (object *op)
2271{ 2275{
2272 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2273
2274 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2275 { 2277 {
2276 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2277 object *victim = tmp->head_ (); 2279 object *victim = tmp->head_ ();
2278 2280
2279 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2314 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);
2315 } 2317 }
2316 } 2318 }
2317} 2319}
2318 2320
2319
2320/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2321 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2322 */ 2323 */
2323
2324int 2324int
2325write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2326{ 2326{
2327 char rune[HUGE_BUF];
2328 object *tmp;
2329
2330 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2331 { 2328 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2333 return 0; 2330 return 0;
2334 } 2331 }
2337 { 2334 {
2338 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?");
2339 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);
2340 return 0; 2337 return 0;
2341 } 2338 }
2339
2342 if (!spell->other_arch) 2340 if (!spell->other_arch)
2343 return 0; 2341 return 0;
2342
2344 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2345
2346 snprintf (rune, sizeof (rune), "%s\n", msg);
2347 2344
2348 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2349 tmp->msg = rune; 2346 tmp->msg = msg;
2350 2347
2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2352 return 1; 2350 return 1;
2353} 2351}
2352

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