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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.74 by root, Tue Oct 16 00:30:25 2007 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 73 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 75 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 76 wand->destroy ();
77 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 79
80 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82 82
123 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
126 */ 126 */
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 129{
130 int bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name = "arrow"; 131 const char *missile_name = "arrow";
132 132
133 for (object *tmp = op->inv; tmp; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
144 return 0; 144 return 0;
145 } 145 }
146 146
147 object *missile = missile_arch->instance (); 147 object *missile = missile_arch->instance ();
148 148
149 if (stringarg) 149 if (spellparam)
150 { 150 {
151 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
153 { 153 {
154 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
155 155
156 for (; al; al = al->next) 156 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
158 break; 158 break;
159 159
160 if (!al) 160 if (!al)
161 { 161 {
162 missile->destroy (); 162 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0; 164 return 0;
165 } 165 }
166 166
167 if (al->item->slaying) 167 if (al->item->slaying)
168 { 168 {
169 missile->destroy (); 169 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 171 return 0;
172 } 172 }
173 173
174 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
177 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
178 */ 178 */
179 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 180 missile_plus = 0;
181 } 181 }
182 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
184 } 184 }
185 185
186 missile_plus = clamp (missile_plus, -4, 4); 186 missile_plus = clamp (missile_plus, -4, 4);
187 187
188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
203 return 1; 203 return 1;
204} 204}
205 205
206 206
207/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
208 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209int 209int
210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
211{ 211{
212 int food_value; 212 int food_value;
213 archetype *at = NULL; 213 archetype *at = NULL;
214 object *new_op; 214 object *new_op;
215 215
216 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
217 217
218 if (stringarg) 218 if (spellparam)
219 { 219 {
220 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 if (at == NULL) 221 if (at == NULL)
222 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
224 stringarg = NULL; 224 spellparam = NULL;
225 } 225 }
226 226
227 if (!stringarg) 227 if (!spellparam)
228 { 228 {
229 archetype *at_tmp; 229 archetype *at_tmp;
230 230
231 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
232 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
280{ 280{
281 int r, mflags, maxrange; 281 int r, mflags, maxrange;
282 object *tmp; 282 object *tmp;
283 maptile *m; 283 maptile *m;
284 284
285
286 if (!dir) 285 if (!dir)
287 { 286 {
288 examine_monster (op, op); 287 examine_monster (op, op);
289 return 1; 288 return 1;
290 } 289 }
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 303 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 305 return 0;
307 } 306 }
307
308 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
309 { 309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 314 if (tmp->head != NULL)
315 tmp = tmp->head; 315 tmp = tmp->head;
346 346
347 return 1; 347 return 1;
348 } 348 }
349 349
350 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 352 return 1;
353 353
354 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
355 if (!mon->race) 355 if (!mon->race)
356 return 0; 356 return 0;
357 357
358 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 359 return 1;
360 360
361 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
362 return 0; 362 return 0;
363 } 363 }
426/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 427 */
428int 428int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 430{
431 object *tmp, *next;
432 int range, i, j, mflags; 431 int range, i, j, mflags;
433 sint16 sx, sy; 432 sint16 sx, sy;
434 maptile *m; 433 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 434
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 436
441 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 444
449 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
450 continue; 446 continue;
451 447
452 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
453 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 450 {
455 next = tmp->above; 451 next = tmp->above;
452
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 455 }
459 } 456 }
460 457
467 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
468 { 465 {
469 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 468 else
472 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
473 // remove first so we do not call update_stats
474 op->remove ();
475 pl->enter_exit (op);
476 }
477 } 470 }
478 471
479 op->destroy (); 472 op->destroy ();
480} 473}
481 474
497 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
498 return 1; 491 return 1;
499 } 492 }
500 493
501 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
502 if (dummy == NULL) 495
496 if (!dummy)
503 { 497 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
505 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
506 return 0; 500 return 0;
507 } 501 }
571 565
572int 566int
573perceive_self (object *op) 567perceive_self (object *op)
574{ 568{
575 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
577 571
578 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
579 573
580 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
581 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
582 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
583 579
584 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
585 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
586 else 582 else
587 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
588 584
589 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
590 586
591 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
592 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
593 else 589 else
594 { 590 {
595 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
596 592
597 if (tmp) 593 if (tmp)
598 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
599 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
600 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
601 } 597 }
602 598
603 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 602 {
607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 604 {
609 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
610 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
611 else 607 else
612 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 609
614 break; 610 break;
615 } 611 }
616 } 612 }
617 613
618 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619
620 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
621 615
622 return 1; 616 return 1;
623} 617}
624 618
625/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
713 */ 707 */
714 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
715 tmp->set_owner (op); 709 tmp->set_owner (op);
716 710
717 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
718 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
719 713
720 name = tmp->name; 714 name = tmp->name;
721 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
722 { 716 {
723 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
784 778
785 return 1; 779 return 1;
786} 780}
787 781
788int 782int
789dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
790{ 784{
791 uint32 dist, maxdist; 785 uint32 dist, maxdist;
792 int mflags; 786 int mflags;
793 maptile *m; 787 maptile *m;
794 sint16 sx, sy; 788 sint16 sx, sy;
805 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
806 * ever, so put limits in. 800 * ever, so put limits in.
807 */ 801 */
808 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
809 803
810 if (op->contr->count) 804 if (spellparam)
811 { 805 {
806 int count = atoi (spellparam);
807
812 if (op->contr->count > maxdist) 808 if (count > maxdist)
813 { 809 {
814 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
815 return 0; 811 return 0;
816 } 812 }
817 813
818 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
819 { 815 {
820 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
821 817
822 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
823 break; 819 break;
824 820
825 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
826 break; 822 break;
827 } 823 }
828 824
829 if (dist < op->contr->count) 825 if (dist < count)
830 { 826 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
832 op->contr->count = 0;
833 return 0; 828 return 0;
834 } 829 }
835
836 op->contr->count = 0;
837 830
838 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
839 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
840 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
841 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
892 885
893 /* Actually move the player now */ 886 /* Actually move the player now */
894 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
895 return 1; 888 return 1;
896 889
897 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
898 return 1; 892 return 1;
899} 893}
900 894
901/* cast_heal: Heals something. 895/* cast_heal: Heals something.
902 * op is the caster. 896 * op is the caster.
957 if (cure_disease (tmp, op, spell)) 951 if (cure_disease (tmp, op, spell))
958 success = 1; 952 success = 1;
959 953
960 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
961 { 955 {
962 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
963 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
964 if (poison) 958 if (poison)
965 { 959 {
966 success = 1; 960 success = 1;
967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
969 } 963 }
970 } 964 }
971 965
972 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
973 { 967 {
974 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
975 if (poison) 969 if (poison)
976 { 970 {
977 success = 1; 971 success = 1;
978 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
979 poison->duration = 1; 973 poison->duration = 1;
980 } 974 }
981 } 975 }
982 976
983 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
984 { 978 {
985 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
986 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
987 if (poison) 981 if (poison)
988 { 982 {
989 success = 1; 983 success = 1;
990 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1038 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1039 "You are no easier to look at.", 1033 "You are no easier to look at.",
1040}; 1034};
1041 1035
1042int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1044{ 1044{
1045 object *force = NULL; 1045 object *force = 0;
1046 int i; 1046 int i;
1047 1047
1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1049 object *tmp = dir 1049 object *tmp = dir
1050 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1051 : op; 1051 : op;
1052 1052
1053 if (!tmp) 1053 if (!tmp)
1054 return 0; 1054 return 0;
1055 1055
1056 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1064 break; 1064 break;
1065 } 1065 }
1066 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 { 1067 {
1068 if (!silent) 1068 if (!silent)
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1070 return 0; 1073 return 0;
1071 } 1074 }
1072 } 1075 }
1073 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1074 if (force == NULL) 1080 if (force)
1075 {
1076 force = get_archetype (FORCE_NAME);
1077 force->subtype = FORCE_CHANGE_ABILITY;
1078 if (spell_ob->race)
1079 force->name = spell_ob->race;
1080 else
1081 force->name = spell_ob->name;
1082 force->name_pl = spell_ob->name;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1084
1085 } 1081 {
1086 else
1087 {
1088 int duration;
1089
1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1091 if (duration > force->duration) 1082 if (duration > force->duration)
1092 { 1083 {
1093 force->duration = duration; 1084 force->duration = duration;
1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1095 } 1086 }
1096 else 1087 else
1097 {
1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1099 }
1100 1089
1101 return 1; 1090 return 1;
1102 } 1091 }
1103 1092
1104 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1105 force->speed = 1.0; 1108 force->speed = 1.0;
1106 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1107 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1108 1111
1109 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1176 */ 1179 */
1177int 1180int
1178cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1179{ 1182{
1180 int i; 1183 int i;
1181 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1182 1185
1183 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1184 if (dir != 0) 1187 if (dir != 0)
1185 { 1188 {
1186 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1187 } 1193 }
1188 else 1194 else
1189 {
1190 tmp = op; 1195 tmp = op;
1191 }
1192 1196
1193 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1194 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 { 1199 {
1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 { 1201 {
1198 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1199 { 1203 {
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); 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);
1206 return 0; 1210 return 0;
1207 } 1211 }
1208 } 1212 }
1209 } 1213 }
1214
1210 if (force == NULL) 1215 if (force == NULL)
1211 { 1216 {
1212 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1213 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1214 if (spell_ob->race) 1219 if (spell_ob->race)
1245 } 1250 }
1246 else 1251 else
1247 { 1252 {
1248 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1252 {
1253 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1254 } 1257
1255 }
1256 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1257 1259
1258 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1260 1262
1295static void 1297static void
1296alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1297{ 1299{
1298 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1299 1301
1300 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1301 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1302 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1307 * the stuff back to town.
1325 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1326 return 0; 1328 return 0;
1327 1329
1328 archetype *nugget[3]; 1330 archetype *nugget[3];
1329 1331
1330 nugget[0] = archetype::find ("pyrite3"); 1332 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1333 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1334 nugget[2] = archetype::find (shstr_pyrite);
1333 1335
1334 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1335 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1338 * in sight
1337 */ 1339 */
1412 1414
1413bailout: 1415bailout:
1414 return 1; 1416 return 1;
1415} 1417}
1416 1418
1417
1418/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1419 * items. 1420 * items.
1420 */ 1421 */
1421int 1422int
1422remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1423{ 1424{
1424 object *tmp;
1425 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1426 1426
1427 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431 { 1431 {
1432 was_one++; 1432 was_one++;
1433
1433 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1434 { 1435 {
1435 success++; 1436 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1437 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438 1439
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1442 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1443 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 } 1446 }
1445 } 1447 }
1446 1448
1447 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1448 { 1450 {
1462 1464
1463/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1464int 1466int
1465cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1466{ 1468{
1467 dynbuf_text buf;
1468 object *tmp; 1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469 1471
1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1471
1472 if (num_ident < 1)
1473 num_ident = 1;
1474 1473
1475 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1476 { 1475 {
1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1478 { 1477 {
1479 identify (tmp); 1478 identify (tmp);
1480 1479
1481 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1482 { 1481 {
1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1484 1483
1485 if (tmp->msg) 1484 if (tmp->msg)
1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1487 } 1486 }
1488 1487
1489 num_ident--;
1490 if (!num_ident) 1488 if (!--num_ident)
1491 break; 1489 break;
1492 } 1490 }
1493 } 1491 }
1494 1492
1495 /* If all the power of the spell has been used up, don't go and identify 1493 /* If all the power of the spell has been used up, don't go and identify
1501 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1503 { 1501 {
1504 identify (tmp); 1502 identify (tmp);
1505 1503
1506 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1507 { 1505 {
1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1509 1507
1510 if (tmp->msg) 1508 if (tmp->msg)
1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1512
1513 esrv_send_item (op, tmp);
1514 } 1510 }
1515 1511
1516 num_ident--;
1517 if (!num_ident) 1512 if (!--num_ident)
1518 break; 1513 break;
1519 } 1514 }
1520 } 1515 }
1521 1516
1522 if (buf.empty ()) 1517 if (buf.empty ())
1544 1539
1545 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1546 * doing it over and over again. 1541 * doing it over and over again.
1547 */ 1542 */
1548 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1549 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1550 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1551 1546
1552 if (!skill) 1547 if (!skill)
1553 skill = caster; 1548 skill = caster;
1554 1549
1555 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1556 for (y = op->y - range; y <= op->y + range; y++)
1557 { 1551 {
1558 m = op->map;
1559 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1560 if (mflags & P_OUT_OF_MAP)
1561 continue;
1562
1563 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1564 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1565 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1566 * down - that is easier than working up. 1555 * down - that is easier than working up.
1567 */ 1556 */
1568 1557
1569 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1570 last = tmp; 1559 last = tmp;
1571 1560
1572 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1573 * would happen. 1562 * would happen.
1574 */ 1563 */
1575 if (!last) 1564 if (!last)
1576 continue; 1565 continue;
1577 1566
1578 done_one = 0; 1567 done_one = 0;
1579 floor = 0; 1568 floor = 0;
1580 detect = NULL; 1569 detect = NULL;
1581 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1582 { 1571 {
1583 /* show invisible */ 1572 /* show invisible */
1584 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1585 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1586 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1587 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1588 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1589 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1590 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1591 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1592 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1593 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1594 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1595 { 1594 {
1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1597 { 1596 {
1598 tmp->invisible = 0; 1597 tmp->invisible = 0;
1599 done_one = 1; 1598 done_one = 1;
1600 } 1599 }
1601 } 1600 }
1602 1601
1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1604 floor = 1; 1603 floor = 1;
1605 1604
1606 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1607 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1608 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1609 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1610 */ 1609 */
1611 if (floor) 1610 if (floor)
1612 continue; 1611 continue;
1613 1612
1614 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1615 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1616 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1617 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1618 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1619 */ 1618 */
1620 1619
1621 /* detect magic */ 1620 /* detect magic */
1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1624 { 1623 {
1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1626 /* make runes more visibile */ 1625 /* make runes more visibile */
1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1628 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1; 1629 done_one = 1;
1630 } 1630 }
1631
1631 /* detect monster */ 1632 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 { 1634 {
1634 done_one = 2; 1635 done_one = 2;
1636
1635 if (!detect) 1637 if (!detect)
1636 detect = tmp; 1638 detect = tmp;
1637 } 1639 }
1640
1638 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1639 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1640 * race must match. 1643 * race must match.
1641 */ 1644 */
1642 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1643 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1644 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1645 { 1648 {
1646 done_one = 2; 1649 done_one = 2;
1650
1647 if (!detect) 1651 if (!detect)
1648 detect = tmp; 1652 detect = tmp;
1649 } 1653 }
1654
1650 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1651 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1652 { 1657 {
1653 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1654 done_one = 1; 1659 done_one = 1;
1655 } 1660 }
1656 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1657 1662
1658 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
1659 * where the magic is. 1664 * where the magic is.
1660 */ 1665 */
1661 if (done_one) 1666 if (done_one)
1662 { 1667 {
1663 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1664 1669
1665 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1666 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1667 { 1672 {
1668 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1669 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1670 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1671 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1672 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1675 } 1680 }
1676 1681
1677 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1678 } 1683 }
1679 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1680 1685
1681 1686
1682 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* Now process objects in the players inventory if detect curse or magic */
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1684 { 1689 {
1685 done_one = 0; 1690 done_one = 0;
1691
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1693 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1689 { 1695 {
1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1691 { 1697 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1693 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1694 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1695 } 1702 }
1703
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1698 { 1706 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1700 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1701 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 } 1711 }
1703 } /* if item is not identified */ 1712 } /* if item is not identified */
1704 } /* for the players inventory */ 1713 } /* for the players inventory */
1705 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1706 return 1; 1716 return 1;
1707} 1717}
1708 1718
1709 1719
1710/** 1720/**
1723 1733
1724 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1725 1735
1726 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1727 { 1737 {
1728 object *tmp;
1729
1730 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 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; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1739 } 1741 }
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 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."); 1743 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) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1743 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1745 { 1747 {
1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1792 } 1794 }
1793 /* give sp */ 1795 /* give sp */
1794 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1795 { 1797 {
1796 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1797 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1798 return 1; 1800 return 1;
1799 } 1801 }
1800 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1801 else if (op != plyr) 1803 else if (op != plyr)
1802 { 1804 {
1814 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1815 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1816 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1817 if (sucked > 0) 1819 if (sucked > 0)
1818 { 1820 {
1819 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1820 } 1822 }
1821 } 1823 }
1822 return 1; 1824 return 1;
1823 } 1825 }
1824 return 0; 1826 return 0;
1900 break; 1902 break;
1901 } 1903 }
1902 } 1904 }
1903} 1905}
1904 1906
1905
1906
1907/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1908int 1908int
1909cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1910{ 1910{
1911 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break; 1924 break;
1925 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1926 { 1926 {
1927 1927
1928 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1929 { 1929 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0; 1931 return 0;
1932 } 1932 }
1933 else 1933 else
1934 { 1934 {
1935 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1937 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1940 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1942 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1943 return 1; 1945 return 1;
1944 } 1946 }
1945 } 1947 }
1946 } 1948 }
1984 return 0; 1986 return 0;
1985 } 1987 }
1986 1988
1987 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
1988 if (!dir) 1990 if (!dir)
1989 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1990 1992
1991 m = op->map; 1993 m = op->map;
1992 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
1993 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
1994 1996
1995 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
1996 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1997 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1998 { 2000 {
1999 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2000 return 0; 2002 return 0;
2001 } 2003 }
2002 2004
2006 if (!weapon) 2008 if (!weapon)
2007 { 2009 {
2008 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2009 return 0; 2011 return 0;
2010 } 2012 }
2013
2011 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2012 { 2015 {
2013 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2014 return 0; 2017 return 0;
2015 } 2018 }
2019
2016 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2017 { 2021 {
2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2019 return 0; 2023 return 0;
2020 } 2024 }
2025
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2022 { 2027 {
2023 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 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; 2029 return 0;
2025 } 2030 }
2026 2031
2027 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2028 {
2029 tmp = get_split_ob (weapon, 1);
2030 esrv_send_item (op, weapon);
2031 weapon = tmp;
2032 }
2033 2033
2034 /* create the golem object */ 2034 /* create the golem object */
2035 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2036 2036
2037 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2042 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2044 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2045 2045
2046 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2047 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2048 * used above. 2048 * used above.
2049 */ 2049 */
2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2051 weapon->remove (); 2051 weapon->remove ();
2052 2052
2053 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2054 esrv_send_item (op, weapon); 2054
2055 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2056 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2057 * body_info, skills, etc) 2057 * body_info, skills, etc)
2058 */ 2058 */
2059 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2085 2085
2086 /* attacktype */ 2086 /* attacktype */
2087 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2088 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2089 2089
2090 if (materialtype_t *mt = name_to_material (op->materialname))
2091 {
2092 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2093 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2094 a = mt->save[0]; 2092
2095 } 2093 a = op->material->save[0];
2096 else
2097 {
2098 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 5;
2100 a = 10;
2101 }
2102 2094
2103 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2104 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2105 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2106 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2133 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2135 } 2127 }
2136 2128
2137 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2138 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2139 2131
2140 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2141 tmp->direction = dir; 2133 tmp->direction = dir;
2142 2134
2143 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2147/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2148 2140
2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2150 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2151 */ 2143 */
2152
2153int 2144int
2154cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2155{ 2146{
2156 int success; 2147 int success;
2157 2148
2165 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2167 else 2158 else
2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2169 } 2160 }
2161
2170 return success; 2162 return success;
2171} 2163}
2172 2164
2173/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2174 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2192 2184
2193 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2194 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2195 2187
2196 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2197 2189
2198 if (refresh) 2190 if (refresh)
2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2200 else 2192 else
2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2272 * op is the piece object. 2264 * op is the piece object.
2273 */ 2265 */
2274void 2266void
2275move_peacemaker (object *op) 2267move_peacemaker (object *op)
2276{ 2268{
2277 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2278
2279 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2280 { 2270 {
2281 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2282 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2283 2273
2284 if (tmp->head)
2285 victim = tmp->head;
2286 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2287 continue; 2275 continue;
2276
2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2289 continue; 2278 continue;
2279
2290 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2291 continue; 2281 continue;
2292 2282
2293 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2295 2285
2296 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2287 {
2298 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2299 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2300 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2301 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2302#if 0 2293#if 0
2303 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2304 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2311 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2313 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2314 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2315 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2316 if (victim->name) 2308 if (victim->name)
2317 {
2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2319 } 2310 }
2320 }
2321 } 2311 }
2322} 2312}
2323
2324 2313
2325/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2326 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2327 */ 2316 */
2328
2329int 2317int
2330write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2331{ 2319{
2332 char rune[HUGE_BUF];
2333 object *tmp;
2334
2335 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2336 { 2321 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2338 return 0; 2323 return 0;
2339 } 2324 }
2340 2325
2341 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2342 { 2327 {
2343 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2344 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2345 return 0; 2330 return 0;
2346 } 2331 }
2332
2347 if (!spell->other_arch) 2333 if (!spell->other_arch)
2348 return 0; 2334 return 0;
2335
2349 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2350
2351 snprintf (rune, sizeof (rune), "%s\n", msg);
2352 2337
2353 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2354 tmp->msg = rune; 2339 tmp->msg = msg;
2355 2340
2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2357 return 1; 2343 return 1;
2358} 2344}
2345

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