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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.78 by root, Tue Jan 15 12:02:24 2008 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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>
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
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 { 303 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0; 305 return 0;
306 } 306 }
307
307 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
308 { 309 {
309 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)
310 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)))
311 { 312 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 314 if (tmp->head != NULL)
314 tmp = tmp->head; 315 tmp = tmp->head;
345 346
346 return 1; 347 return 1;
347 } 348 }
348 349
349 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 352 return 1;
352 353
353 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
354 if (!mon->race) 355 if (!mon->race)
355 return 0; 356 return 0;
356 357
357 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 359 return 1;
359 360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 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)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
466 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
467 { 465 {
468 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))
469 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.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 470 }
477 471
478 op->destroy (); 472 op->destroy ();
479} 473}
480 474
496 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.");
497 return 1; 491 return 1;
498 } 492 }
499 493
500 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 495
496 if (!dummy)
502 { 497 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 500 return 0;
506 } 501 }
570 565
571int 566int
572perceive_self (object *op) 567perceive_self (object *op)
573{ 568{
574 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
576 571
577 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 573
579 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
580 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 579
583 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
585 else 582 else
586 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
587 584
588 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
589 586
590 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
592 else 589 else
593 { 590 {
594 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
595 592
596 if (tmp) 593 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
599 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));
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 602 {
606 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 604 {
608 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
610 else 607 else
611 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";
612 609
613 break; 610 break;
614 } 611 }
615 } 612 }
616 613
617 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 615
621 return 1; 616 return 1;
622} 617}
623 618
624/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
712 */ 707 */
713 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 709 tmp->set_owner (op);
715 710
716 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
718 713
719 name = tmp->name; 714 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 716 {
722 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);
783 778
784 return 1; 779 return 1;
785} 780}
786 781
787int 782int
788dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 784{
790 uint32 dist, maxdist; 785 uint32 dist, maxdist;
791 int mflags; 786 int mflags;
792 maptile *m; 787 maptile *m;
793 sint16 sx, sy; 788 sint16 sx, sy;
804 /* 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
805 * ever, so put limits in. 800 * ever, so put limits in.
806 */ 801 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 803
809 if (op->contr->count) 804 if (spellparam)
810 { 805 {
806 int count = atoi (spellparam);
807
811 if (op->contr->count > maxdist) 808 if (count > maxdist)
812 { 809 {
813 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!");
814 return 0; 811 return 0;
815 } 812 }
816 813
817 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
818 { 815 {
819 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);
820 817
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 819 break;
823 820
824 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)))
825 break; 822 break;
826 } 823 }
827 824
828 if (dist < op->contr->count) 825 if (dist < count)
829 { 826 {
830 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");
831 op->contr->count = 0;
832 return 0; 828 return 0;
833 } 829 }
834
835 op->contr->count = 0;
836 830
837 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
838 * 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,
839 * 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
840 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
891 885
892 /* Actually move the player now */ 886 /* Actually move the player now */
893 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)))
894 return 1; 888 return 1;
895 889
896 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
897 return 1; 892 return 1;
898} 893}
899 894
900/* cast_heal: Heals something. 895/* cast_heal: Heals something.
901 * op is the caster. 896 * op is the caster.
956 if (cure_disease (tmp, op, spell)) 951 if (cure_disease (tmp, op, spell))
957 success = 1; 952 success = 1;
958 953
959 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
960 { 955 {
961 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
963 if (poison) 958 if (poison)
964 { 959 {
965 success = 1; 960 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 963 }
969 } 964 }
970 965
971 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
972 { 967 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 969 if (poison)
975 { 970 {
976 success = 1; 971 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 973 poison->duration = 1;
979 } 974 }
980 } 975 }
981 976
982 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
983 { 978 {
984 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
986 if (poison) 981 if (poison)
987 { 982 {
988 success = 1; 983 success = 1;
989 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.");
1037 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1038 "You are no easier to look at.", 1033 "You are no easier to look at.",
1039}; 1034};
1040 1035
1041int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1042cast_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)
1043{ 1044{
1044 object *force = NULL; 1045 object *force = 0;
1045 int i; 1046 int i;
1046 1047
1047 /* 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. */
1048 object *tmp = dir 1049 object *tmp = dir
1049 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1050 : op; 1051 : op;
1051 1052
1052 if (!tmp) 1053 if (!tmp)
1053 return 0; 1054 return 0;
1054 1055
1055 /* 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. */
1063 break; 1064 break;
1064 } 1065 }
1065 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 { 1067 {
1067 if (!silent) 1068 if (!silent)
1068 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
1069 return 0; 1073 return 0;
1070 } 1074 }
1071 } 1075 }
1072 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1073 if (force == NULL) 1080 if (force)
1074 {
1075 force = get_archetype (FORCE_NAME);
1076 force->subtype = FORCE_CHANGE_ABILITY;
1077 if (spell_ob->race)
1078 force->name = spell_ob->race;
1079 else
1080 force->name = spell_ob->name;
1081 force->name_pl = spell_ob->name;
1082 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1083
1084 } 1081 {
1085 else
1086 {
1087 int duration;
1088
1089 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1090 if (duration > force->duration) 1082 if (duration > force->duration)
1091 { 1083 {
1092 force->duration = duration; 1084 force->duration = duration;
1093 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.");
1094 } 1086 }
1095 else 1087 else
1096 {
1097 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.");
1098 }
1099 1089
1100 return 1; 1090 return 1;
1101 } 1091 }
1102 1092
1103 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
1104 force->speed = 1.0; 1108 force->speed = 1.0;
1105 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1106 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1107 1111
1108 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1175 */ 1179 */
1176int 1180int
1177cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178{ 1182{
1179 int i; 1183 int i;
1180 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181 1185
1182 /* 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. */
1183 if (dir != 0) 1187 if (dir != 0)
1184 { 1188 {
1185 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1186 } 1193 }
1187 else 1194 else
1188 {
1189 tmp = op; 1195 tmp = op;
1190 }
1191 1196
1192 /* 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. */
1193 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1194 { 1199 {
1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1196 { 1201 {
1197 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1198 { 1203 {
1204 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);
1205 return 0; 1210 return 0;
1206 } 1211 }
1207 } 1212 }
1208 } 1213 }
1214
1209 if (force == NULL) 1215 if (force == NULL)
1210 { 1216 {
1211 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1213 if (spell_ob->race) 1219 if (spell_ob->race)
1244 } 1250 }
1245 else 1251 else
1246 { 1252 {
1247 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1248 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1249 {
1250 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1251 {
1252 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]);
1253 } 1257
1254 }
1255 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1256 1259
1257 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1258 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1259 1262
1324 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1325 return 0; 1328 return 0;
1326 1329
1327 archetype *nugget[3]; 1330 archetype *nugget[3];
1328 1331
1329 nugget[0] = archetype::find ("pyrite3"); 1332 nugget[0] = archetype::find (shstr_pyrite3);
1330 nugget[1] = archetype::find ("pyrite2"); 1333 nugget[1] = archetype::find (shstr_pyrite2);
1331 nugget[2] = archetype::find ("pyrite"); 1334 nugget[2] = archetype::find (shstr_pyrite);
1332 1335
1333 /* 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
1334 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1335 * in sight 1338 * in sight
1336 */ 1339 */
1411 1414
1412bailout: 1415bailout:
1413 return 1; 1416 return 1;
1414} 1417}
1415 1418
1416
1417/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1418 * items. 1420 * items.
1419 */ 1421 */
1420int 1422int
1421remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1422{ 1424{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1425 1426
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1431 {
1431 was_one++; 1432 was_one++;
1433
1432 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1433 { 1435 {
1434 success++; 1436 success++;
1435 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1436 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1437 1439
1438 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1440 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1441 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1442 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 } 1446 }
1444 } 1447 }
1445 1448
1446 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1447 { 1450 {
1461 1464
1462/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1463int 1466int
1464cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1465{ 1468{
1466 dynbuf_text buf;
1467 object *tmp; 1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1468 1471
1469 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));
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473 1473
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1475 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 { 1477 {
1478 identify (tmp); 1478 identify (tmp);
1479 1479
1480 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1481 { 1481 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1483
1484 if (tmp->msg) 1484 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1486 }
1487 1487
1488 num_ident--;
1489 if (!num_ident) 1488 if (!--num_ident)
1490 break; 1489 break;
1491 } 1490 }
1492 } 1491 }
1493 1492
1494 /* 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
1500 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)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502 { 1501 {
1503 identify (tmp); 1502 identify (tmp);
1504 1503
1505 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1506 { 1505 {
1507 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));
1508 1507
1509 if (tmp->msg) 1508 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511
1512 esrv_send_item (op, tmp);
1513 } 1510 }
1514 1511
1515 num_ident--;
1516 if (!num_ident) 1512 if (!--num_ident)
1517 break; 1513 break;
1518 } 1514 }
1519 } 1515 }
1520 1516
1521 if (buf.empty ()) 1517 if (buf.empty ())
1543 1539
1544 /* 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
1545 * doing it over and over again. 1541 * doing it over and over again.
1546 */ 1542 */
1547 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1546
1551 if (!skill) 1547 if (!skill)
1552 skill = caster; 1548 skill = caster;
1553 1549
1554 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1551 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1555 * down - that is easier than working up.
1566 */ 1556 */
1567 1557
1568 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)
1569 last = tmp; 1559 last = tmp;
1570 1560
1571 /* 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
1572 * would happen. 1562 * would happen.
1573 */ 1563 */
1574 if (!last) 1564 if (!last)
1575 continue; 1565 continue;
1576 1566
1577 done_one = 0; 1567 done_one = 0;
1578 floor = 0; 1568 floor = 0;
1579 detect = NULL; 1569 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1571 {
1582 /* show invisible */ 1572 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1588 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
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1593 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)))
1594 { 1594 {
1595 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)
1596 { 1596 {
1597 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1; 1598 done_one = 1;
1599 } 1599 }
1600 } 1600 }
1601 1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1603 floor = 1;
1604 1604
1605 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1606 * 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
1607 * 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
1608 * 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.
1609 */ 1609 */
1610 if (floor) 1610 if (floor)
1611 continue; 1611 continue;
1612 1612
1613 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1614 * 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.
1615 * 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
1616 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1618 */ 1618 */
1619 1619
1620 /* detect magic */ 1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !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))
1623 { 1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1628 done_one = 1; 1629 done_one = 1;
1629 } 1630 }
1631
1630 /* detect monster */ 1632 /* detect monster */
1631 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))
1632 { 1634 {
1633 done_one = 2; 1635 done_one = 2;
1636
1634 if (!detect) 1637 if (!detect)
1635 detect = tmp; 1638 detect = tmp;
1636 } 1639 }
1640
1637 /* 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
1638 * 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
1639 * race must match. 1643 * race must match.
1640 */ 1644 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1644 { 1648 {
1645 done_one = 2; 1649 done_one = 2;
1650
1646 if (!detect) 1651 if (!detect)
1647 detect = tmp; 1652 detect = tmp;
1648 } 1653 }
1654
1649 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) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1657 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1659 done_one = 1;
1654 } 1660 }
1655 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1656 1662
1657 /* 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
1658 * where the magic is. 1664 * where the magic is.
1659 */ 1665 */
1660 if (done_one) 1666 if (done_one)
1661 { 1667 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1663 1669
1664 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1666 { 1672 {
1667 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1680 }
1675 1681
1676 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1677 } 1683 }
1678 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1679 1685
1680 1686
1681 /* 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 */
1682 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))
1683 { 1689 {
1684 done_one = 0; 1690 done_one = 0;
1691
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1693 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1695 {
1689 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))
1690 { 1697 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1702 }
1703
1695 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) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1706 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1711 }
1702 } /* if item is not identified */ 1712 } /* if item is not identified */
1703 } /* for the players inventory */ 1713 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1705 return 1; 1716 return 1;
1706} 1717}
1707 1718
1708 1719
1709/** 1720/**
1722 1733
1723 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.");
1724 1735
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1737 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1738 } 1741 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 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.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 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!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1747 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 } 1794 }
1792 /* give sp */ 1795 /* give sp */
1793 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1794 { 1797 {
1795 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);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1800 return 1;
1798 } 1801 }
1799 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1803 else if (op != plyr)
1801 { 1804 {
1813 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1816 if (sucked > 0) 1819 if (sucked > 0)
1817 { 1820 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1822 }
1820 } 1823 }
1821 return 1; 1824 return 1;
1822 } 1825 }
1823 return 0; 1826 return 0;
1899 break; 1902 break;
1900 } 1903 }
1901 } 1904 }
1902} 1905}
1903 1906
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1907int 1908int
1908cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1909{ 1910{
1910 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break; 1924 break;
1924 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1925 { 1926 {
1926 1927
1927 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1928 { 1929 {
1929 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);
1930 return 0; 1931 return 0;
1931 } 1932 }
1932 else 1933 else
1933 { 1934 {
1934 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1937 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1939 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1941 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);
1942 return 1; 1945 return 1;
1943 } 1946 }
1944 } 1947 }
1945 } 1948 }
1983 return 0; 1986 return 0;
1984 } 1987 }
1985 1988
1986 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
1987 if (!dir) 1990 if (!dir)
1988 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);
1989 1992
1990 m = op->map; 1993 m = op->map;
1991 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
1993 1996
1994 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
1995 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)
1996 ((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))
1997 { 2000 {
1998 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.");
1999 return 0; 2002 return 0;
2000 } 2003 }
2001 2004
2005 if (!weapon) 2008 if (!weapon)
2006 { 2009 {
2007 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!");
2008 return 0; 2011 return 0;
2009 } 2012 }
2013
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2015 {
2012 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.");
2013 return 0; 2017 return 0;
2014 } 2018 }
2019
2015 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2016 { 2021 {
2017 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.");
2018 return 0; 2023 return 0;
2019 } 2024 }
2025
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 { 2027 {
2022 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));
2023 return 0; 2029 return 0;
2024 } 2030 }
2025 2031
2026 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2033
2033 /* create the golem object */ 2034 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2035 2036
2036 /* 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 */
2041 tmp->set_owner (op); 2042 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2044 2045
2045 /* 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
2046 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2047 * used above. 2048 * used above.
2048 */ 2049 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2051 weapon->remove ();
2051 2052
2052 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2054
2054 /* 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,
2055 * 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
2056 * body_info, skills, etc) 2057 * body_info, skills, etc)
2057 */ 2058 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2084 2085
2085 /* attacktype */ 2086 /* attacktype */
2086 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2088 2089
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093 a = mt->save[0]; 2092
2094 } 2093 a = op->material->save[0];
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101 2094
2102 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2132 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2127 }
2135 2128
2136 /* 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. */
2137 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));
2138 2131
2139 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2140 tmp->direction = dir; 2133 tmp->direction = dir;
2141 2134
2142 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2147 2140
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2150 */ 2143 */
2151
2152int 2144int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2146{
2155 int success; 2147 int success;
2156 2148
2164 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2165 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.");
2166 else 2158 else
2167 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.");
2168 } 2160 }
2161
2169 return success; 2162 return success;
2170} 2163}
2171 2164
2172/* 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.
2173 * 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,
2190 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);
2191 2184
2192 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2193 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2194 2187
2195 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2196 2189
2197 if (refresh) 2190 if (refresh)
2198 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.");
2199 else 2192 else
2200 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.");
2271 * op is the piece object. 2264 * op is the piece object.
2272 */ 2265 */
2273void 2266void
2274move_peacemaker (object *op) 2267move_peacemaker (object *op)
2275{ 2268{
2276 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2277
2278 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2279 { 2270 {
2280 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2281 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2282 2273
2283 if (tmp->head)
2284 victim = tmp->head;
2285 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2286 continue; 2275 continue;
2276
2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2288 continue; 2278 continue;
2279
2289 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2290 continue; 2281 continue;
2291 2282
2292 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2293 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2294 2285
2295 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2296 { 2287 {
2297 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2298 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2299 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2300 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2301#if 0 2293#if 0
2302 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2303 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2310 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2312 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2313 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2314 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2315 if (victim->name) 2308 if (victim->name)
2316 {
2317 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);
2318 } 2310 }
2319 }
2320 } 2311 }
2321} 2312}
2322
2323 2313
2324/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2325 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2326 */ 2316 */
2327
2328int 2317int
2329write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2330{ 2319{
2331 char rune[HUGE_BUF];
2332 object *tmp;
2333
2334 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2335 { 2321 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2337 return 0; 2323 return 0;
2338 } 2324 }
2339 2325
2340 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2341 { 2327 {
2342 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?");
2343 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);
2344 return 0; 2330 return 0;
2345 } 2331 }
2332
2346 if (!spell->other_arch) 2333 if (!spell->other_arch)
2347 return 0; 2334 return 0;
2335
2348 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2349
2350 snprintf (rune, sizeof (rune), "%s\n", msg);
2351 2337
2352 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2353 tmp->msg = rune; 2339 tmp->msg = msg;
2354 2340
2355 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2356 return 1; 2343 return 1;
2357} 2344}
2345

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