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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC vs.
Revision 1.103 by elmex, Mon Jun 8 08:57:34 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (stringarg)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (stringarg)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 220 if (at == NULL)
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
335 * pl is invisible. 330 * pl is invisible.
336 */ 331 */
337int 332int
338makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
339{ 334{
340
341 if (!pl->invisible) 335 if (!pl->invisible)
342 return 0; 336 return 0;
337
343 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
344 { 339 {
345 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
347 { 342 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 344 return 0;
345
350 return 1; 346 return 1;
351 } 347 }
348
352 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 351 return 1;
352
355 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
356 if (!mon->race) 354 if (!mon->race)
357 return 0; 355 return 0;
356
358 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 358 return 1;
359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
363 else 363 else
364 { 364 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
466 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
467 { 464 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 467 else
471 { 468 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 } 469 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 490 return 1;
498 } 491 }
499 492
500 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 494
495 if (!dummy)
502 { 496 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 499 return 0;
506 } 500 }
572perceive_self (object *op) 566perceive_self (object *op)
573{ 567{
574 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
576 570
577 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 572
579 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
580 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 578
583 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
585 else 581 else
586 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
587 583
588 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
589 585
590 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
592 else 588 else
593 { 589 {
594 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
595 591
596 if (tmp) 592 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 601 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 603 {
608 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
610 else 606 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 608
613 break; 609 break;
614 } 610 }
615 } 611 }
616 612
617 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 614
621 return 1; 615 return 1;
622} 616}
623 617
624/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
712 */ 706 */
713 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 708 tmp->set_owner (op);
715 709
716 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
718 712
719 name = tmp->name; 713 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 715 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
895 889
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897 return 1; 891 return 1;
898} 892}
899 893
900
901/* cast_heal: Heals something. 894/* cast_heal: Heals something.
902 * op is the caster. 895 * op is the caster.
903 * dir is the direction he is casting it in. 896 * dir is the direction he is casting it in.
904 * spell is the spell object. 897 * spell is the spell object.
905 */ 898 */
931 { 924 {
932 /* See how many points we actually heal. Instead of messages 925 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 926 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 927 * on amount of damage healed.
935 */ 928 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
938 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
939 933
940 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 936 else if (heal > 50)
951 success = 1; 945 success = 1;
952 } 946 }
953 } 947 }
954 948
955 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op, spell))
957 success = 1; 951 success = 1;
958 952
959 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
960 { 954 {
961 at = archetype::find ("poisoning"); 955 at = archetype::find ("poisoning");
1010 } 1004 }
1011 1005
1012 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1007 {
1014 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1009
1015 if (tmp->stats.food > 999) 1010 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1011 tmp->stats.food = 999;
1012
1017 success = 1; 1013 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1016 }
1021 1017
1037}; 1033};
1038 1034
1039int 1035int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1036cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1037{
1042 object *force = NULL; 1038 object *force = 0;
1043 int i; 1039 int i;
1044 1040
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1041 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1042 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1043 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1044 : op;
1049 1045
1050 if (!tmp) 1046 if (!tmp)
1051 return 0; 1047 return 0;
1052 1048
1053 /* If we've already got a force of this type, don't add a new one. */ 1049 /* If we've already got a force of this type, don't add a new one. */
1062 } 1058 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1059 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1060 {
1065 if (!silent) 1061 if (!silent)
1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1062 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1063
1067 return 0; 1064 return 0;
1068 } 1065 }
1069 } 1066 }
1070 } 1067 }
1071 if (force == NULL) 1068
1069 if (!force)
1072 { 1070 {
1073 force = get_archetype (FORCE_NAME); 1071 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY; 1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1075 if (spell_ob->race) 1074 if (spell_ob->race)
1076 force->name = spell_ob->race; 1075 force->name = spell_ob->race;
1077 else 1076 else
1078 force->name = spell_ob->name; 1077 force->name = spell_ob->name;
1078
1079 force->name_pl = spell_ob->name; 1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081 1081
1082 } 1082 }
1083 else 1083 else
1089 { 1089 {
1090 force->duration = duration; 1090 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1092 }
1093 else 1093 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1095
1098 return 1; 1096 return 1;
1099 } 1097 }
1100 1098
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1173 */ 1171 */
1174int 1172int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1174{
1177 int i; 1175 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1177
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1179 if (dir != 0)
1182 { 1180 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1181 tmp = find_target_for_friendly_spell (op, dir);
1182
1183 if (!tmp)
1184 return 0;
1184 } 1185 }
1185 else 1186 else
1186 {
1187 tmp = op; 1187 tmp = op;
1188 }
1189 1188
1190 /* If we've already got a force of this type, don't add a new one. */ 1189 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1190 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1191 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1193 {
1195 if (tmp2->name == spell_ob->name) 1194 if (tmp2->name == spell_ob->name)
1196 { 1195 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1202 return 0;
1204 } 1203 }
1205 } 1204 }
1206 } 1205 }
1206
1207 if (force == NULL) 1207 if (force == NULL)
1208 { 1208 {
1209 force = get_archetype (FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1211 if (spell_ob->race)
1276} 1276}
1277 1277
1278/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1279 * 1279 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1282 *
1286 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1287 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1288 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1289 * to the max amount of small nuggets as you could get. 1286 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1287 *
1294 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1295 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1296 * alchemised. 1290 * alchemised.
1297 */ 1291 */
1298static void 1292static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1294{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1296
1303 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (this should hopefully
1304 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1305 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1302 * the stuff back to town.
1320 total_weight += obj->total_weight (); 1314 total_weight += obj->total_weight ();
1321 1315
1322 obj->destroy (); 1316 obj->destroy ();
1323} 1317}
1324 1318
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1319int
1356alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1357{ 1321{
1358 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1359 return 0; 1323 return 0;
1360 1324
1361 object *large = get_archetype ("largenugget"); 1325 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1363 1330
1364 /* Put a maximum weight of items that can be alchemised. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1365 * some, and also prevents people from alchemising every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1333 * in sight
1367 */ 1334 */
1419 if (weight > weight_max) 1386 if (weight > weight_max)
1420 break; 1387 break;
1421 } 1388 }
1422 } 1389 }
1423 1390
1391 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1392 value = min (value, value_max);
1425 1393
1426 uint64 count = value / large->value; 1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1395 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1396 {
1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0);
1403 }
1438 1404
1439 if (weight > weight_max) 1405 if (weight > weight_max)
1440 goto bailout; 1406 goto bailout;
1441 } 1407 }
1442 } 1408 }
1443 1409
1444bailout: 1410bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1411 return 1;
1448} 1412}
1449
1450 1413
1451/* This function removes the cursed/damned status on equipped 1414/* This function removes the cursed/damned status on equipped
1452 * items. 1415 * items.
1453 */ 1416 */
1454int 1417int
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1427 {
1465 was_one++; 1428 was_one++;
1429
1466 if (tmp->level <= caster_level (caster, spell)) 1430 if (tmp->level <= casting_level (caster, spell))
1467 { 1431 {
1468 success++; 1432 success++;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1470 CLEAR_FLAG (tmp, FLAG_DAMNED); 1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1435
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1436 CLEAR_FLAG (tmp, FLAG_CURSED);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1438 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1439
1440 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1441 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1442 }
1478 } 1443 }
1479 1444
1480 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1481 { 1446 {
1492 1457
1493 return success; 1458 return success;
1494} 1459}
1495 1460
1496/* Identifies objects in the players inventory/on the ground */ 1461/* Identifies objects in the players inventory/on the ground */
1497
1498int 1462int
1499cast_identify (object *op, object *caster, object *spell) 1463cast_identify (object *op, object *caster, object *spell)
1500{ 1464{
1501 object *tmp; 1465 object *tmp;
1502 int success = 0, num_ident; 1466 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1503 1467
1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1505
1506 if (num_ident < 1)
1507 num_ident = 1;
1508 1469
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1471 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1473 {
1513 identify (tmp); 1474 identify (tmp);
1514 1475
1515 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1516 { 1477 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1518 1479
1519 if (tmp->msg) 1480 if (tmp->msg)
1520 { 1481 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524 } 1482 }
1525 1483
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1484 if (!--num_ident)
1529 break; 1485 break;
1530 } 1486 }
1531 } 1487 }
1532 1488
1533 /* If all the power of the spell has been used up, don't go and identify 1489 /* If all the power of the spell has been used up, don't go and identify
1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1541 { 1497 {
1542 identify (tmp); 1498 identify (tmp);
1543 1499
1544 if (op->type == PLAYER) 1500 if (object *pl = tmp->visible_to ())
1545 { 1501 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1502 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1547 1503
1548 if (tmp->msg) 1504 if (tmp->msg)
1549 { 1505 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 } 1506 }
1556 1507
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1508 if (!--num_ident)
1560 break; 1509 break;
1561 } 1510 }
1562 } 1511 }
1563 1512
1564 if (!success) 1513 if (buf.empty ())
1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1514 {
1515 op->failmsg ("You can't reach anything unidentified.");
1516 return 0;
1517 }
1566 else 1518 else
1519 {
1520 if (op->contr)
1521 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1522
1567 spell_effect (spell, op->x, op->y, op->map, op); 1523 spell_effect (spell, op->x, op->y, op->map, op);
1568 1524 return 1;
1569 return success; 1525 }
1570} 1526}
1571 1527
1572int 1528int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1529cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1530{
1579 1535
1580 /* We precompute some values here so that we don't have to keep 1536 /* We precompute some values here so that we don't have to keep
1581 * doing it over and over again. 1537 * doing it over and over again.
1582 */ 1538 */
1583 god = find_god (determine_god (op)); 1539 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1540 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1541 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1542
1587 if (!skill) 1543 if (!skill)
1588 skill = caster; 1544 skill = caster;
1589 1545
1590 for (x = op->x - range; x <= op->x + range; x++) 1546 unordered_mapwalk (op, -range, -range, range, range)
1591 for (y = op->y - range; y <= op->y + range; y++)
1592 { 1547 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the 1548 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1549 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1550 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1551 * down - that is easier than working up.
1602 */ 1552 */
1603 1553
1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1605 last = tmp; 1555 last = tmp;
1606 1556
1607 /* Shouldn't happen, but if there are no objects on a space, this 1557 /* Shouldn't happen, but if there are no objects on a space, this
1608 * would happen. 1558 * would happen.
1609 */ 1559 */
1610 if (!last) 1560 if (!last)
1611 continue; 1561 continue;
1612 1562
1613 done_one = 0; 1563 done_one = 0;
1614 floor = 0; 1564 floor = 0;
1615 detect = NULL; 1565 detect = NULL;
1616 for (tmp = last; tmp; tmp = tmp->below) 1566 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1567 {
1618 /* show invisible */ 1568 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1620 /* Might there be other objects that we can make visible? */ 1570 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1572 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1623 tmp->type == CF_HANDLE || 1573 || tmp->type == CF_HANDLE
1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1574 || tmp->type == TRAPDOOR
1575 || tmp->type == EXIT
1576 || tmp->type == HOLE
1577 || tmp->type == BUTTON
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1578 || tmp->type == TELEPORTER
1579 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1580 || tmp->type == LOCKED_DOOR
1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1581 || tmp->type == WEAPON
1582 || tmp->type == ALTAR
1583 || tmp->type == SIGN
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1584 || tmp->type == TRIGGER_PEDESTAL
1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1585 || tmp->type == SPECIAL_KEY
1586 || tmp->type == TREASURE
1587 || tmp->type == BOOK
1588 || tmp->type == HOLY_ALTAR
1589 || tmp->type == CONTAINER)))
1630 { 1590 {
1631 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1591 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1632 { 1592 {
1633 tmp->invisible = 0; 1593 tmp->invisible = 0;
1634 done_one = 1; 1594 done_one = 1;
1635 } 1595 }
1636 } 1596 }
1637 1597
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1; 1599 floor = 1;
1640 1600
1641 /* All detections below this point don't descend beneath the floor, 1601 /* All detections below this point don't descend beneath the floor,
1642 * so just continue on. We could be clever and look at the type of 1602 * so just continue on. We could be clever and look at the type of
1643 * detection to completely break out if we don't care about objects beneath 1603 * detection to completely break out if we don't care about objects beneath
1644 * the floor, but once we get to the floor, not likely a very big issue anyways. 1604 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */ 1605 */
1646 if (floor) 1606 if (floor)
1647 continue; 1607 continue;
1648 1608
1649 /* I had thought about making detect magic and detect curse 1609 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster. 1610 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it 1611 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the 1612 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant. 1613 * effect wouldn't be as apparent.
1654 */ 1614 */
1655 1615
1656 /* detect magic */ 1616 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 { 1619 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */ 1621 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4; 1623 tmp->stats.Cha /= 4;
1624
1664 done_one = 1; 1625 done_one = 1;
1665 } 1626 }
1627
1666 /* detect monster */ 1628 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 { 1630 {
1669 done_one = 2; 1631 done_one = 2;
1632
1670 if (!detect) 1633 if (!detect)
1671 detect = tmp; 1634 detect = tmp;
1672 } 1635 }
1636
1673 /* Basically, if race is set in the spell, then the creatures race must 1637 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing 1638 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match. 1639 * race must match.
1676 */ 1640 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1679 (strstr (spell->race, tmp->race)))) 1643 spell->race.contains (tmp->race)))
1680 { 1644 {
1681 done_one = 2; 1645 done_one = 2;
1646
1682 if (!detect) 1647 if (!detect)
1683 detect = tmp; 1648 detect = tmp;
1684 } 1649 }
1650
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1651 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1652 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 { 1653 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1654 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1; 1655 done_one = 1;
1690 } 1656 }
1691 } /* for stack of objects on this space */ 1657 } /* for stack of objects on this space */
1692 1658
1693 /* Code here puts an effect of the spell on the space, so you can see 1659 /* Code here puts an effect of the spell on the space, so you can see
1694 * where the magic is. 1660 * where the magic is.
1695 */ 1661 */
1696 if (done_one) 1662 if (done_one)
1697 { 1663 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1664 object *detect_ob = arch_to_object (spell->other_arch);
1699 1665
1700 /* if this is set, we want to copy the face */ 1666 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1667 if (done_one == 2 && detect)
1702 { 1668 {
1703 detect_ob->face = detect->face; 1669 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1670 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1671 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1672 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1673 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1674 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1675 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1710 } 1676 }
1711 1677
1712 m->insert (detect_ob, nx, ny, op); 1678 m->insert (detect_ob, nx, ny, op);
1713 } 1679 }
1714 } /* for processing the surrounding spaces */ 1680 } /* for processing the surrounding spaces */
1715 1681
1716 1682
1717 /* Now process objects in the players inventory if detect curse or magic */ 1683 /* Now process objects in the players inventory if detect curse or magic */
1718 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1719 { 1685 {
1720 done_one = 0; 1686 done_one = 0;
1687
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1688 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1689 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1690 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1724 { 1691 {
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1726 { 1693 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1694 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1695
1696 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1697 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1698 }
1699
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 { 1702 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1707 }
1738 } /* if item is not identified */ 1708 } /* if item is not identified */
1739 } /* for the players inventory */ 1709 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1710 } /* if detect magic/curse and object is a player */
1711
1741 return 1; 1712 return 1;
1742} 1713}
1743 1714
1744 1715
1745/** 1716/**
1758 1729
1759 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1760 1731
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1732 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1733 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1766
1767 /* Explodes a fireball centered at player */
1768 tmp = get_archetype (EXPLODING_FIREBALL);
1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1771
1772 tmp->insert_at (victim);
1773 victim->stats.sp = 2 * victim->stats.maxsp; 1735 victim->stats.sp = 2 * victim->stats.maxsp;
1736 create_exploding_ball_at (victim, caster_level);
1774 } 1737 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1776 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1743 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1827 } 1790 }
1828 /* give sp */ 1791 /* give sp */
1829 if (spell->stats.dam > 0) 1792 if (spell->stats.dam > 0)
1830 { 1793 {
1831 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1795 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1796 return 1;
1834 } 1797 }
1835 /* suck sp away. Can't suck sp from yourself */ 1798 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1799 else if (op != plyr)
1837 { 1800 {
1849 /* Player doesn't get full credit */ 1812 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1813 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1814 op->stats.sp += sucked;
1852 if (sucked > 0) 1815 if (sucked > 0)
1853 { 1816 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1817 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1818 }
1856 } 1819 }
1857 return 1; 1820 return 1;
1858 } 1821 }
1859 return 0; 1822 return 0;
1935 break; 1898 break;
1936 } 1899 }
1937 } 1900 }
1938} 1901}
1939 1902
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1943int 1904int
1944cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
1945{ 1906{
1946 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break; 1920 break;
1960 if (tmp->type == HOLY_ALTAR) 1921 if (tmp->type == HOLY_ALTAR)
1961 { 1922 {
1962 1923
1963 if (tmp->level > caster_level (caster, spell)) 1924 if (tmp->level > casting_level (caster, spell))
1964 { 1925 {
1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1966 return 0; 1927 return 0;
1967 } 1928 }
1968 else 1929 else
1969 { 1930 {
1970 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1933 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1934 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
1975 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1978 return 1; 1941 return 1;
1979 } 1942 }
1980 } 1943 }
1981 } 1944 }
2019 return 0; 1982 return 0;
2020 } 1983 }
2021 1984
2022 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2023 if (!dir) 1986 if (!dir)
2024 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1987 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2025 1988
2026 m = op->map; 1989 m = op->map;
2027 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2029 1992
2030 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1995 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 { 1996 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2035 return 0; 1998 return 0;
2036 } 1999 }
2037 2000
2041 if (!weapon) 2004 if (!weapon)
2042 { 2005 {
2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2044 return 0; 2007 return 0;
2045 } 2008 }
2009
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2010 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2011 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2049 return 0; 2013 return 0;
2050 } 2014 }
2015
2051 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2052 { 2017 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2054 return 0; 2019 return 0;
2055 } 2020 }
2021
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2022 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 { 2023 {
2058 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2024 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2059 return 0; 2025 return 0;
2060 } 2026 }
2061 2027
2062 if (weapon->nrof > 1) 2028 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2029
2069 /* create the golem object */ 2030 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2031 tmp = arch_to_object (spell->other_arch);
2071 2032
2072 /* if animated by a player, give the player control of the golem */ 2033 /* if animated by a player, give the player control of the golem */
2077 tmp->set_owner (op); 2038 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2039 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2040 set_spell_skill (op, caster, spell, tmp);
2080 2041
2081 /* Give the weapon to the golem now. A bit of a hack to check the 2042 /* Give the weapon to the golem now. A bit of a hack to check the
2082 * removed flag - it should only be set if get_split_object was 2043 * removed flag - it should only be set if weapon->split was
2083 * used above. 2044 * used above.
2084 */ 2045 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2046 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2086 weapon->remove (); 2047 weapon->remove ();
2087 2048
2088 insert_ob_in_ob (weapon, tmp); 2049 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2050
2090 /* To do everything necessary to let a golem use the weapon is a pain, 2051 /* To do everything necessary to let a golem use the weapon is a pain,
2091 * so instead, just set it as equipped (otherwise, we need to update 2052 * so instead, just set it as equipped (otherwise, we need to update
2092 * body_info, skills, etc) 2053 * body_info, skills, etc)
2093 */ 2054 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2055 SET_FLAG (tmp, FLAG_USE_WEAPON);
2168 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2131 }
2171 2132
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* make experience increase in proportion to the strength of the summoned creature. */
2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2134 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2135
2175 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2176 tmp->direction = dir; 2137 tmp->direction = dir;
2177 2138
2178 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2183 2144
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2186 */ 2147 */
2187
2188int 2148int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2150{
2191 int success; 2151 int success;
2192 2152
2200 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2202 else 2162 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2164 }
2165
2205 return success; 2166 return success;
2206} 2167}
2207
2208
2209
2210
2211 2168
2212/* create an aura spell object and put it in the player's inventory. 2169/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2170 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2171 * spell is the spell object itself.
2215 */ 2172 */
2227 2184
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2186
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2188
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2235 2191
2236 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2237 if (refresh) 2194 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2196 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2241 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2242 return 1; 2202 return 1;
2243} 2203}
2244
2245 2204
2246/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2247 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2248 * around him. 2207 * around him.
2249 * Aura parameters: 2208 * Aura parameters:
2250 * duration: duration counter. 2209 * duration: duration counter.
2251 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2253 */ 2212 */
2254
2255void 2213void
2256move_aura (object *aura) 2214move_aura (object *aura)
2257{ 2215{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2263 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2264 2219
2265 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2267 */ 2222 */
2268 aura->remove (); 2223 aura->remove ();
2273 aura->destroy (); 2228 aura->destroy ();
2274 return; 2229 return;
2275 } 2230 }
2276 2231
2277 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2279 { 2234 {
2280 aura->destroy (); 2235 aura->destroy ();
2281 return; 2236 return;
2282 } 2237 }
2283 2238
2284 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2286 */ 2241 */
2287 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2288 2243
2289 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2290 { 2245 {
2291 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2292 2248
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2298 * movement type of the aura. Eg, if the player is flying, the aura 2250 * movement type of the aura. Eg, if the player is flying, the aura
2299 * is flying also, if player is walking, it is on the ground, etc. 2251 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2252 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2254 {
2303 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2304 2256
2305 if (aura->other_arch) 2257 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2258 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2259 }
2308 } 2260 }
2309 2261
2310 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2311 aura->remove (); 2263 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2313} 2265}
2314 2266
2315/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2316 * op is the piece object. 2268 * op is the piece object.
2317 */ 2269 */
2318
2319void 2270void
2320move_peacemaker (object *op) 2271move_peacemaker (object *op)
2321{ 2272{
2322 object *tmp; 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2274 {
2326 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2327 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2328 2277
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2278 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2279 continue;
2280
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2282 continue;
2283
2335 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2336 continue; 2285 continue;
2337 2286
2338 def_lev = MAX (1, victim->level); 2287 def_lev = MAX (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2288 atk_lev = MAX (1, op->level);
2340 2289
2341 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2291 {
2343 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2344 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2347#if 0 2297#if 0
2348 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 CLEAR_FLAG (victim, FLAG_MONSTER);
2311
2361 if (victim->name) 2312 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2314 }
2365 }
2366 } 2315 }
2367} 2316}
2368
2369 2317
2370/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2372 */ 2320 */
2373
2374int 2321int
2375write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2376{ 2323{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2381 { 2325 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2327 return 0;
2384 } 2328 }
2387 { 2331 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2333 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2334 return 0;
2391 } 2335 }
2336
2392 if (!spell->other_arch) 2337 if (!spell->other_arch)
2393 return 0; 2338 return 0;
2339
2394 tmp = arch_to_object (spell->other_arch); 2340 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2341
2398 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2343 tmp->msg = msg;
2400 2344
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2402 return 1; 2347 return 1;
2403} 2348}
2349

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