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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC vs.
Revision 1.109 by sf-marcmagus, Sun Oct 11 01:35:52 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
123 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (spellparam)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 missile->destroy (); 161 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 missile->destroy (); 168 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
207 return 1; 202 return 1;
208} 203}
209 204
210 205
211/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 208int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (spellparam)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 spellparam = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!spellparam)
232 { 227 {
233 archetype *at_tmp; 228 archetype *at_tmp;
234 229
235 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
350 345
351 return 1; 346 return 1;
352 } 347 }
353 348
354 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 351 return 1;
357 352
358 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
359 if (!mon->race) 354 if (!mon->race)
360 return 0; 355 return 0;
361 356
362 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 358 return 1;
364 359
365 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
366 return 0; 361 return 0;
367 } 362 }
430/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 426 */
432int 427int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 429{
435 object *tmp, *next;
436 int range, i, j, mflags; 430 int range, i, j, mflags;
437 sint16 sx, sy; 431 sint16 sx, sy;
438 maptile *m; 432 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 433
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 435
445 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 443
453 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
454 continue; 445 continue;
455 446
456 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
458 { 449 {
459 next = tmp->above; 450 next = tmp->above;
451
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 454 }
463 } 455 }
464 456
471 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
472 { 464 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
475 else 467 else
476 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
481 } 469 }
482 470
483 op->destroy (); 471 op->destroy ();
484} 472}
485 473
501 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
502 return 1; 490 return 1;
503 } 491 }
504 492
505 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
506 if (dummy == NULL) 494
495 if (!dummy)
507 { 496 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0; 499 return 0;
511 } 500 }
577perceive_self (object *op) 566perceive_self (object *op)
578{ 567{
579 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
581 570
582 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 572
584 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
585 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 578
588 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
590 else 581 else
591 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
592 583
593 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
594 585
595 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
597 else 588 else
598 { 589 {
599 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
600 591
601 if (tmp) 592 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
605 } 596 }
606 597
607 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 601 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 603 {
613 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
615 else 606 else
616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 608
618 break; 609 break;
619 } 610 }
620 } 611 }
621 612
622 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 614
626 return 1; 615 return 1;
627} 616}
628 617
629/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
717 */ 706 */
718 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 708 tmp->set_owner (op);
720 709
721 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
723 712
724 name = tmp->name; 713 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 715 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
788 777
789 return 1; 778 return 1;
790} 779}
791 780
792int 781int
793dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 783{
795 uint32 dist, maxdist; 784 uint32 dist, maxdist;
796 int mflags; 785 int mflags;
797 maptile *m; 786 maptile *m;
798 sint16 sx, sy; 787 sint16 sx, sy;
809 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
810 * ever, so put limits in. 799 * ever, so put limits in.
811 */ 800 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 802
814 if (op->contr->count) 803 if (spellparam)
815 { 804 {
805 int count = atoi (spellparam);
806
816 if (op->contr->count > maxdist) 807 if (count > maxdist)
817 { 808 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
819 return 0; 810 return 0;
820 } 811 }
821 812
822 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
823 { 814 {
824 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
825 816
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 818 break;
828 819
829 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
830 break; 821 break;
831 } 822 }
832 823
833 if (dist < op->contr->count) 824 if (dist < count)
834 { 825 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
836 op->contr->count = 0;
837 return 0; 827 return 0;
838 } 828 }
839
840 op->contr->count = 0;
841 829
842 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
843 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
844 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
900 888
901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
902 return 1; 890 return 1;
903} 891}
904 892
905
906/* cast_heal: Heals something. 893/* cast_heal: Heals something.
907 * op is the caster. 894 * op is the caster.
908 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
909 * spell is the spell object. 896 * spell is the spell object.
910 */ 897 */
936 { 923 {
937 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 926 * on amount of damage healed.
940 */ 927 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
943 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
944 932
945 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 935 else if (heal > 50)
956 success = 1; 944 success = 1;
957 } 945 }
958 } 946 }
959 947
960 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
962 success = 1; 950 success = 1;
963 951
964 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
965 { 953 {
966 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1015 } 1003 }
1016 1004
1017 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1018 { 1006 {
1019 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1020 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1021 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1022 success = 1; 1012 success = 1;
1023 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1025 } 1015 }
1026 1016
1040 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1041 "You are no easier to look at.", 1031 "You are no easier to look at.",
1042}; 1032};
1043 1033
1044int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1046{ 1042{
1047 object *force = NULL; 1043 object *force = 0;
1048 int i; 1044 int i;
1049 1045
1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1051 object *tmp = dir 1047 object *tmp = dir
1052 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1053 : op; 1049 : op;
1054 1050
1055 if (!tmp) 1051 if (!tmp)
1056 return 0; 1052 return 0;
1057 1053
1058 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1066 break; 1062 break;
1067 } 1063 }
1068 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 { 1065 {
1070 if (!silent) 1066 if (!silent)
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1072 return 0; 1071 return 0;
1073 } 1072 }
1074 } 1073 }
1075 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1076 if (force == NULL) 1078 if (force)
1077 {
1078 force = get_archetype (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 if (spell_ob->race)
1081 force->name = spell_ob->race;
1082 else
1083 force->name = spell_ob->name;
1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086
1087 } 1079 {
1088 else
1089 {
1090 int duration;
1091
1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1093 if (duration > force->duration) 1080 if (duration > force->duration)
1094 { 1081 {
1095 force->duration = duration; 1082 force->duration = duration;
1096 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1097 } 1084 }
1098 else 1085 else
1099 {
1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1101 }
1102 1087
1103 return 1; 1088 return 1;
1104 } 1089 }
1105 1090
1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1107 force->speed = 1.0; 1106 force->speed = 1.0;
1108 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1109 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1110 1109
1111 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1178 */ 1177 */
1179int 1178int
1180cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{ 1180{
1182 int i; 1181 int i;
1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1184 1183
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if (dir != 0) 1185 if (dir != 0)
1187 { 1186 {
1188 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1189 } 1191 }
1190 else 1192 else
1191 {
1192 tmp = op; 1193 tmp = op;
1193 }
1194 1194
1195 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 { 1197 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 { 1199 {
1200 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1201 { 1201 {
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208 return 0; 1208 return 0;
1209 } 1209 }
1210 } 1210 }
1211 } 1211 }
1212
1212 if (force == NULL) 1213 if (force == NULL)
1213 { 1214 {
1214 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1215 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1216 if (spell_ob->race) 1217 if (spell_ob->race)
1297static void 1298static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1300{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1302
1302 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1308 * the stuff back to town.
1414 1415
1415bailout: 1416bailout:
1416 return 1; 1417 return 1;
1417} 1418}
1418 1419
1419
1420/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1421 * items. 1421 * items.
1422 */ 1422 */
1423int 1423int
1424remove_curse (object *op, object *caster, object *spell) 1424remove_curse (object *op, object *caster, object *spell)
1425{ 1425{
1426 object *tmp;
1427 int success = 0, was_one = 0; 1426 int success = 0, was_one = 0;
1428 1427
1429 for (tmp = op->inv; tmp; tmp = tmp->below) 1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1432 {
1434 was_one++; 1433 was_one++;
1434
1435 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= casting_level (caster, spell))
1436 { 1436 {
1437 success++; 1437 success++;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1439 CLEAR_FLAG (tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1440
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1444
1445 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1446 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1447 }
1447 } 1448 }
1448 1449
1449 if (op->type == PLAYER) 1450 if (op->type == PLAYER)
1450 { 1451 {
1461 1462
1462 return success; 1463 return success;
1463} 1464}
1464 1465
1465/* Identifies objects in the players inventory/on the ground */ 1466/* Identifies objects in the players inventory/on the ground */
1466
1467int 1467int
1468cast_identify (object *op, object *caster, object *spell) 1468cast_identify (object *op, object *caster, object *spell)
1469{ 1469{
1470 object *tmp; 1470 object *tmp;
1471 int success = 0, num_ident; 1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1472 1472
1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1474
1475 if (num_ident < 1)
1476 num_ident = 1;
1477 1474
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1479 { 1476 {
1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1481 { 1478 {
1482 identify (tmp); 1479 identify (tmp);
1483 1480
1484 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1485 { 1482 {
1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1487 1484
1488 if (tmp->msg) 1485 if (tmp->msg)
1489 { 1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1487 }
1494 1488
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1489 if (!--num_ident)
1498 break; 1490 break;
1499 } 1491 }
1500 } 1492 }
1501 1493
1502 /* If all the power of the spell has been used up, don't go and identify 1494 /* If all the power of the spell has been used up, don't go and identify
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1502 {
1511 identify (tmp); 1503 identify (tmp);
1512 1504
1513 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1514 { 1506 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1516 1508
1517 if (tmp->msg) 1509 if (tmp->msg)
1518 { 1510 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522
1523 esrv_send_item (op, tmp);
1524 } 1511 }
1525 1512
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1513 if (!--num_ident)
1529 break; 1514 break;
1530 } 1515 }
1531 } 1516 }
1532 1517
1533 if (!success) 1518 if (buf.empty ())
1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1519 {
1520 op->failmsg ("You can't reach anything unidentified.");
1521 return 0;
1522 }
1535 else 1523 else
1524 {
1525 if (op->contr)
1526 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1527
1536 spell_effect (spell, op->x, op->y, op->map, op); 1528 spell_effect (spell, op->x, op->y, op->map, op);
1537 1529 return 1;
1538 return success; 1530 }
1539} 1531}
1540 1532
1541int 1533int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1534cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1535{
1548 1540
1549 /* We precompute some values here so that we don't have to keep 1541 /* We precompute some values here so that we don't have to keep
1550 * doing it over and over again. 1542 * doing it over and over again.
1551 */ 1543 */
1552 god = find_god (determine_god (op)); 1544 god = find_god (determine_god (op));
1553 level = caster_level (caster, spell); 1545 level = casting_level (caster, spell);
1554 range = spell->range + SP_level_range_adjust (caster, spell); 1546 range = spell->range + SP_level_range_adjust (caster, spell);
1555 1547
1556 if (!skill) 1548 if (!skill)
1557 skill = caster; 1549 skill = caster;
1558 1550
1559 for (x = op->x - range; x <= op->x + range; x++) 1551 unordered_mapwalk (op, -range, -range, range, range)
1560 for (y = op->y - range; y <= op->y + range; y++)
1561 { 1552 {
1562 m = op->map;
1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1566
1567 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1568 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1569 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1570 * down - that is easier than working up. 1556 * down - that is easier than working up.
1571 */ 1557 */
1572 1558
1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1574 last = tmp; 1560 last = tmp;
1575 1561
1576 /* Shouldn't happen, but if there are no objects on a space, this 1562 /* Shouldn't happen, but if there are no objects on a space, this
1577 * would happen. 1563 * would happen.
1578 */ 1564 */
1579 if (!last) 1565 if (!last)
1580 continue; 1566 continue;
1581 1567
1582 done_one = 0; 1568 done_one = 0;
1583 floor = 0; 1569 floor = 0;
1584 detect = NULL; 1570 detect = NULL;
1585 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1586 { 1572 {
1587 /* show invisible */ 1573 /* show invisible */
1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1589 /* Might there be other objects that we can make visible? */ 1575 /* Might there be other objects that we can make visible? */
1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1592 tmp->type == CF_HANDLE || 1578 || tmp->type == CF_HANDLE
1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1594 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1595 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1596 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1598 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1599 { 1595 {
1600 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1601 { 1597 {
1602 tmp->invisible = 0; 1598 tmp->invisible = 0;
1603 done_one = 1; 1599 done_one = 1;
1604 } 1600 }
1605 } 1601 }
1606 1602
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1; 1604 floor = 1;
1609 1605
1610 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1611 * so just continue on. We could be clever and look at the type of 1607 * so just continue on. We could be clever and look at the type of
1612 * detection to completely break out if we don't care about objects beneath 1608 * detection to completely break out if we don't care about objects beneath
1613 * the floor, but once we get to the floor, not likely a very big issue anyways. 1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1614 */ 1610 */
1615 if (floor) 1611 if (floor)
1616 continue; 1612 continue;
1617 1613
1618 /* I had thought about making detect magic and detect curse 1614 /* I had thought about making detect magic and detect curse
1619 * show the flash the magic item like it does for detect monster. 1615 * show the flash the magic item like it does for detect monster.
1620 * however, if the object is within sight, this would then make it 1616 * however, if the object is within sight, this would then make it
1621 * difficult to see what object is magical/cursed, so the 1617 * difficult to see what object is magical/cursed, so the
1622 * effect wouldn't be as apparant. 1618 * effect wouldn't be as apparent.
1623 */ 1619 */
1624 1620
1625 /* detect magic */ 1621 /* detect magic */
1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1628 { 1624 {
1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1630 /* make runes more visibile */ 1626 /* make runes more visibile */
1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1632 tmp->stats.Cha /= 4; 1628 tmp->stats.Cha /= 4;
1629
1633 done_one = 1; 1630 done_one = 1;
1634 } 1631 }
1632
1635 /* detect monster */ 1633 /* detect monster */
1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637 { 1635 {
1638 done_one = 2; 1636 done_one = 2;
1637
1639 if (!detect) 1638 if (!detect)
1640 detect = tmp; 1639 detect = tmp;
1641 } 1640 }
1641
1642 /* Basically, if race is set in the spell, then the creatures race must 1642 /* Basically, if race is set in the spell, then the creatures race must
1643 * match that. if the spell race is set to GOD, then the gods opposing 1643 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match. 1644 * race must match.
1645 */ 1645 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 (strstr (spell->race, tmp->race)))) 1648 spell->race.contains (tmp->race)))
1649 { 1649 {
1650 done_one = 2; 1650 done_one = 2;
1651
1651 if (!detect) 1652 if (!detect)
1652 detect = tmp; 1653 detect = tmp;
1653 } 1654 }
1655
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 { 1658 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1; 1660 done_one = 1;
1659 } 1661 }
1660 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
1661 1663
1662 /* Code here puts an effect of the spell on the space, so you can see 1664 /* Code here puts an effect of the spell on the space, so you can see
1663 * where the magic is. 1665 * where the magic is.
1664 */ 1666 */
1665 if (done_one) 1667 if (done_one)
1666 { 1668 {
1667 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
1668 1670
1669 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
1671 { 1673 {
1672 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1679 } 1681 }
1680 1682
1681 m->insert (detect_ob, nx, ny, op); 1683 m->insert (detect_ob, nx, ny, op);
1682 } 1684 }
1683 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
1684 1686
1685 1687
1686 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 { 1690 {
1689 done_one = 0; 1691 done_one = 0;
1692
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1693 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1694 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1693 { 1696 {
1694 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1697 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1695 { 1698 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1703 }
1704
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1705 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 { 1707 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1709
1710 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1711 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1712 }
1707 } /* if item is not identified */ 1713 } /* if item is not identified */
1708 } /* for the players inventory */ 1714 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1715 } /* if detect magic/curse and object is a player */
1716
1710 return 1; 1717 return 1;
1711} 1718}
1712 1719
1713 1720
1714/** 1721/**
1727 1734
1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1735 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1729 1736
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1738 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
1743 } 1742 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1744 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1748 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1796 } 1795 }
1797 /* give sp */ 1796 /* give sp */
1798 if (spell->stats.dam > 0) 1797 if (spell->stats.dam > 0)
1799 { 1798 {
1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1799 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1801 charge_mana_effect (plyr, caster_level (caster, spell)); 1800 charge_mana_effect (plyr, casting_level (caster, spell));
1802 return 1; 1801 return 1;
1803 } 1802 }
1804 /* suck sp away. Can't suck sp from yourself */ 1803 /* suck sp away. Can't suck sp from yourself */
1805 else if (op != plyr) 1804 else if (op != plyr)
1806 { 1805 {
1818 /* Player doesn't get full credit */ 1817 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1818 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1819 op->stats.sp += sucked;
1821 if (sucked > 0) 1820 if (sucked > 0)
1822 { 1821 {
1823 charge_mana_effect (op, caster_level (caster, spell)); 1822 charge_mana_effect (op, casting_level (caster, spell));
1824 } 1823 }
1825 } 1824 }
1826 return 1; 1825 return 1;
1827 } 1826 }
1828 return 0; 1827 return 0;
1904 break; 1903 break;
1905 } 1904 }
1906 } 1905 }
1907} 1906}
1908 1907
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1908/* cast_consecrate() - a spell to make an altar your god's */
1912int 1909int
1913cast_consecrate (object *op, object *caster, object *spell) 1910cast_consecrate (object *op, object *caster, object *spell)
1914{ 1911{
1915 char buf[MAX_BUF]; 1912 char buf[MAX_BUF];
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break; 1925 break;
1929 if (tmp->type == HOLY_ALTAR) 1926 if (tmp->type == HOLY_ALTAR)
1930 { 1927 {
1931 1928
1932 if (tmp->level > caster_level (caster, spell)) 1929 if (tmp->level > casting_level (caster, spell))
1933 { 1930 {
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1935 return 0; 1932 return 0;
1936 } 1933 }
1937 else 1934 else
1938 { 1935 {
1939 /* If we got here, we are consecrating an altar */ 1936 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1937 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1938 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1939 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch; 1940 tmp->other_arch = god->arch;
1941
1944 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1943 esrv_update_item (UPD_NAME, op, tmp);
1944
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1947 return 1; 1946 return 1;
1948 } 1947 }
1949 } 1948 }
1950 } 1949 }
1988 return 0; 1987 return 0;
1989 } 1988 }
1990 1989
1991 /* if no direction specified, pick one */ 1990 /* if no direction specified, pick one */
1992 if (!dir) 1991 if (!dir)
1993 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1992 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1994 1993
1995 m = op->map; 1994 m = op->map;
1996 x = op->x + freearr_x[dir]; 1995 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 1996 y = op->y + freearr_y[dir];
1998 1997
1999 /* if there's no place to put the golem, abort */ 1998 /* if there's no place to put the golem, abort */
2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1999 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2000 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 { 2001 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2004 return 0; 2003 return 0;
2005 } 2004 }
2006 2005
2010 if (!weapon) 2009 if (!weapon)
2011 { 2010 {
2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2011 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2013 return 0; 2012 return 0;
2014 } 2013 }
2014
2015 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2015 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2016 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2018 return 0; 2018 return 0;
2019 } 2019 }
2020
2020 if (weapon->type != WEAPON) 2021 if (weapon->type != WEAPON)
2021 { 2022 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2023 return 0; 2024 return 0;
2024 } 2025 }
2026
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 { 2028 {
2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2028 return 0; 2030 return 0;
2029 } 2031 }
2030 2032
2031 if (weapon->nrof > 1) 2033 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2034
2038 /* create the golem object */ 2035 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2036 tmp = arch_to_object (spell->other_arch);
2040 2037
2041 /* if animated by a player, give the player control of the golem */ 2038 /* if animated by a player, give the player control of the golem */
2046 tmp->set_owner (op); 2043 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2044 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2045 set_spell_skill (op, caster, spell, tmp);
2049 2046
2050 /* Give the weapon to the golem now. A bit of a hack to check the 2047 /* Give the weapon to the golem now. A bit of a hack to check the
2051 * removed flag - it should only be set if get_split_object was 2048 * removed flag - it should only be set if weapon->split was
2052 * used above. 2049 * used above.
2053 */ 2050 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2055 weapon->remove (); 2052 weapon->remove ();
2056 2053
2057 insert_ob_in_ob (weapon, tmp); 2054 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2055
2059 /* To do everything necessary to let a golem use the weapon is a pain, 2056 /* To do everything necessary to let a golem use the weapon is a pain,
2060 * so instead, just set it as equipped (otherwise, we need to update 2057 * so instead, just set it as equipped (otherwise, we need to update
2061 * body_info, skills, etc) 2058 * body_info, skills, etc)
2062 */ 2059 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2060 SET_FLAG (tmp, FLAG_USE_WEAPON);
2137 tmp->state = weapon->state; 2134 tmp->state = weapon->state;
2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2139 } 2136 }
2140 2137
2141 /* make experience increase in proportion to the strength of the summoned creature. */ 2138 /* make experience increase in proportion to the strength of the summoned creature. */
2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2139 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2143 2140
2144 tmp->speed_left = -1; 2141 tmp->speed_left = -1;
2145 tmp->direction = dir; 2142 tmp->direction = dir;
2146 2143
2147 m->insert (tmp, x, y, op); 2144 m->insert (tmp, x, y, op);
2151/* cast_daylight() - changes the map darkness level *lower* */ 2148/* cast_daylight() - changes the map darkness level *lower* */
2152 2149
2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2150/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2154 * This changes the light level for the entire map. 2151 * This changes the light level for the entire map.
2155 */ 2152 */
2156
2157int 2153int
2158cast_change_map_lightlevel (object *op, object *caster, object *spell) 2154cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{ 2155{
2160 int success; 2156 int success;
2161 2157
2169 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2171 else 2167 else
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2173 } 2169 }
2170
2174 return success; 2171 return success;
2175} 2172}
2176
2177
2178
2179
2180 2173
2181/* create an aura spell object and put it in the player's inventory. 2174/* create an aura spell object and put it in the player's inventory.
2182 * as usual, op is player, caster is the object casting the spell, 2175 * as usual, op is player, caster is the object casting the spell,
2183 * spell is the spell object itself. 2176 * spell is the spell object itself.
2184 */ 2177 */
2196 2189
2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2190 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2198 2191
2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2192 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2200 2193
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2194 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2195 new_aura->attacktype = spell->attacktype;
2204 2196
2205 new_aura->level = caster_level (caster, spell); 2197 new_aura->level = casting_level (caster, spell);
2198
2206 if (refresh) 2199 if (refresh)
2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2208 else 2201 else
2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2203
2210 insert_ob_in_ob (new_aura, op); 2204 insert_ob_in_ob (new_aura, op);
2205 new_aura->set_owner (op);
2206
2211 return 1; 2207 return 1;
2212} 2208}
2213
2214 2209
2215/* move aura function. An aura is a part of someone's inventory, 2210/* move aura function. An aura is a part of someone's inventory,
2216 * which he carries with him, but which acts on the map immediately 2211 * which he carries with him, but which acts on the map immediately
2217 * around him. 2212 * around him.
2218 * Aura parameters: 2213 * Aura parameters:
2219 * duration: duration counter. 2214 * duration: duration counter.
2220 * attacktype: aura's attacktype 2215 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2216 * other_arch: archetype to drop where we attack
2222 */ 2217 */
2223
2224void 2218void
2225move_aura (object *aura) 2219move_aura (object *aura)
2226{ 2220{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2221 /* auras belong in inventories */
2232 env = aura->env; 2222 object *env = aura->env;
2223 object *owner = aura->owner;
2233 2224
2234 /* no matter what we've gotta remove the aura... 2225 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2226 * we'll put it back if its time isn't up.
2236 */ 2227 */
2237 aura->remove (); 2228 aura->remove ();
2242 aura->destroy (); 2233 aura->destroy ();
2243 return; 2234 return;
2244 } 2235 }
2245 2236
2246 /* auras only exist in inventories */ 2237 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2238 if (!env || !env->map)
2248 { 2239 {
2249 aura->destroy (); 2240 aura->destroy ();
2250 return; 2241 return;
2251 } 2242 }
2252 2243
2253 /* we need to jump out of the inventory for a bit 2244 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2245 * in order to hit the map conveniently.
2255 */ 2246 */
2256 aura->insert_at (env, aura); 2247 aura->insert_at (env, aura);
2257 2248
2258 for (i = 1; i < 9; i++) 2249 for (int i = 1; i < 9; i++)
2259 { 2250 {
2260 sint16 nx, ny; 2251 mapxy pos (env);
2252 pos.move (i);
2261 2253
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2254 /* Consider the movement type of the person with the aura as
2267 * movement type of the aura. Eg, if the player is flying, the aura 2255 * movement type of the aura. Eg, if the player is flying, the aura
2268 * is flying also, if player is walking, it is on the ground, etc. 2256 * is flying also, if player is walking, it is on the ground, etc.
2269 */ 2257 */
2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2258 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2271 { 2259 {
2272 hit_map (aura, i, aura->attacktype, 0); 2260 hit_map (aura, i, aura->attacktype, 0);
2273 2261
2274 if (aura->other_arch) 2262 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2263 pos.insert (arch_to_object (aura->other_arch), aura);
2276 } 2264 }
2277 } 2265 }
2278 2266
2279 /* put the aura back in the player's inventory */ 2267 /* put the aura back in the player's inventory */
2280 aura->remove (); 2268 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2269 aura->set_owner (owner);
2282} 2270}
2283 2271
2284/* moves the peacemaker spell. 2272/* moves the peacemaker spell.
2285 * op is the piece object. 2273 * op is the piece object.
2286 */ 2274 */
2287
2288void 2275void
2289move_peacemaker (object *op) 2276move_peacemaker (object *op)
2290{ 2277{
2291 object *tmp; 2278 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2292
2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 { 2279 {
2295 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2296 object *victim = tmp; 2281 object *victim = tmp->head_ ();
2297 2282
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2284 continue;
2285
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2287 continue;
2288
2304 if (victim->stats.exp == 0) 2289 if (victim->stats.exp == 0)
2305 continue; 2290 continue;
2306 2291
2307 def_lev = MAX (1, victim->level); 2292 def_lev = MAX (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2293 atk_lev = MAX (1, op->level);
2309 2294
2310 if (rndm (0, atk_lev - 1) > def_lev) 2295 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2296 {
2312 /* make this sucker peaceful. */ 2297 /* make this sucker peaceful. */
2313 2298
2299 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2301 victim->stats.exp = 0;
2316#if 0 2302#if 0
2317 /* No idea why these were all set to zero - if something 2303 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2304 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2311 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2313 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2314 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2315 CLEAR_FLAG (victim, FLAG_MONSTER);
2316
2330 if (victim->name) 2317 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2319 }
2334 }
2335 } 2320 }
2336} 2321}
2337
2338 2322
2339/* This writes a rune that contains the appropriate message. 2323/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2324 * There really isn't any adjustments we make.
2341 */ 2325 */
2342
2343int 2326int
2344write_mark (object *op, object *spell, const char *msg) 2327write_mark (object *op, object *spell, const char *msg)
2345{ 2328{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2329 if (!msg || msg[0] == 0)
2350 { 2330 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2352 return 0; 2332 return 0;
2353 } 2333 }
2354 2334
2355 if (strcasestr_local (msg, "endmsg")) 2335 if (!msg_is_safe (msg))
2356 { 2336 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2358 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2338 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2339 return 0;
2360 } 2340 }
2341
2361 if (!spell->other_arch) 2342 if (!spell->other_arch)
2362 return 0; 2343 return 0;
2344
2363 tmp = arch_to_object (spell->other_arch); 2345 object *tmp = arch_to_object (spell->other_arch);
2364
2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2366 2346
2367 tmp->race = op->name; /*Save the owner of the rune */ 2347 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2348 tmp->msg = msg;
2369 2349
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2351
2371 return 1; 2352 return 1;
2372} 2353}
2354

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