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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 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
1042 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1031 "You are no easier to look at.",
1044}; 1032};
1045 1033
1046int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1047cast_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)
1048{ 1042{
1049 object *force = NULL; 1043 object *force = 0;
1050 int i; 1044 int i;
1051 1045
1052 /* 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. */
1053 object *tmp = dir 1047 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1049 : op;
1056 1050
1057 if (!tmp) 1051 if (!tmp)
1058 return 0; 1052 return 0;
1059 1053
1060 /* 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. */
1068 break; 1062 break;
1069 } 1063 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1065 {
1072 if (!silent) 1066 if (!silent)
1073 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
1074 return 0; 1071 return 0;
1075 } 1072 }
1076 } 1073 }
1077 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1078 if (force == NULL) 1078 if (force)
1079 {
1080 force = get_archetype (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086 force->name_pl = spell_ob->name;
1087 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1088
1089 } 1079 {
1090 else
1091 {
1092 int duration;
1093
1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 if (duration > force->duration) 1080 if (duration > force->duration)
1096 { 1081 {
1097 force->duration = duration; 1082 force->duration = duration;
1098 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.");
1099 } 1084 }
1100 else 1085 else
1101 {
1102 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.");
1103 }
1104 1087
1105 return 1; 1088 return 1;
1106 } 1089 }
1107 1090
1108 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
1109 force->speed = 1.0; 1106 force->speed = 1.0;
1110 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1112 1109
1113 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1180 */ 1177 */
1181int 1178int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1180{
1184 int i; 1181 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1183
1187 /* 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. */
1188 if (dir != 0) 1185 if (dir != 0)
1189 { 1186 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1191 } 1191 }
1192 else 1192 else
1193 {
1194 tmp = op; 1193 tmp = op;
1195 }
1196 1194
1197 /* 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. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1197 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1199 {
1202 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1203 { 1201 {
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1210 return 0; 1208 return 0;
1211 } 1209 }
1212 } 1210 }
1213 } 1211 }
1212
1214 if (force == NULL) 1213 if (force == NULL)
1215 { 1214 {
1216 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1217 if (spell_ob->race)
1299static void 1298static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1300{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1302
1304 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (this should hopefully
1305 * 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
1306 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1308 * the stuff back to town.
1416 1415
1417bailout: 1416bailout:
1418 return 1; 1417 return 1;
1419} 1418}
1420 1419
1421
1422/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1423 * items. 1421 * items.
1424 */ 1422 */
1425int 1423int
1426remove_curse (object *op, object *caster, object *spell) 1424remove_curse (object *op, object *caster, object *spell)
1427{ 1425{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1426 int success = 0, was_one = 0;
1430 1427
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1432 {
1436 was_one++; 1433 was_one++;
1434
1437 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= casting_level (caster, spell))
1438 { 1436 {
1439 success++; 1437 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1441 CLEAR_FLAG (tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1440
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1444
1445 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1446 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1447 }
1449 } 1448 }
1450 1449
1451 if (op->type == PLAYER) 1450 if (op->type == PLAYER)
1452 { 1451 {
1463 1462
1464 return success; 1463 return success;
1465} 1464}
1466 1465
1467/* Identifies objects in the players inventory/on the ground */ 1466/* Identifies objects in the players inventory/on the ground */
1468
1469int 1467int
1470cast_identify (object *op, object *caster, object *spell) 1468cast_identify (object *op, object *caster, object *spell)
1471{ 1469{
1472 object *tmp; 1470 object *tmp;
1473 int success = 0, num_ident; 1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474 1472
1475 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));
1476
1477 if (num_ident < 1)
1478 num_ident = 1;
1479 1474
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1476 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1483 { 1478 {
1484 identify (tmp); 1479 identify (tmp);
1485 1480
1486 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1487 { 1482 {
1488 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));
1489 1484
1490 if (tmp->msg) 1485 if (tmp->msg)
1491 { 1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1487 }
1496 1488
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1489 if (!--num_ident)
1500 break; 1490 break;
1501 } 1491 }
1502 } 1492 }
1503 1493
1504 /* 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
1510 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)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1502 {
1513 identify (tmp); 1503 identify (tmp);
1514 1504
1515 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1516 { 1506 {
1517 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));
1518 1508
1519 if (tmp->msg) 1509 if (tmp->msg)
1520 { 1510 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
1525 esrv_send_item (op, tmp);
1526 } 1511 }
1527 1512
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1513 if (!--num_ident)
1531 break; 1514 break;
1532 } 1515 }
1533 } 1516 }
1534 1517
1535 if (!success) 1518 if (buf.empty ())
1536 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 }
1537 else 1523 else
1524 {
1525 if (op->contr)
1526 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1527
1538 spell_effect (spell, op->x, op->y, op->map, op); 1528 spell_effect (spell, op->x, op->y, op->map, op);
1539 1529 return 1;
1540 return success; 1530 }
1541} 1531}
1542 1532
1543int 1533int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1534cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1535{
1550 1540
1551 /* 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
1552 * doing it over and over again. 1542 * doing it over and over again.
1553 */ 1543 */
1554 god = find_god (determine_god (op)); 1544 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1545 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1546 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1547
1558 if (!skill) 1548 if (!skill)
1559 skill = caster; 1549 skill = caster;
1560 1550
1561 for (x = op->x - range; x <= op->x + range; x++) 1551 unordered_mapwalk (op, -range, -range, range, range)
1562 for (y = op->y - range; y <= op->y + range; y++)
1563 { 1552 {
1564 m = op->map;
1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1568
1569 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1556 * down - that is easier than working up.
1573 */ 1557 */
1574 1558
1575 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)
1576 last = tmp; 1560 last = tmp;
1577 1561
1578 /* 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
1579 * would happen. 1563 * would happen.
1580 */ 1564 */
1581 if (!last) 1565 if (!last)
1582 continue; 1566 continue;
1583 1567
1584 done_one = 0; 1568 done_one = 0;
1585 floor = 0; 1569 floor = 0;
1586 detect = NULL; 1570 detect = NULL;
1587 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1572 {
1589 /* show invisible */ 1573 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1591 /* Might there be other objects that we can make visible? */ 1575 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1594 tmp->type == CF_HANDLE || 1578 || tmp->type == CF_HANDLE
1595 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
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1598 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1600 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)))
1601 { 1595 {
1602 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)
1603 { 1597 {
1604 tmp->invisible = 0; 1598 tmp->invisible = 0;
1605 done_one = 1; 1599 done_one = 1;
1606 } 1600 }
1607 } 1601 }
1608 1602
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1; 1604 floor = 1;
1611 1605
1612 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1613 * 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
1614 * 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
1615 * 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.
1616 */ 1610 */
1617 if (floor) 1611 if (floor)
1618 continue; 1612 continue;
1619 1613
1620 /* I had thought about making detect magic and detect curse 1614 /* I had thought about making detect magic and detect curse
1621 * 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.
1622 * 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
1623 * difficult to see what object is magical/cursed, so the 1617 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant. 1618 * effect wouldn't be as apparent.
1625 */ 1619 */
1626 1620
1627 /* detect magic */ 1621 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !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))
1630 { 1624 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */ 1626 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4; 1628 tmp->stats.Cha /= 4;
1629
1635 done_one = 1; 1630 done_one = 1;
1636 } 1631 }
1632
1637 /* detect monster */ 1633 /* detect monster */
1638 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))
1639 { 1635 {
1640 done_one = 2; 1636 done_one = 2;
1637
1641 if (!detect) 1638 if (!detect)
1642 detect = tmp; 1639 detect = tmp;
1643 } 1640 }
1641
1644 /* 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
1645 * 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
1646 * race must match. 1644 * race must match.
1647 */ 1645 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1650 (strstr (spell->race, tmp->race)))) 1648 spell->race.contains (tmp->race)))
1651 { 1649 {
1652 done_one = 2; 1650 done_one = 2;
1651
1653 if (!detect) 1652 if (!detect)
1654 detect = tmp; 1653 detect = tmp;
1655 } 1654 }
1655
1656 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) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 { 1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1; 1660 done_one = 1;
1661 } 1661 }
1662 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
1663 1663
1664 /* 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
1665 * where the magic is. 1665 * where the magic is.
1666 */ 1666 */
1667 if (done_one) 1667 if (done_one)
1668 { 1668 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
1670 1670
1671 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
1673 { 1673 {
1674 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1681 } 1681 }
1682 1682
1683 m->insert (detect_ob, nx, ny, op); 1683 m->insert (detect_ob, nx, ny, op);
1684 } 1684 }
1685 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
1686 1686
1687 1687
1688 /* 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 */
1689 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))
1690 { 1690 {
1691 done_one = 0; 1691 done_one = 0;
1692
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1693 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1694 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695 { 1696 {
1696 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))
1697 { 1698 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1703 }
1704
1702 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) &&
1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1704 { 1707 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1709
1710 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1711 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1712 }
1709 } /* if item is not identified */ 1713 } /* if item is not identified */
1710 } /* for the players inventory */ 1714 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1715 } /* if detect magic/curse and object is a player */
1716
1712 return 1; 1717 return 1;
1713} 1718}
1714 1719
1715 1720
1716/** 1721/**
1729 1734
1730 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.");
1731 1736
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1738 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1737
1738 /* Explodes a fireball centered at player */
1739 tmp = get_archetype (EXPLODING_FIREBALL);
1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1742
1743 tmp->insert_at (victim);
1744 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
1745 } 1742 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1747 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.");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 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!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1748 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1798 } 1795 }
1799 /* give sp */ 1796 /* give sp */
1800 if (spell->stats.dam > 0) 1797 if (spell->stats.dam > 0)
1801 { 1798 {
1802 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);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1800 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1801 return 1;
1805 } 1802 }
1806 /* suck sp away. Can't suck sp from yourself */ 1803 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1804 else if (op != plyr)
1808 { 1805 {
1820 /* Player doesn't get full credit */ 1817 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1818 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1819 op->stats.sp += sucked;
1823 if (sucked > 0) 1820 if (sucked > 0)
1824 { 1821 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1822 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1823 }
1827 } 1824 }
1828 return 1; 1825 return 1;
1829 } 1826 }
1830 return 0; 1827 return 0;
1906 break; 1903 break;
1907 } 1904 }
1908 } 1905 }
1909} 1906}
1910 1907
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1908/* cast_consecrate() - a spell to make an altar your god's */
1914int 1909int
1915cast_consecrate (object *op, object *caster, object *spell) 1910cast_consecrate (object *op, object *caster, object *spell)
1916{ 1911{
1917 char buf[MAX_BUF]; 1912 char buf[MAX_BUF];
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930 break; 1925 break;
1931 if (tmp->type == HOLY_ALTAR) 1926 if (tmp->type == HOLY_ALTAR)
1932 { 1927 {
1933 1928
1934 if (tmp->level > caster_level (caster, spell)) 1929 if (tmp->level > casting_level (caster, spell))
1935 { 1930 {
1936 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);
1937 return 0; 1932 return 0;
1938 } 1933 }
1939 else 1934 else
1940 { 1935 {
1941 /* If we got here, we are consecrating an altar */ 1936 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1937 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1938 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1939 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1940 tmp->other_arch = god->arch;
1941
1946 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1943 esrv_update_item (UPD_NAME, op, tmp);
1944
1948 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);
1949 return 1; 1946 return 1;
1950 } 1947 }
1951 } 1948 }
1952 } 1949 }
1990 return 0; 1987 return 0;
1991 } 1988 }
1992 1989
1993 /* if no direction specified, pick one */ 1990 /* if no direction specified, pick one */
1994 if (!dir) 1991 if (!dir)
1995 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);
1996 1993
1997 m = op->map; 1994 m = op->map;
1998 x = op->x + freearr_x[dir]; 1995 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 1996 y = op->y + freearr_y[dir];
2000 1997
2001 /* if there's no place to put the golem, abort */ 1998 /* if there's no place to put the golem, abort */
2002 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)
2003 ((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))
2004 { 2001 {
2005 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.");
2006 return 0; 2003 return 0;
2007 } 2004 }
2008 2005
2012 if (!weapon) 2009 if (!weapon)
2013 { 2010 {
2014 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!");
2015 return 0; 2012 return 0;
2016 } 2013 }
2014
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2015 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2016 {
2019 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.");
2020 return 0; 2018 return 0;
2021 } 2019 }
2020
2022 if (weapon->type != WEAPON) 2021 if (weapon->type != WEAPON)
2023 { 2022 {
2024 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.");
2025 return 0; 2024 return 0;
2026 } 2025 }
2026
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2028 { 2028 {
2029 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));
2030 return 0; 2030 return 0;
2031 } 2031 }
2032 2032
2033 if (weapon->nrof > 1) 2033 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2034
2040 /* create the golem object */ 2035 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2036 tmp = arch_to_object (spell->other_arch);
2042 2037
2043 /* 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 */
2048 tmp->set_owner (op); 2043 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2044 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2045 set_spell_skill (op, caster, spell, tmp);
2051 2046
2052 /* 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
2053 * removed flag - it should only be set if get_split_object was 2048 * removed flag - it should only be set if weapon->split was
2054 * used above. 2049 * used above.
2055 */ 2050 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2057 weapon->remove (); 2052 weapon->remove ();
2058 2053
2059 insert_ob_in_ob (weapon, tmp); 2054 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2055
2061 /* 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,
2062 * 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
2063 * body_info, skills, etc) 2058 * body_info, skills, etc)
2064 */ 2059 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2060 SET_FLAG (tmp, FLAG_USE_WEAPON);
2139 tmp->state = weapon->state; 2134 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2136 }
2142 2137
2143 /* 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. */
2144 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));
2145 2140
2146 tmp->speed_left = -1; 2141 tmp->speed_left = -1;
2147 tmp->direction = dir; 2142 tmp->direction = dir;
2148 2143
2149 m->insert (tmp, x, y, op); 2144 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2148/* cast_daylight() - changes the map darkness level *lower* */
2154 2149
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2150/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2151 * This changes the light level for the entire map.
2157 */ 2152 */
2158
2159int 2153int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2154cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2155{
2162 int success; 2156 int success;
2163 2157
2171 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2172 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.");
2173 else 2167 else
2174 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.");
2175 } 2169 }
2170
2176 return success; 2171 return success;
2177} 2172}
2178 2173
2179/* 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.
2180 * 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,
2197 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);
2198 2193
2199 set_spell_skill (op, caster, spell, new_aura); 2194 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2195 new_aura->attacktype = spell->attacktype;
2201 2196
2202 new_aura->level = caster_level (caster, spell); 2197 new_aura->level = casting_level (caster, spell);
2203 2198
2204 if (refresh) 2199 if (refresh)
2205 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.");
2206 else 2201 else
2207 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.");
2209 insert_ob_in_ob (new_aura, op); 2204 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2205 new_aura->set_owner (op);
2211 2206
2212 return 1; 2207 return 1;
2213} 2208}
2214
2215 2209
2216/* 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,
2217 * 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
2218 * around him. 2212 * around him.
2219 * Aura parameters: 2213 * Aura parameters:
2220 * duration: duration counter. 2214 * duration: duration counter.
2221 * attacktype: aura's attacktype 2215 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2216 * other_arch: archetype to drop where we attack
2223 */ 2217 */
2224
2225void 2218void
2226move_aura (object *aura) 2219move_aura (object *aura)
2227{ 2220{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2221 /* auras belong in inventories */
2233 env = aura->env; 2222 object *env = aura->env;
2223 object *owner = aura->owner;
2234 2224
2235 /* no matter what we've gotta remove the aura... 2225 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2226 * we'll put it back if its time isn't up.
2237 */ 2227 */
2238 aura->remove (); 2228 aura->remove ();
2243 aura->destroy (); 2233 aura->destroy ();
2244 return; 2234 return;
2245 } 2235 }
2246 2236
2247 /* auras only exist in inventories */ 2237 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2238 if (!env || !env->map)
2249 { 2239 {
2250 aura->destroy (); 2240 aura->destroy ();
2251 return; 2241 return;
2252 } 2242 }
2253 2243
2254 /* we need to jump out of the inventory for a bit 2244 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2245 * in order to hit the map conveniently.
2256 */ 2246 */
2257 aura->insert_at (env, aura); 2247 aura->insert_at (env, aura);
2258 2248
2259 for (i = 1; i < 9; i++) 2249 for (int i = 1; i < 9; i++)
2260 { 2250 {
2261 sint16 nx, ny; 2251 mapxy pos (env);
2252 pos.move (i);
2262 2253
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2254 /* Consider the movement type of the person with the aura as
2268 * 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
2269 * 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.
2270 */ 2257 */
2271 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)))
2272 { 2259 {
2273 hit_map (aura, i, aura->attacktype, 0); 2260 hit_map (aura, i, aura->attacktype, 0);
2274 2261
2275 if (aura->other_arch) 2262 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2263 pos.insert (arch_to_object (aura->other_arch), aura);
2277 } 2264 }
2278 } 2265 }
2279 2266
2280 /* put the aura back in the player's inventory */ 2267 /* put the aura back in the player's inventory */
2281 aura->remove (); 2268 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2269 aura->set_owner (owner);
2283} 2270}
2284 2271
2285/* moves the peacemaker spell. 2272/* moves the peacemaker spell.
2286 * op is the piece object. 2273 * op is the piece object.
2287 */ 2274 */
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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