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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 1.110 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 73 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 75 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 76 wand->destroy ();
77 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 79
80 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
123 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
126 */ 126 */
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (spellparam)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
154 { 153 {
155 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
156 155
157 for (; al; al = al->next) 156 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 missile->destroy (); 162 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 missile->destroy (); 169 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * 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. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
207 return 1; 203 return 1;
208} 204}
209 205
210 206
211/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 209int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 211{
216 int food_value; 212 int food_value;
217 archetype *at = NULL; 213 archetype *at = NULL;
218 object *new_op; 214 object *new_op;
219 215
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 217
222 if (stringarg) 218 if (spellparam)
223 { 219 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 221 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 224 spellparam = NULL;
229 } 225 }
230 226
231 if (!stringarg) 227 if (!spellparam)
232 { 228 {
233 archetype *at_tmp; 229 archetype *at_tmp;
234 230
235 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
284{ 280{
285 int r, mflags, maxrange; 281 int r, mflags, maxrange;
286 object *tmp; 282 object *tmp;
287 maptile *m; 283 maptile *m;
288 284
289
290 if (!dir) 285 if (!dir)
291 { 286 {
292 examine_monster (op, op); 287 examine_monster (op, op);
293 return 1; 288 return 1;
294 } 289 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 303 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 305 return 0;
311 } 306 }
307
312 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
313 { 309 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 312 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 314 if (tmp->head != NULL)
319 tmp = tmp->head; 315 tmp = tmp->head;
350 346
351 return 1; 347 return 1;
352 } 348 }
353 349
354 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 352 return 1;
357 353
358 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
359 if (!mon->race) 355 if (!mon->race)
360 return 0; 356 return 0;
361 357
362 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 359 return 1;
364 360
365 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
366 return 0; 362 return 0;
367 } 363 }
430/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 427 */
432int 428int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 430{
435 object *tmp, *next;
436 int range, i, j, mflags; 431 int range, i, j, mflags;
437 sint16 sx, sy; 432 sint16 sx, sy;
438 maptile *m; 433 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 434
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 436
445 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 444
453 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
454 continue; 446 continue;
455 447
456 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
458 { 450 {
459 next = tmp->above; 451 next = tmp->above;
452
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 455 }
463 } 456 }
464 457
471 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
472 { 465 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
475 else 468 else
476 { 469 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 } 470 }
482 471
483 op->destroy (); 472 op->destroy ();
484} 473}
485 474
501 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
502 return 1; 491 return 1;
503 } 492 }
504 493
505 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
506 if (dummy == NULL) 495
496 if (!dummy)
507 { 497 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0; 500 return 0;
511 } 501 }
577perceive_self (object *op) 567perceive_self (object *op)
578{ 568{
579 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
581 571
582 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 573
584 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
585 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 579
588 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
590 else 582 else
591 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
592 584
593 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
594 586
595 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
597 else 589 else
598 { 590 {
599 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
600 592
601 if (tmp) 593 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
605 } 597 }
606 598
607 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 602 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 604 {
613 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
615 else 607 else
616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 609
618 break; 610 break;
619 } 611 }
620 } 612 }
621 613
622 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 615
626 return 1; 616 return 1;
627} 617}
628 618
629/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
717 */ 707 */
718 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 709 tmp->set_owner (op);
720 710
721 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
723 713
724 name = tmp->name; 714 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 716 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
788 778
789 return 1; 779 return 1;
790} 780}
791 781
792int 782int
793dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 784{
795 uint32 dist, maxdist; 785 uint32 dist, maxdist;
796 int mflags; 786 int mflags;
797 maptile *m; 787 maptile *m;
798 sint16 sx, sy; 788 sint16 sx, sy;
809 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
810 * ever, so put limits in. 800 * ever, so put limits in.
811 */ 801 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 803
814 if (op->contr->count) 804 if (spellparam)
815 { 805 {
806 int count = atoi (spellparam);
807
816 if (op->contr->count > maxdist) 808 if (count > maxdist)
817 { 809 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
819 return 0; 811 return 0;
820 } 812 }
821 813
822 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
823 { 815 {
824 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
825 817
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 819 break;
828 820
829 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
830 break; 822 break;
831 } 823 }
832 824
833 if (dist < op->contr->count) 825 if (dist < count)
834 { 826 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
836 op->contr->count = 0;
837 return 0; 828 return 0;
838 } 829 }
839
840 op->contr->count = 0;
841 830
842 /* Remove code that puts player on random space on maps. IMO, 831 /* 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, 832 * 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 833 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1042 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1032 "You are no easier to look at.",
1044}; 1033};
1045 1034
1046int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1048{ 1043{
1049 object *force = NULL; 1044 object *force = 0;
1050 int i; 1045 int i;
1051 1046
1052 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1053 object *tmp = dir 1048 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1050 : op;
1056 1051
1057 if (!tmp) 1052 if (!tmp)
1058 return 0; 1053 return 0;
1059 1054
1060 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1068 break; 1063 break;
1069 } 1064 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1066 {
1072 if (!silent) 1067 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); 1068 new_draw_info_format (NDI_UNIQUE, 0, op,
1069 "You can not cast %s while %s is in effect",
1070 &spell_ob->name, &tmp2->name_pl);
1071
1074 return 0; 1072 return 0;
1075 } 1073 }
1076 } 1074 }
1077 } 1075 }
1076
1077 int duration = change_ability_duration (spell_ob, caster);
1078
1078 if (force == NULL) 1079 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 } 1080 {
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) 1081 if (duration > force->duration)
1096 { 1082 {
1097 force->duration = duration; 1083 force->duration = duration;
1098 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1084 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1099 } 1085 }
1100 else 1086 else
1101 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1087 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1103 }
1104 1088
1105 return 1; 1089 return 1;
1106 } 1090 }
1107 1091
1108 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092 new_draw_info_format (NDI_UNIQUE, 0, op,
1093 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1094 TICK2TIME (duration));
1095
1096 force = get_archetype (FORCE_NAME);
1097 force->subtype = FORCE_CHANGE_ABILITY;
1098 force->duration = duration;
1099
1100 if (spell_ob->race)
1101 force->name = spell_ob->race;
1102 else
1103 force->name = spell_ob->name;
1104
1105 force->name_pl = spell_ob->name;
1106
1109 force->speed = 1.0; 1107 force->speed = 1.0;
1110 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1112 1110
1113 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1180 */ 1178 */
1181int 1179int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1181{
1184 int i; 1182 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1184
1187 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1188 if (dir != 0) 1186 if (dir != 0)
1189 { 1187 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1188 tmp = find_target_for_friendly_spell (op, dir);
1189
1190 if (!tmp)
1191 return 0;
1191 } 1192 }
1192 else 1193 else
1193 {
1194 tmp = op; 1194 tmp = op;
1195 }
1196 1195
1197 /* If we've already got a force of this type, don't add a new one. */ 1196 /* 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) 1197 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1198 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1199 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1200 {
1202 if (tmp2->name == spell_ob->name) 1201 if (tmp2->name == spell_ob->name)
1203 { 1202 {
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); 1208 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; 1209 return 0;
1211 } 1210 }
1212 } 1211 }
1213 } 1212 }
1213
1214 if (force == NULL) 1214 if (force == NULL)
1215 { 1215 {
1216 force = get_archetype (FORCE_NAME); 1216 force = get_archetype (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1217 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1218 if (spell_ob->race)
1299static void 1299static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1301{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1303
1304 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (this should hopefully
1305 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1306 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1309 * the stuff back to town.
1416 1416
1417bailout: 1417bailout:
1418 return 1; 1418 return 1;
1419} 1419}
1420 1420
1421
1422/* This function removes the cursed/damned status on equipped 1421/* This function removes the cursed/damned status on equipped
1423 * items. 1422 * items.
1424 */ 1423 */
1425int 1424int
1426remove_curse (object *op, object *caster, object *spell) 1425remove_curse (object *op, object *caster, object *spell)
1427{ 1426{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1430 1428
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1433 {
1436 was_one++; 1434 was_one++;
1435
1437 if (tmp->level <= caster_level (caster, spell)) 1436 if (tmp->level <= casting_level (caster, spell))
1438 { 1437 {
1439 success++; 1438 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1439 if (QUERY_FLAG (spell, FLAG_DAMNED))
1441 CLEAR_FLAG (tmp, FLAG_DAMNED); 1440 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1441
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1444 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1445
1446 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1447 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1448 }
1449 } 1449 }
1450 1450
1451 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1452 { 1452 {
1463 1463
1464 return success; 1464 return success;
1465} 1465}
1466 1466
1467/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1468
1469int 1468int
1470cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1471{ 1470{
1472 object *tmp; 1471 object *tmp;
1473 int success = 0, num_ident; 1472 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474 1473
1475 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 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 1475
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1477 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1483 { 1479 {
1484 identify (tmp); 1480 identify (tmp);
1485 1481
1486 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1487 { 1483 {
1488 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1489 1485
1490 if (tmp->msg) 1486 if (tmp->msg)
1491 { 1487 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 } 1488 }
1496 1489
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1490 if (!--num_ident)
1500 break; 1491 break;
1501 } 1492 }
1502 } 1493 }
1503 1494
1504 /* If all the power of the spell has been used up, don't go and identify 1495 /* 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) 1501 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)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1503 {
1513 identify (tmp); 1504 identify (tmp);
1514 1505
1515 if (op->type == PLAYER) 1506 if (object *pl = tmp->visible_to ())
1516 { 1507 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1518 1509
1519 if (tmp->msg) 1510 if (tmp->msg)
1520 { 1511 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 } 1512 }
1527 1513
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1514 if (!--num_ident)
1531 break; 1515 break;
1532 } 1516 }
1533 } 1517 }
1534 1518
1535 if (!success) 1519 if (buf.empty ())
1536 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1537 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1538 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1539 1530 return 1;
1540 return success; 1531 }
1541} 1532}
1542 1533
1543int 1534int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1536{
1550 1541
1551 /* We precompute some values here so that we don't have to keep 1542 /* We precompute some values here so that we don't have to keep
1552 * doing it over and over again. 1543 * doing it over and over again.
1553 */ 1544 */
1554 god = find_god (determine_god (op)); 1545 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1546 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1547 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1548
1558 if (!skill) 1549 if (!skill)
1559 skill = caster; 1550 skill = caster;
1560 1551
1561 for (x = op->x - range; x <= op->x + range; x++) 1552 unordered_mapwalk (op, -range, -range, range, range)
1562 for (y = op->y - range; y <= op->y + range; y++)
1563 { 1553 {
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 1554 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1555 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1556 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1557 * down - that is easier than working up.
1573 */ 1558 */
1574 1559
1575 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1560 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1576 last = tmp; 1561 last = tmp;
1577 1562
1578 /* Shouldn't happen, but if there are no objects on a space, this 1563 /* Shouldn't happen, but if there are no objects on a space, this
1579 * would happen. 1564 * would happen.
1580 */ 1565 */
1581 if (!last) 1566 if (!last)
1582 continue; 1567 continue;
1583 1568
1584 done_one = 0; 1569 done_one = 0;
1585 floor = 0; 1570 floor = 0;
1586 detect = NULL; 1571 detect = NULL;
1587 for (tmp = last; tmp; tmp = tmp->below) 1572 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1573 {
1589 /* show invisible */ 1574 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1575 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1591 /* Might there be other objects that we can make visible? */ 1576 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1577 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1578 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1594 tmp->type == CF_HANDLE || 1579 || tmp->type == CF_HANDLE
1595 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1580 || tmp->type == TRAPDOOR
1581 || tmp->type == EXIT
1582 || tmp->type == HOLE
1583 || tmp->type == BUTTON
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1584 || tmp->type == TELEPORTER
1585 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1586 || tmp->type == LOCKED_DOOR
1598 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1587 || tmp->type == WEAPON
1588 || tmp->type == ALTAR
1589 || tmp->type == SIGN
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1590 || tmp->type == TRIGGER_PEDESTAL
1600 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1591 || tmp->type == SPECIAL_KEY
1592 || tmp->type == TREASURE
1593 || tmp->type == BOOK
1594 || tmp->type == HOLY_ALTAR
1595 || tmp->type == CONTAINER)))
1601 { 1596 {
1602 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1597 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1603 { 1598 {
1604 tmp->invisible = 0; 1599 tmp->invisible = 0;
1605 done_one = 1; 1600 done_one = 1;
1606 } 1601 }
1607 } 1602 }
1608 1603
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1604 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1; 1605 floor = 1;
1611 1606
1612 /* All detections below this point don't descend beneath the floor, 1607 /* 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 1608 * 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 1609 * 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. 1610 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */ 1611 */
1617 if (floor) 1612 if (floor)
1618 continue; 1613 continue;
1619 1614
1620 /* I had thought about making detect magic and detect curse 1615 /* I had thought about making detect magic and detect curse
1621 * show the flash the magic item like it does for detect monster. 1616 * 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 1617 * however, if the object is within sight, this would then make it
1623 * difficult to see what object is magical/cursed, so the 1618 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant. 1619 * effect wouldn't be as apparent.
1625 */ 1620 */
1626 1621
1627 /* detect magic */ 1622 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1623 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1624 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1630 { 1625 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1626 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */ 1627 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1628 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4; 1629 tmp->stats.Cha /= 4;
1630
1635 done_one = 1; 1631 done_one = 1;
1636 } 1632 }
1633
1637 /* detect monster */ 1634 /* detect monster */
1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1635 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1639 { 1636 {
1640 done_one = 2; 1637 done_one = 2;
1638
1641 if (!detect) 1639 if (!detect)
1642 detect = tmp; 1640 detect = tmp;
1643 } 1641 }
1642
1644 /* Basically, if race is set in the spell, then the creatures race must 1643 /* 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 1644 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match. 1645 * race must match.
1647 */ 1646 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1647 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1648 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1650 (strstr (spell->race, tmp->race)))) 1649 spell->race.contains (tmp->race)))
1651 { 1650 {
1652 done_one = 2; 1651 done_one = 2;
1652
1653 if (!detect) 1653 if (!detect)
1654 detect = tmp; 1654 detect = tmp;
1655 } 1655 }
1656
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1657 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1658 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 { 1659 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1660 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1; 1661 done_one = 1;
1661 } 1662 }
1662 } /* for stack of objects on this space */ 1663 } /* for stack of objects on this space */
1663 1664
1664 /* Code here puts an effect of the spell on the space, so you can see 1665 /* Code here puts an effect of the spell on the space, so you can see
1665 * where the magic is. 1666 * where the magic is.
1666 */ 1667 */
1667 if (done_one) 1668 if (done_one)
1668 { 1669 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1670 object *detect_ob = arch_to_object (spell->other_arch);
1670 1671
1671 /* if this is set, we want to copy the face */ 1672 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1673 if (done_one == 2 && detect)
1673 { 1674 {
1674 detect_ob->face = detect->face; 1675 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1676 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1677 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1678 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1679 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1680 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1681 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1681 } 1682 }
1682 1683
1683 m->insert (detect_ob, nx, ny, op); 1684 m->insert (detect_ob, nx, ny, op);
1684 } 1685 }
1685 } /* for processing the surrounding spaces */ 1686 } /* for processing the surrounding spaces */
1686 1687
1687 1688
1688 /* Now process objects in the players inventory if detect curse or magic */ 1689 /* 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)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1690 { 1691 {
1691 done_one = 0; 1692 done_one = 0;
1693
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1694 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1695 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1696 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695 { 1697 {
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1697 { 1699 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1700 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1701
1702 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1703 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1704 }
1705
1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1704 { 1708 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1709 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1710
1711 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1712 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1713 }
1709 } /* if item is not identified */ 1714 } /* if item is not identified */
1710 } /* for the players inventory */ 1715 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1716 } /* if detect magic/curse and object is a player */
1717
1712 return 1; 1718 return 1;
1713} 1719}
1714 1720
1715 1721
1716/** 1722/**
1729 1735
1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1736 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1731 1737
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1738 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1739 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1740 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; 1741 victim->stats.sp = 2 * victim->stats.maxsp;
1742 create_exploding_ball_at (victim, caster_level);
1745 } 1743 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 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."); 1745 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) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1749 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1798 } 1796 }
1799 /* give sp */ 1797 /* give sp */
1800 if (spell->stats.dam > 0) 1798 if (spell->stats.dam > 0)
1801 { 1799 {
1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1801 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1802 return 1;
1805 } 1803 }
1806 /* suck sp away. Can't suck sp from yourself */ 1804 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1805 else if (op != plyr)
1808 { 1806 {
1820 /* Player doesn't get full credit */ 1818 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1819 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1820 op->stats.sp += sucked;
1823 if (sucked > 0) 1821 if (sucked > 0)
1824 { 1822 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1823 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1824 }
1827 } 1825 }
1828 return 1; 1826 return 1;
1829 } 1827 }
1830 return 0; 1828 return 0;
1906 break; 1904 break;
1907 } 1905 }
1908 } 1906 }
1909} 1907}
1910 1908
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1909/* cast_consecrate() - a spell to make an altar your god's */
1914int 1910int
1915cast_consecrate (object *op, object *caster, object *spell) 1911cast_consecrate (object *op, object *caster, object *spell)
1916{ 1912{
1917 char buf[MAX_BUF]; 1913 char buf[MAX_BUF];
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930 break; 1926 break;
1931 if (tmp->type == HOLY_ALTAR) 1927 if (tmp->type == HOLY_ALTAR)
1932 { 1928 {
1933 1929
1934 if (tmp->level > caster_level (caster, spell)) 1930 if (tmp->level > casting_level (caster, spell))
1935 { 1931 {
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1932 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1937 return 0; 1933 return 0;
1938 } 1934 }
1939 else 1935 else
1940 { 1936 {
1941 /* If we got here, we are consecrating an altar */ 1937 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1938 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1939 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1940 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1941 tmp->other_arch = god->arch;
1942
1946 if (op->type == PLAYER) 1943 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1944 esrv_update_item (UPD_NAME, op, tmp);
1945
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1949 return 1; 1947 return 1;
1950 } 1948 }
1951 } 1949 }
1952 } 1950 }
1990 return 0; 1988 return 0;
1991 } 1989 }
1992 1990
1993 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
1994 if (!dir) 1992 if (!dir)
1995 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1993 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1996 1994
1997 m = op->map; 1995 m = op->map;
1998 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2000 1998
2001 /* if there's no place to put the golem, abort */ 1999 /* 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) || 2000 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)) 2001 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2004 { 2002 {
2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2006 return 0; 2004 return 0;
2007 } 2005 }
2008 2006
2012 if (!weapon) 2010 if (!weapon)
2013 { 2011 {
2014 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2015 return 0; 2013 return 0;
2016 } 2014 }
2015
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2016 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2017 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2020 return 0; 2019 return 0;
2021 } 2020 }
2021
2022 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2023 { 2023 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2025 return 0; 2025 return 0;
2026 } 2026 }
2027
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2028 { 2029 {
2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2030 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; 2031 return 0;
2031 } 2032 }
2032 2033
2033 if (weapon->nrof > 1) 2034 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2035
2040 /* create the golem object */ 2036 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2037 tmp = arch_to_object (spell->other_arch);
2042 2038
2043 /* if animated by a player, give the player control of the golem */ 2039 /* if animated by a player, give the player control of the golem */
2048 tmp->set_owner (op); 2044 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2045 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2046 set_spell_skill (op, caster, spell, tmp);
2051 2047
2052 /* Give the weapon to the golem now. A bit of a hack to check the 2048 /* 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 2049 * removed flag - it should only be set if weapon->split was
2054 * used above. 2050 * used above.
2055 */ 2051 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2052 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2057 weapon->remove (); 2053 weapon->remove ();
2058 2054
2059 insert_ob_in_ob (weapon, tmp); 2055 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2056
2061 /* To do everything necessary to let a golem use the weapon is a pain, 2057 /* 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 2058 * so instead, just set it as equipped (otherwise, we need to update
2063 * body_info, skills, etc) 2059 * body_info, skills, etc)
2064 */ 2060 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2061 SET_FLAG (tmp, FLAG_USE_WEAPON);
2139 tmp->state = weapon->state; 2135 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2137 }
2142 2138
2143 /* make experience increase in proportion to the strength of the summoned creature. */ 2139 /* 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)); 2140 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2145 2141
2146 tmp->speed_left = -1; 2142 tmp->speed_left = -1;
2147 tmp->direction = dir; 2143 tmp->direction = dir;
2148 2144
2149 m->insert (tmp, x, y, op); 2145 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2149/* cast_daylight() - changes the map darkness level *lower* */
2154 2150
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2151/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2152 * This changes the light level for the entire map.
2157 */ 2153 */
2158
2159int 2154int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2155cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2156{
2162 int success; 2157 int success;
2163 2158
2171 if (spell->stats.dam < 0) 2166 if (spell->stats.dam < 0)
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2173 else 2168 else
2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2175 } 2170 }
2171
2176 return success; 2172 return success;
2177} 2173}
2178 2174
2179/* create an aura spell object and put it in the player's inventory. 2175/* 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, 2176 * 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); 2193 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2198 2194
2199 set_spell_skill (op, caster, spell, new_aura); 2195 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2196 new_aura->attacktype = spell->attacktype;
2201 2197
2202 new_aura->level = caster_level (caster, spell); 2198 new_aura->level = casting_level (caster, spell);
2203 2199
2204 if (refresh) 2200 if (refresh)
2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2206 else 2202 else
2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209 insert_ob_in_ob (new_aura, op); 2205 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2206 new_aura->set_owner (op);
2211 2207
2212 return 1; 2208 return 1;
2213} 2209}
2214
2215 2210
2216/* move aura function. An aura is a part of someone's inventory, 2211/* 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 2212 * which he carries with him, but which acts on the map immediately
2218 * around him. 2213 * around him.
2219 * Aura parameters: 2214 * Aura parameters:
2220 * duration: duration counter. 2215 * duration: duration counter.
2221 * attacktype: aura's attacktype 2216 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2217 * other_arch: archetype to drop where we attack
2223 */ 2218 */
2224
2225void 2219void
2226move_aura (object *aura) 2220move_aura (object *aura)
2227{ 2221{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2222 /* auras belong in inventories */
2233 env = aura->env; 2223 object *env = aura->env;
2224 object *owner = aura->owner;
2234 2225
2235 /* no matter what we've gotta remove the aura... 2226 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2227 * we'll put it back if its time isn't up.
2237 */ 2228 */
2238 aura->remove (); 2229 aura->remove ();
2243 aura->destroy (); 2234 aura->destroy ();
2244 return; 2235 return;
2245 } 2236 }
2246 2237
2247 /* auras only exist in inventories */ 2238 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2239 if (!env || !env->map)
2249 { 2240 {
2250 aura->destroy (); 2241 aura->destroy ();
2251 return; 2242 return;
2252 } 2243 }
2253 2244
2254 /* we need to jump out of the inventory for a bit 2245 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2246 * in order to hit the map conveniently.
2256 */ 2247 */
2257 aura->insert_at (env, aura); 2248 aura->insert_at (env, aura);
2258 2249
2259 for (i = 1; i < 9; i++) 2250 for (int i = 1; i < 9; i++)
2260 { 2251 {
2261 sint16 nx, ny; 2252 mapxy pos (env);
2253 pos.move (i);
2262 2254
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 2255 /* 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 2256 * 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. 2257 * is flying also, if player is walking, it is on the ground, etc.
2270 */ 2258 */
2271 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2272 { 2260 {
2273 hit_map (aura, i, aura->attacktype, 0); 2261 hit_map (aura, i, aura->attacktype, 0);
2274 2262
2275 if (aura->other_arch) 2263 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2264 pos.insert (arch_to_object (aura->other_arch), aura);
2277 } 2265 }
2278 } 2266 }
2279 2267
2280 /* put the aura back in the player's inventory */ 2268 /* put the aura back in the player's inventory */
2281 aura->remove (); 2269 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2270 aura->set_owner (owner);
2283} 2271}
2284 2272
2285/* moves the peacemaker spell. 2273/* moves the peacemaker spell.
2286 * op is the piece object. 2274 * op is the piece object.
2287 */ 2275 */
2288void 2276void
2289move_peacemaker (object *op) 2277move_peacemaker (object *op)
2290{ 2278{
2291 object *tmp; 2279 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 { 2280 {
2295 int atk_lev, def_lev; 2281 int atk_lev, def_lev;
2296 object *victim = tmp; 2282 object *victim = tmp->head_ ();
2297 2283
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2284 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2285 continue;
2286
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2288 continue;
2289
2304 if (victim->stats.exp == 0) 2290 if (victim->stats.exp == 0)
2305 continue; 2291 continue;
2306 2292
2307 def_lev = MAX (1, victim->level); 2293 def_lev = MAX (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2294 atk_lev = MAX (1, op->level);
2309 2295
2310 if (rndm (0, atk_lev - 1) > def_lev) 2296 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2297 {
2312 /* make this sucker peaceful. */ 2298 /* make this sucker peaceful. */
2313 2299
2300 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2301 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2302 victim->stats.exp = 0;
2316#if 0 2303#if 0
2317 /* No idea why these were all set to zero - if something 2304 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2305 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2312 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2313 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2314 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2315 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2316 CLEAR_FLAG (victim, FLAG_MONSTER);
2317
2330 if (victim->name) 2318 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2319 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2320 }
2334 }
2335 } 2321 }
2336} 2322}
2337
2338 2323
2339/* This writes a rune that contains the appropriate message. 2324/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2325 * There really isn't any adjustments we make.
2341 */ 2326 */
2342
2343int 2327int
2344write_mark (object *op, object *spell, const char *msg) 2328write_mark (object *op, object *spell, const char *msg)
2345{ 2329{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2330 if (!msg || msg[0] == 0)
2350 { 2331 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2352 return 0; 2333 return 0;
2353 } 2334 }
2354 2335
2355 if (strcasestr_local (msg, "endmsg")) 2336 if (!msg_is_safe (msg))
2356 { 2337 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2338 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); 2339 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2340 return 0;
2360 } 2341 }
2342
2361 if (!spell->other_arch) 2343 if (!spell->other_arch)
2362 return 0; 2344 return 0;
2345
2363 tmp = arch_to_object (spell->other_arch); 2346 object *tmp = arch_to_object (spell->other_arch);
2364
2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2366 2347
2367 tmp->race = op->name; /*Save the owner of the rune */ 2348 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2349 tmp->msg = msg;
2369 2350
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2352
2371 return 1; 2353 return 1;
2372} 2354}
2355

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