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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 1.112 by root, Wed Nov 4 18:17:58 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
896 885
897 /* Actually move the player now */ 886 /* Actually move the player now */
898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
899 return 1; 888 return 1;
900 889
901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * fabs (op->speed); /* Freeze them for a short while */
891
902 return 1; 892 return 1;
903} 893}
904 894
905/* cast_heal: Heals something. 895/* cast_heal: Heals something.
906 * op is the caster. 896 * op is the caster.
1042 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1033 "You are no easier to look at.",
1044}; 1034};
1045 1035
1046int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1048{ 1044{
1049 object *force = NULL; 1045 object *force = 0;
1050 int i; 1046 int i;
1051 1047
1052 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1053 object *tmp = dir 1049 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1051 : op;
1056 1052
1057 if (!tmp) 1053 if (!tmp)
1058 return 0; 1054 return 0;
1059 1055
1060 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1068 break; 1064 break;
1069 } 1065 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1067 {
1072 if (!silent) 1068 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); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1074 return 0; 1073 return 0;
1075 } 1074 }
1076 } 1075 }
1077 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1078 if (force == NULL) 1080 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 } 1081 {
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) 1082 if (duration > force->duration)
1096 { 1083 {
1097 force->duration = duration; 1084 force->duration = duration;
1098 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1099 } 1086 }
1100 else 1087 else
1101 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1103 }
1104 1089
1105 return 1; 1090 return 1;
1106 } 1091 }
1107 1092
1108 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1109 force->speed = 1.0; 1108 force->speed = 1.0;
1110 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1112 1111
1113 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1180 */ 1179 */
1181int 1180int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1182{
1184 int i; 1183 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1185
1187 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1188 if (dir != 0) 1187 if (dir != 0)
1189 { 1188 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1191 } 1193 }
1192 else 1194 else
1193 {
1194 tmp = op; 1195 tmp = op;
1195 }
1196 1196
1197 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1199 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1201 {
1202 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1203 { 1203 {
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); 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);
1210 return 0; 1210 return 0;
1211 } 1211 }
1212 } 1212 }
1213 } 1213 }
1214
1214 if (force == NULL) 1215 if (force == NULL)
1215 { 1216 {
1216 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1219 if (spell_ob->race)
1299static void 1300static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1301alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1302{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1303 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1304
1304 /* Give third price when we alchemy money (This should hopefully 1305 /* Give third price when we alchemy money (this should hopefully
1305 * make it so that it isn't worth it to alchemy money, sell 1306 * make it so that it isn't worth it to alchemy money, sell
1306 * the nuggets, alchemy the gold from that, etc. 1307 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1308 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1309 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1310 * the stuff back to town.
1416 1417
1417bailout: 1418bailout:
1418 return 1; 1419 return 1;
1419} 1420}
1420 1421
1421
1422/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1423 * items. 1423 * items.
1424 */ 1424 */
1425int 1425int
1426remove_curse (object *op, object *caster, object *spell) 1426remove_curse (object *op, object *caster, object *spell)
1427{ 1427{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1428 int success = 0, was_one = 0;
1430 1429
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1430 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1431 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1432 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1433 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1434 {
1436 was_one++; 1435 was_one++;
1436
1437 if (tmp->level <= caster_level (caster, spell)) 1437 if (tmp->level <= casting_level (caster, spell))
1438 { 1438 {
1439 success++; 1439 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1440 if (QUERY_FLAG (spell, FLAG_DAMNED))
1441 CLEAR_FLAG (tmp, FLAG_DAMNED); 1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1442
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1445 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1446
1447 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1448 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1449 }
1449 } 1450 }
1450 1451
1451 if (op->type == PLAYER) 1452 if (op->type == PLAYER)
1452 { 1453 {
1463 1464
1464 return success; 1465 return success;
1465} 1466}
1466 1467
1467/* Identifies objects in the players inventory/on the ground */ 1468/* Identifies objects in the players inventory/on the ground */
1468
1469int 1469int
1470cast_identify (object *op, object *caster, object *spell) 1470cast_identify (object *op, object *caster, object *spell)
1471{ 1471{
1472 object *tmp; 1472 object *tmp;
1473 int success = 0, num_ident; 1473 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474 1474
1475 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1475 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 1476
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1477 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1478 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1479 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1483 { 1480 {
1484 identify (tmp); 1481 identify (tmp);
1485 1482
1486 if (op->type == PLAYER) 1483 if (op->type == PLAYER)
1487 { 1484 {
1488 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1485 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1489 1486
1490 if (tmp->msg) 1487 if (tmp->msg)
1491 { 1488 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 } 1489 }
1496 1490
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1491 if (!--num_ident)
1500 break; 1492 break;
1501 } 1493 }
1502 } 1494 }
1503 1495
1504 /* If all the power of the spell has been used up, don't go and identify 1496 /* 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) 1502 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)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1504 {
1513 identify (tmp); 1505 identify (tmp);
1514 1506
1515 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1516 { 1508 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1518 1510
1519 if (tmp->msg) 1511 if (tmp->msg)
1520 { 1512 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 } 1513 }
1527 1514
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1515 if (!--num_ident)
1531 break; 1516 break;
1532 } 1517 }
1533 } 1518 }
1534 1519
1535 if (!success) 1520 if (buf.empty ())
1536 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1521 {
1522 op->failmsg ("You can't reach anything unidentified.");
1523 return 0;
1524 }
1537 else 1525 else
1526 {
1527 if (op->contr)
1528 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1529
1538 spell_effect (spell, op->x, op->y, op->map, op); 1530 spell_effect (spell, op->x, op->y, op->map, op);
1539 1531 return 1;
1540 return success; 1532 }
1541} 1533}
1542 1534
1543int 1535int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1536cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1537{
1550 1542
1551 /* We precompute some values here so that we don't have to keep 1543 /* We precompute some values here so that we don't have to keep
1552 * doing it over and over again. 1544 * doing it over and over again.
1553 */ 1545 */
1554 god = find_god (determine_god (op)); 1546 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1547 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1548 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1549
1558 if (!skill) 1550 if (!skill)
1559 skill = caster; 1551 skill = caster;
1560 1552
1561 for (x = op->x - range; x <= op->x + range; x++) 1553 unordered_mapwalk (op, -range, -range, range, range)
1562 for (y = op->y - range; y <= op->y + range; y++)
1563 { 1554 {
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 1555 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1556 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1557 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1558 * down - that is easier than working up.
1573 */ 1559 */
1574 1560
1575 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1561 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1576 last = tmp; 1562 last = tmp;
1577 1563
1578 /* Shouldn't happen, but if there are no objects on a space, this 1564 /* Shouldn't happen, but if there are no objects on a space, this
1579 * would happen. 1565 * would happen.
1580 */ 1566 */
1581 if (!last) 1567 if (!last)
1582 continue; 1568 continue;
1583 1569
1584 done_one = 0; 1570 done_one = 0;
1585 floor = 0; 1571 floor = 0;
1586 detect = NULL; 1572 detect = NULL;
1587 for (tmp = last; tmp; tmp = tmp->below) 1573 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1574 {
1589 /* show invisible */ 1575 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1576 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1591 /* Might there be other objects that we can make visible? */ 1577 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1578 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1579 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1594 tmp->type == CF_HANDLE || 1580 || tmp->type == T_HANDLE
1595 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1581 || tmp->type == TRAPDOOR
1582 || tmp->type == EXIT
1583 || tmp->type == HOLE
1584 || tmp->type == BUTTON
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1585 || tmp->type == TELEPORTER
1586 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1587 || tmp->type == LOCKED_DOOR
1598 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1588 || tmp->type == WEAPON
1589 || tmp->type == ALTAR
1590 || tmp->type == SIGN
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1591 || tmp->type == TRIGGER_PEDESTAL
1600 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1592 || tmp->type == SPECIAL_KEY
1593 || tmp->type == TREASURE
1594 || tmp->type == BOOK
1595 || tmp->type == HOLY_ALTAR
1596 || tmp->type == CONTAINER)))
1601 { 1597 {
1602 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1598 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1603 { 1599 {
1604 tmp->invisible = 0; 1600 tmp->invisible = 0;
1605 done_one = 1; 1601 done_one = 1;
1606 } 1602 }
1607 } 1603 }
1608 1604
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1; 1606 floor = 1;
1611 1607
1612 /* All detections below this point don't descend beneath the floor, 1608 /* 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 1609 * 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 1610 * 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. 1611 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */ 1612 */
1617 if (floor) 1613 if (floor)
1618 continue; 1614 continue;
1619 1615
1620 /* I had thought about making detect magic and detect curse 1616 /* I had thought about making detect magic and detect curse
1621 * show the flash the magic item like it does for detect monster. 1617 * 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 1618 * however, if the object is within sight, this would then make it
1623 * difficult to see what object is magical/cursed, so the 1619 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant. 1620 * effect wouldn't be as apparent.
1625 */ 1621 */
1626 1622
1627 /* detect magic */ 1623 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1624 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1625 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1630 { 1626 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1627 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */ 1628 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1629 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4; 1630 tmp->stats.Cha /= 4;
1631
1635 done_one = 1; 1632 done_one = 1;
1636 } 1633 }
1634
1637 /* detect monster */ 1635 /* detect monster */
1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1639 { 1637 {
1640 done_one = 2; 1638 done_one = 2;
1639
1641 if (!detect) 1640 if (!detect)
1642 detect = tmp; 1641 detect = tmp;
1643 } 1642 }
1643
1644 /* Basically, if race is set in the spell, then the creatures race must 1644 /* 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 1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match. 1646 * race must match.
1647 */ 1647 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1649 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1650 (strstr (spell->race, tmp->race)))) 1650 spell->race.contains (tmp->race)))
1651 { 1651 {
1652 done_one = 2; 1652 done_one = 2;
1653
1653 if (!detect) 1654 if (!detect)
1654 detect = tmp; 1655 detect = tmp;
1655 } 1656 }
1657
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1658 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1659 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 { 1660 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1661 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1; 1662 done_one = 1;
1661 } 1663 }
1662 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1663 1665
1664 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1665 * where the magic is. 1667 * where the magic is.
1666 */ 1668 */
1667 if (done_one) 1669 if (done_one)
1668 { 1670 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = arch_to_object (spell->other_arch);
1670 1672
1671 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1673 { 1675 {
1674 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1681 } 1683 }
1682 1684
1683 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op);
1684 } 1686 }
1685 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1686 1688
1687 1689
1688 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* 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)) 1691 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1690 { 1692 {
1691 done_one = 0; 1693 done_one = 0;
1694
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1696 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695 { 1698 {
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1697 { 1700 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1705 }
1706
1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1704 { 1709 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1714 }
1709 } /* if item is not identified */ 1715 } /* if item is not identified */
1710 } /* for the players inventory */ 1716 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1712 return 1; 1719 return 1;
1713} 1720}
1714 1721
1715 1722
1716/** 1723/**
1729 1736
1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1731 1738
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1740 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 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; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1745 } 1744 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 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."); 1746 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) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1750 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1798 } 1797 }
1799 /* give sp */ 1798 /* give sp */
1800 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1801 { 1800 {
1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1803 return 1;
1805 } 1804 }
1806 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1806 else if (op != plyr)
1808 { 1807 {
1820 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1823 if (sucked > 0) 1822 if (sucked > 0)
1824 { 1823 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1825 }
1827 } 1826 }
1828 return 1; 1827 return 1;
1829 } 1828 }
1830 return 0; 1829 return 0;
1906 break; 1905 break;
1907 } 1906 }
1908 } 1907 }
1909} 1908}
1910 1909
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1914int 1911int
1915cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1916{ 1913{
1917 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930 break; 1927 break;
1931 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1932 { 1929 {
1933 1930
1934 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1935 { 1932 {
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1937 return 0; 1934 return 0;
1938 } 1935 }
1939 else 1936 else
1940 { 1937 {
1941 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1940 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1946 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1949 return 1; 1948 return 1;
1950 } 1949 }
1951 } 1950 }
1952 } 1951 }
1990 return 0; 1989 return 0;
1991 } 1990 }
1992 1991
1993 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
1994 if (!dir) 1993 if (!dir)
1995 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1996 1995
1997 m = op->map; 1996 m = op->map;
1998 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2000 1999
2001 /* if there's no place to put the golem, abort */ 2000 /* 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) || 2001 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)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2004 { 2003 {
2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2006 return 0; 2005 return 0;
2007 } 2006 }
2008 2007
2012 if (!weapon) 2011 if (!weapon)
2013 { 2012 {
2014 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2015 return 0; 2014 return 0;
2016 } 2015 }
2016
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2018 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2020 return 0; 2020 return 0;
2021 } 2021 }
2022
2022 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2023 { 2024 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2025 return 0; 2026 return 0;
2026 } 2027 }
2028
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2028 { 2030 {
2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 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; 2032 return 0;
2031 } 2033 }
2032 2034
2033 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2036
2040 /* create the golem object */ 2037 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2038 tmp = arch_to_object (spell->other_arch);
2042 2039
2043 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2048 tmp->set_owner (op); 2045 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2051 2048
2052 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* 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 2050 * removed flag - it should only be set if weapon->split was
2054 * used above. 2051 * used above.
2055 */ 2052 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2057 weapon->remove (); 2054 weapon->remove ();
2058 2055
2059 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2057
2061 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* 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 2059 * so instead, just set it as equipped (otherwise, we need to update
2063 * body_info, skills, etc) 2060 * body_info, skills, etc)
2064 */ 2061 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 SET_FLAG (tmp, FLAG_USE_WEAPON);
2139 tmp->state = weapon->state; 2136 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2137 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2138 }
2142 2139
2143 /* make experience increase in proportion to the strength of the summoned creature. */ 2140 /* 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)); 2141 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2145 2142
2146 tmp->speed_left = -1; 2143 tmp->speed_left = -1;
2147 tmp->direction = dir; 2144 tmp->direction = dir;
2148 2145
2149 m->insert (tmp, x, y, op); 2146 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2150/* cast_daylight() - changes the map darkness level *lower* */
2154 2151
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2152/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2153 * This changes the light level for the entire map.
2157 */ 2154 */
2158
2159int 2155int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2156cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2157{
2162 int success; 2158 int success;
2163 2159
2171 if (spell->stats.dam < 0) 2167 if (spell->stats.dam < 0)
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2173 else 2169 else
2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2175 } 2171 }
2172
2176 return success; 2173 return success;
2177} 2174}
2178 2175
2179/* create an aura spell object and put it in the player's inventory. 2176/* 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, 2177 * 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); 2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2198 2195
2199 set_spell_skill (op, caster, spell, new_aura); 2196 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2197 new_aura->attacktype = spell->attacktype;
2201 2198
2202 new_aura->level = caster_level (caster, spell); 2199 new_aura->level = casting_level (caster, spell);
2203 2200
2204 if (refresh) 2201 if (refresh)
2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2206 else 2203 else
2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209 insert_ob_in_ob (new_aura, op); 2206 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2207 new_aura->set_owner (op);
2211 2208
2212 return 1; 2209 return 1;
2213} 2210}
2214
2215 2211
2216/* move aura function. An aura is a part of someone's inventory, 2212/* 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 2213 * which he carries with him, but which acts on the map immediately
2218 * around him. 2214 * around him.
2219 * Aura parameters: 2215 * Aura parameters:
2220 * duration: duration counter. 2216 * duration: duration counter.
2221 * attacktype: aura's attacktype 2217 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2218 * other_arch: archetype to drop where we attack
2223 */ 2219 */
2224
2225void 2220void
2226move_aura (object *aura) 2221move_aura (object *aura)
2227{ 2222{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2223 /* auras belong in inventories */
2233 env = aura->env; 2224 object *env = aura->env;
2225 object *owner = aura->owner;
2234 2226
2235 /* no matter what we've gotta remove the aura... 2227 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2228 * we'll put it back if its time isn't up.
2237 */ 2229 */
2238 aura->remove (); 2230 aura->remove ();
2243 aura->destroy (); 2235 aura->destroy ();
2244 return; 2236 return;
2245 } 2237 }
2246 2238
2247 /* auras only exist in inventories */ 2239 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2240 if (!env || !env->map)
2249 { 2241 {
2250 aura->destroy (); 2242 aura->destroy ();
2251 return; 2243 return;
2252 } 2244 }
2253 2245
2254 /* we need to jump out of the inventory for a bit 2246 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2247 * in order to hit the map conveniently.
2256 */ 2248 */
2257 aura->insert_at (env, aura); 2249 aura->insert_at (env, aura);
2258 2250
2259 for (i = 1; i < 9; i++) 2251 for (int i = 1; i < 9; i++)
2260 { 2252 {
2261 sint16 nx, ny; 2253 mapxy pos (env);
2254 pos.move (i);
2262 2255
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 2256 /* 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 2257 * 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. 2258 * is flying also, if player is walking, it is on the ground, etc.
2270 */ 2259 */
2271 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2260 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2272 { 2261 {
2273 hit_map (aura, i, aura->attacktype, 0); 2262 hit_map (aura, i, aura->attacktype, 0);
2274 2263
2275 if (aura->other_arch) 2264 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2265 pos.insert (arch_to_object (aura->other_arch), aura);
2277 } 2266 }
2278 } 2267 }
2279 2268
2280 /* put the aura back in the player's inventory */ 2269 /* put the aura back in the player's inventory */
2281 aura->remove (); 2270 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2271 aura->set_owner (owner);
2283} 2272}
2284 2273
2285/* moves the peacemaker spell. 2274/* moves the peacemaker spell.
2286 * op is the piece object. 2275 * op is the piece object.
2287 */ 2276 */
2288void 2277void
2289move_peacemaker (object *op) 2278move_peacemaker (object *op)
2290{ 2279{
2291 object *tmp; 2280 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 { 2281 {
2295 int atk_lev, def_lev; 2282 int atk_lev, def_lev;
2296 object *victim = tmp; 2283 object *victim = tmp->head_ ();
2297 2284
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2285 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2286 continue;
2287
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2289 continue;
2290
2304 if (victim->stats.exp == 0) 2291 if (victim->stats.exp == 0)
2305 continue; 2292 continue;
2306 2293
2307 def_lev = MAX (1, victim->level); 2294 def_lev = MAX (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2295 atk_lev = MAX (1, op->level);
2309 2296
2310 if (rndm (0, atk_lev - 1) > def_lev) 2297 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2298 {
2312 /* make this sucker peaceful. */ 2299 /* make this sucker peaceful. */
2313 2300
2301 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2302 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2303 victim->stats.exp = 0;
2316#if 0 2304#if 0
2317 /* No idea why these were all set to zero - if something 2305 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2306 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2313 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2314 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2315 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2316 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2317 CLEAR_FLAG (victim, FLAG_MONSTER);
2318
2330 if (victim->name) 2319 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2320 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2321 }
2334 }
2335 } 2322 }
2336} 2323}
2337
2338 2324
2339/* This writes a rune that contains the appropriate message. 2325/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2326 * There really isn't any adjustments we make.
2341 */ 2327 */
2342
2343int 2328int
2344write_mark (object *op, object *spell, const char *msg) 2329write_mark (object *op, object *spell, const char *msg)
2345{ 2330{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2331 if (!msg || msg[0] == 0)
2350 { 2332 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2333 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2352 return 0; 2334 return 0;
2353 } 2335 }
2354 2336
2355 if (strcasestr_local (msg, "endmsg")) 2337 if (!msg_is_safe (msg))
2356 { 2338 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2339 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); 2340 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2341 return 0;
2360 } 2342 }
2343
2361 if (!spell->other_arch) 2344 if (!spell->other_arch)
2362 return 0; 2345 return 0;
2346
2363 tmp = arch_to_object (spell->other_arch); 2347 object *tmp = arch_to_object (spell->other_arch);
2364
2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2366 2348
2367 tmp->race = op->name; /*Save the owner of the rune */ 2349 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2350 tmp->msg = msg;
2369 2351
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2352 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2353
2371 return 1; 2354 return 1;
2372} 2355}
2356

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