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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.52 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (stringarg)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 stringarg = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!stringarg)
234 { 227 {
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
462 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
463 { 467 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 470 else
467 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 472 }
473 473
474 op->destroy (); 474 op->destroy ();
475} 475}
476 476
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 493 return 1;
494 } 494 }
495 495
496 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 497
498 if (!dummy)
498 { 499 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 502 return 0;
502 } 503 }
565} 566}
566 567
567int 568int
568perceive_self (object *op) 569perceive_self (object *op)
569{ 570{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 571 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 573
574 dynbuf_text buf;
575
576 if (player *pl = op->contr)
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
576 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
577 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 582 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
581 584
582 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
583 586
584 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
586 else 589 else
587 { 590 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 592
591 if (tmp) 593 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 597 }
596 598
597 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 602 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 604 {
604 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
606 else 607 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 609
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 610 break;
611 } 611 }
612 } 612 }
613 }
614 613
615 return 1; 614 buf << '\0'; // zero-terminate
616}
617 615
618/* int cast_create_town_portal (object *op, object *caster, int dir) 616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* The first thing to do is to check if we have a marked destination
645 * dummy is used to make a check inventory for the force
646 */
647 dummy = arch_to_object (spell->other_arch);
648 if (dummy == NULL)
649 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
651 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
652 return 0;
653 }
654
655 force = check_inv_recursive (op, dummy);
656
657 if (force == NULL)
658 {
659 /* Here we know there is no destination marked up.
660 * We have 2 things to do:
661 * 1. Mark the destination in the player inventory.
662 * 2. Let the player know it worked.
663 */
664 dummy->name = op->map->path;
665 EXIT_X (dummy) = op->x;
666 EXIT_Y (dummy) = op->y;
667 insert_ob_in_ob (dummy, op);
668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
669 return 1;
670 }
671
672 dummy->destroy ();
673
674 /* Here we know where the town portal should go to
675 * We should kill any existing portal associated with the player.
676 * Than we should create the 2 portals.
677 * For each of them, we need:
678 * - To create the portal with the name of the player+destination map
679 * - set the owner of the town portal
680 * - To mark the position of the portal in the player's inventory
681 * for easier destruction.
682 *
683 * The mark works has follow:
684 * slaying: Existing town portal
685 * hp, sp : x & y of the associated portal
686 * name : name of the portal
687 * race : map the portal is in
688 */
689
690 /* First step: killing existing town portals */
691 dummy = get_archetype (spell->race);
692 if (dummy == NULL)
693 {
694 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
695 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
696 return 0;
697 }
698
699 perm_portal = archetype::find (spell->slaying);
700
701 /* To kill a town portal, we go trough the player's inventory,
702 * for each marked portal in player's inventory,
703 * -We try load the associated map (if impossible, consider the portal destructed)
704 * -We find any portal in the specified location.
705 * If it has the good name, we destruct it.
706 * -We destruct the force indicating that portal.
707 */
708 while ((old_force = check_inv_recursive (op, dummy)))
709 {
710 exitmap = maptile::find_sync (old_force->race, op->map);
711
712 if (exitmap)
713 {
714 exitmap->load_sync ();
715
716 int exitx = EXIT_X (old_force);
717 int exity = EXIT_Y (old_force);
718
719 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
720 {
721 if (tmp->name == old_force->name)
722 {
723 tmp->destroy ();
724 break;
725 }
726 }
727 }
728
729 old_force->destroy ();
730 }
731
732 dummy->destroy ();
733
734 /* Creating the portals.
735 * The very first thing to do is to ensure
736 * access to the destination map.
737 * If we can't, don't fizzle. Simply warn player.
738 * This ensure player pays his mana for the spell
739 * because HE is responsible of forgotting.
740 * 'force' is the destination of the town portal, which we got
741 * from the players inventory above.
742 */
743
744 /* Ensure exit map is loaded */
745 exitmap = maptile::find_sync (force->name);
746
747 /* If we were unable to load (ex. random map deleted), warn player */
748 if (!exitmap)
749 {
750 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
751 force->destroy ();
752 return 1;
753 }
754
755 exitmap->load_sync ();
756
757 op_level = caster_level (caster, spell);
758 if (op_level < 15)
759 snprintf (portal_message, 1024,
760 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
761 &op->name);
762 else if (op_level < 30)
763 snprintf (portal_message, 1024,
764 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
765 else if (op_level < 60)
766 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
767 else
768 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
769 &op->name);
770
771 /* Create a portal in front of player
772 * dummy contain the portal and
773 * force contain the track to kill it later
774 */
775 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
776 dummy = get_archetype (spell->slaying); /*The portal */
777 if (dummy == NULL)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
780 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
781 return 0;
782 }
783
784 EXIT_PATH (dummy) = force->name;
785 EXIT_X (dummy) = EXIT_X (force);
786 EXIT_Y (dummy) = EXIT_Y (force);
787 dummy->name = dummy->name_pl = portal_name;
788 dummy->msg = portal_message;
789 dummy->race = op->name; /*Save the owner of the portal */
790 cast_create_obj (op, caster, dummy, 0);
791
792 /* Now we need to to create a town portal marker inside the player
793 * object, so on future castings, we can know that he has an active
794 * town portal.
795 */
796 object *tmp = get_archetype (spell->race);
797
798 if (!tmp)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 tmp->race = op->map->path;
806 tmp->name = portal_name;
807 EXIT_X (tmp) = dummy->x;
808 EXIT_Y (tmp) = dummy->y;
809 op->insert (tmp);
810
811 /* Create a portal in the destination map
812 * dummy contain the portal and
813 * force the track to kill it later
814 * the 'force' variable still contains the 'reminder' of
815 * where this portal goes to.
816 */
817 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
818 dummy = get_archetype (spell->slaying); /*The portal */
819 if (dummy == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 EXIT_PATH (dummy) = op->map->path;
827 EXIT_X (dummy) = op->x;
828 EXIT_Y (dummy) = op->y;
829 dummy->name = dummy->name_pl = portal_name;
830 dummy->msg = portal_message;
831 dummy->race = op->name; /*Save the owner of the portal */
832 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
833
834 /* Now we create another town portal marker that
835 * points back to the one we just made
836 */
837 tmp = get_archetype (spell->race);
838 if (tmp == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 tmp->race = force->name;
846 tmp->name = portal_name;
847 EXIT_X (tmp) = dummy->x;
848 EXIT_Y (tmp) = dummy->y;
849 insert_ob_in_ob (tmp, op);
850
851 /* Describe the player what happened
852 */
853 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
854 force->destroy ();
855 617
856 return 1; 618 return 1;
857} 619}
858 620
859/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
947 */ 709 */
948 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
949 tmp->set_owner (op); 711 tmp->set_owner (op);
950 712
951 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
952 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
953 715
954 name = tmp->name; 716 name = tmp->name;
955 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
956 { 718 {
957 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
958 return 0; 720 return 0;
959 } 721 }
960 722
961 /* If this is a spellcasting wall, need to insert the spell object */ 723 /* If this is a spellcasting wall, need to insert the spell object */
962 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
963 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
964 726
965 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
966 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
967 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
987 { 749 {
988 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
989 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
990 752
991 /* If this is a spellcasting wall, need to insert the spell object */ 753 /* If this is a spellcasting wall, need to insert the spell object */
992 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
993 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
994 756
995 } 757 }
996 else 758 else
997 posblocked = 1; 759 posblocked = 1;
1004 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 766 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1005 { 767 {
1006 object *tmp2 = tmp->clone (); 768 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 769 m->insert (tmp2, x, y, op);
1008 770
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 } 773 }
1012 else 774 else
1013 negblocked = 1; 775 negblocked = 1;
1014 } 776 }
1130 892
1131 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1132 return 1; 894 return 1;
1133} 895}
1134 896
1135
1136/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1137 * op is the caster. 898 * op is the caster.
1138 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1139 * spell is the spell object. 900 * spell is the spell object.
1140 */ 901 */
1166 { 927 {
1167 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1168 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1169 * on amount of damage healed. 930 * on amount of damage healed.
1170 */ 931 */
1171 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1172 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1173 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1174 936
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1177 else if (heal > 50) 939 else if (heal > 50)
1186 success = 1; 948 success = 1;
1187 } 949 }
1188 } 950 }
1189 951
1190 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1191 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1192 success = 1; 954 success = 1;
1193 955
1194 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1195 { 957 {
1196 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1245 } 1007 }
1246 1008
1247 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1248 { 1010 {
1249 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1250 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1251 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1252 success = 1; 1016 success = 1;
1253 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1255 } 1019 }
1256 1020
1257 return success; 1021 return success;
1258} 1022}
1259
1260 1023
1261/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1262 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1263 * good comments for those. 1026 * good comments for those.
1264 */ 1027 */
1265static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1266 "You grow no stronger.", 1029 "You grow no stronger.",
1267 "You grow no more agile.", 1030 "You grow no more agile.",
1268 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1269 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1270 "You are no easier to look at.", 1035 "You are no easier to look at.",
1271 "no int",
1272 "no pow"
1273}; 1036};
1274 1037
1275int 1038int
1276cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1277{ 1040{
1278 object *force = NULL; 1041 object *force = 0;
1279 int i; 1042 int i;
1280 1043
1281 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1282 object *tmp = dir 1045 object *tmp = dir
1283 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1284 : op; 1047 : op;
1285 1048
1286 if (!tmp) 1049 if (!tmp)
1287 return 0; 1050 return 0;
1288 1051
1289 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1298 } 1061 }
1299 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1300 { 1063 {
1301 if (!silent) 1064 if (!silent)
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1303 return 0; 1067 return 0;
1304 } 1068 }
1305 } 1069 }
1306 } 1070 }
1307 if (force == NULL) 1071
1072 if (!force)
1308 { 1073 {
1309 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1310 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1311 if (spell_ob->race) 1077 if (spell_ob->race)
1312 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1313 else 1079 else
1314 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1315 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1316 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1317 1084
1318 } 1085 }
1319 else 1086 else
1325 { 1092 {
1326 force->duration = duration; 1093 force->duration = duration;
1327 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1328 } 1095 }
1329 else 1096 else
1330 {
1331 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1332 } 1098
1333 return 1; 1099 return 1;
1334 } 1100 }
1101
1335 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1336 force->speed = 1.0; 1103 force->speed = 1.0;
1337 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1338 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1339 1106
1345 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1346 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1347 force->resist[i] = 100; 1114 force->resist[i] = 100;
1348 } 1115 }
1349 } 1116 }
1117
1350 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1351 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1352 1120
1353 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1354 { 1122 {
1394 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1395 1163
1396 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1397 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1398 tmp->update_stats (); 1166 tmp->update_stats ();
1167
1399 return 1; 1168 return 1;
1400} 1169}
1401 1170
1402/* This used to be part of cast_change_ability, but it really didn't make 1171/* This used to be part of cast_change_ability, but it really didn't make
1403 * a lot of sense, since most of the values it derives are from the god 1172 * a lot of sense, since most of the values it derives are from the god
1404 * of the caster. 1173 * of the caster.
1405 */ 1174 */
1406
1407int 1175int
1408cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1409{ 1177{
1410 int i; 1178 int i;
1411 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1412 1180
1413 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1414 if (dir != 0) 1182 if (dir != 0)
1415 { 1183 {
1416 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1417 } 1188 }
1418 else 1189 else
1419 {
1420 tmp = op; 1190 tmp = op;
1421 }
1422 1191
1423 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1424 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1425 { 1194 {
1426 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1427 { 1196 {
1428 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1429 { 1198 {
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1436 return 0; 1205 return 0;
1437 } 1206 }
1438 } 1207 }
1439 } 1208 }
1209
1440 if (force == NULL) 1210 if (force == NULL)
1441 { 1211 {
1442 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1443 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1444 if (spell_ob->race) 1214 if (spell_ob->race)
1509} 1279}
1510 1280
1511/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1512 * 1282 *
1513 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1514 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1515 * about 90% of that of the item itself. It uses the value of the
1516 * object before charisma adjustments, because the nuggets themselves
1517 * will be will be adjusted by charisma when sold.
1518 * 1285 *
1519 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1520 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1521 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1522 * to the max amount of small nuggets as you could get. 1289 * when sold.
1523 *
1524 * For example, if an item is worth 110 gold, you will get
1525 * 4 large nuggets, and from 0-10 small nuggets.
1526 * 1290 *
1527 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1528 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1529 * alchemised. 1293 * alchemised.
1530 */ 1294 */
1531static void 1295static void
1532alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1533{ 1297{
1534 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1535 1299
1536 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1537 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1538 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1539 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1540 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1541 * the stuff back to town. 1305 * the stuff back to town.
1553 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1554 1318
1555 obj->destroy (); 1319 obj->destroy ();
1556} 1320}
1557 1321
1558static void
1559update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1560{
1561 int flag = 0;
1562
1563 /* Put any nuggets below the player, but we can only pass this
1564 * flag if we are on the same space as the player
1565 */
1566 if (x == op->x && y == op->y && op->map == m)
1567 flag = INS_BELOW_ORIGINATOR;
1568
1569 if (small_nuggets)
1570 {
1571 object *tmp = small->clone ();
1572 tmp->nrof = small_nuggets;
1573 m->insert (tmp, x, y, op, flag);
1574 }
1575
1576 if (large_nuggets)
1577 {
1578 object *tmp = large->clone ();
1579 tmp->nrof = large_nuggets;
1580 m->insert (tmp, x, y, op, flag);
1581 }
1582
1583 if (object *pl = m->at (x, y).player ())
1584 if (pl->contr->ns)
1585 pl->contr->ns->look_position = 0;
1586}
1587
1588int 1322int
1589alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1590{ 1324{
1591 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1592 return 0; 1326 return 0;
1593 1327
1594 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1595 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1596 1333
1597 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1598 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1599 * in sight 1336 * in sight
1600 */ 1337 */
1652 if (weight > weight_max) 1389 if (weight > weight_max)
1653 break; 1390 break;
1654 } 1391 }
1655 } 1392 }
1656 1393
1394 value -= rndm (value >> 4);
1657 value = min (value, value_max); 1395 value = min (value, value_max);
1658 1396
1659 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1660 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1661 value -= count * large->value;
1662
1663 count = value / small->value;
1664 int small_nuggets = count;
1665
1666 /* Insert all the nuggets at one time. This probably saves time, but
1667 * it also prevents us from alcheming nuggets that were just created
1668 * with this spell.
1669 */ 1399 {
1670 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1671 1407
1672 if (weight > weight_max) 1408 if (weight > weight_max)
1673 goto bailout; 1409 goto bailout;
1674 } 1410 }
1675 } 1411 }
1676 1412
1677bailout: 1413bailout:
1678 large->destroy ();
1679 small->destroy ();
1680 return 1; 1414 return 1;
1681} 1415}
1682
1683 1416
1684/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1685 * items. 1418 * items.
1686 */ 1419 */
1687int 1420int
1694 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1695 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1696 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1697 { 1430 {
1698 was_one++; 1431 was_one++;
1432
1699 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1700 { 1434 {
1701 success++; 1435 success++;
1702 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1703 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1704 1438
1705 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1706 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1707 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1708 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1709 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1710 } 1445 }
1711 } 1446 }
1712 1447
1713 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1714 { 1449 {
1725 1460
1726 return success; 1461 return success;
1727} 1462}
1728 1463
1729/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1730
1731int 1465int
1732cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1733{ 1467{
1468 dynbuf_text buf;
1734 object *tmp; 1469 object *tmp;
1735 int success = 0, num_ident;
1736 1470
1737 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1738 1472
1739 if (num_ident < 1) 1473 if (num_ident < 1)
1740 num_ident = 1; 1474 num_ident = 1;
1741 1475
1742 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1745 { 1479 {
1746 identify (tmp); 1480 identify (tmp);
1747 1481
1748 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1749 { 1483 {
1750 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));
1751 1485
1752 if (tmp->msg) 1486 if (tmp->msg)
1753 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1754 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1755 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1756 }
1757 } 1488 }
1758 1489
1759 num_ident--; 1490 num_ident--;
1760 success = 1;
1761 if (!num_ident) 1491 if (!num_ident)
1762 break; 1492 break;
1763 } 1493 }
1764 } 1494 }
1765 1495
1772 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)
1773 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1774 { 1504 {
1775 identify (tmp); 1505 identify (tmp);
1776 1506
1777 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1778 { 1508 {
1779 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));
1780 1510
1781 if (tmp->msg) 1511 if (tmp->msg)
1782 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1783 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1784 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1785 }
1786
1787 esrv_send_item (op, tmp);
1788 } 1513 }
1789 1514
1790 num_ident--; 1515 num_ident--;
1791 success = 1;
1792 if (!num_ident) 1516 if (!num_ident)
1793 break; 1517 break;
1794 } 1518 }
1795 } 1519 }
1796 1520
1797 if (!success) 1521 if (buf.empty ())
1798 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1522 {
1523 op->failmsg ("You can't reach anything unidentified.");
1524 return 0;
1525 }
1799 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1800 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1801 1532 return 1;
1802 return success; 1533 }
1803} 1534}
1804 1535
1805int 1536int
1806cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1807{ 1538{
1812 1543
1813 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1814 * doing it over and over again. 1545 * doing it over and over again.
1815 */ 1546 */
1816 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1817 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1818 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1819 1550
1820 if (!skill) 1551 if (!skill)
1821 skill = caster; 1552 skill = caster;
1822 1553
1823 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1824 for (y = op->y - range; y <= op->y + range; y++)
1825 { 1555 {
1826 m = op->map;
1827 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1828 if (mflags & P_OUT_OF_MAP)
1829 continue;
1830
1831 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1832 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1833 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1834 * down - that is easier than working up. 1559 * down - that is easier than working up.
1835 */ 1560 */
1836 1561
1837 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1838 last = tmp; 1563 last = tmp;
1839 1564
1840 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1841 * would happen. 1566 * would happen.
1842 */ 1567 */
1843 if (!last) 1568 if (!last)
1844 continue; 1569 continue;
1845 1570
1846 done_one = 0; 1571 done_one = 0;
1847 floor = 0; 1572 floor = 0;
1848 detect = NULL; 1573 detect = NULL;
1849 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1850 { 1575 {
1851 /* show invisible */ 1576 /* show invisible */
1852 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1853 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1854 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1855 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1856 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1857 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1858 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1859 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1860 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1861 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1862 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1863 { 1588 {
1864 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1865 { 1590 {
1866 tmp->invisible = 0; 1591 tmp->invisible = 0;
1867 done_one = 1; 1592 done_one = 1;
1868 } 1593 }
1869 } 1594 }
1870 1595
1871 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1872 floor = 1; 1597 floor = 1;
1873 1598
1874 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1875 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1876 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
1877 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1878 */ 1603 */
1879 if (floor) 1604 if (floor)
1880 continue; 1605 continue;
1881 1606
1882 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1883 * show the flash the magic item like it does for detect monster. 1608 * show the flash the magic item like it does for detect monster.
1884 * however, if the object is within sight, this would then make it 1609 * however, if the object is within sight, this would then make it
1885 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1886 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1887 */ 1612 */
1888 1613
1889 /* detect magic */ 1614 /* detect magic */
1890 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1891 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1892 { 1617 {
1893 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1894 /* make runes more visibile */ 1619 /* make runes more visibile */
1895 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1896 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1897 done_one = 1; 1623 done_one = 1;
1898 } 1624 }
1625
1899 /* detect monster */ 1626 /* detect monster */
1900 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1901 { 1628 {
1902 done_one = 2; 1629 done_one = 2;
1630
1903 if (!detect) 1631 if (!detect)
1904 detect = tmp; 1632 detect = tmp;
1905 } 1633 }
1634
1906 /* Basically, if race is set in the spell, then the creatures race must 1635 /* Basically, if race is set in the spell, then the creatures race must
1907 * match that. if the spell race is set to GOD, then the gods opposing 1636 * match that. if the spell race is set to GOD, then the gods opposing
1908 * race must match. 1637 * race must match.
1909 */ 1638 */
1910 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1911 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1912 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1913 { 1642 {
1914 done_one = 2; 1643 done_one = 2;
1644
1915 if (!detect) 1645 if (!detect)
1916 detect = tmp; 1646 detect = tmp;
1917 } 1647 }
1648
1918 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1919 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1920 { 1651 {
1921 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1922 done_one = 1; 1653 done_one = 1;
1923 } 1654 }
1924 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1925 1656
1926 /* Code here puts an effect of the spell on the space, so you can see 1657 /* Code here puts an effect of the spell on the space, so you can see
1927 * where the magic is. 1658 * where the magic is.
1928 */ 1659 */
1929 if (done_one) 1660 if (done_one)
1930 { 1661 {
1931 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1932 1663
1933 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1934 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1935 { 1666 {
1936 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1937 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1938 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1939 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1940 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1941 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1942 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1943 } 1674 }
1944 1675
1945 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1946 } 1677 }
1947 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1948 1679
1949 1680
1950 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
1951 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1952 { 1683 {
1953 done_one = 0; 1684 done_one = 0;
1685
1954 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1955 { 1687 {
1956 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1689 {
1958 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1959 { 1691 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1961 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
1962 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1963 } 1696 }
1697
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 { 1700 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1969 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1970 } 1705 }
1971 } /* if item is not identified */ 1706 } /* if item is not identified */
1972 } /* for the players inventory */ 1707 } /* for the players inventory */
1973 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
1974 return 1; 1710 return 1;
1975} 1711}
1976 1712
1977 1713
1978/** 1714/**
1991 1727
1992 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1993 1729
1994 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1995 { 1731 {
1996 object *tmp;
1997
1998 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1999
2000 /* Explodes a fireball centered at player */
2001 tmp = get_archetype (EXPLODING_FIREBALL);
2002 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2003 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2004
2005 tmp->insert_at (victim);
2006 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2007 } 1735 }
2008 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2009 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2010 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2012 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2013 { 1741 {
2014 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2060 } 1788 }
2061 /* give sp */ 1789 /* give sp */
2062 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
2063 { 1791 {
2064 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1792 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2065 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2066 return 1; 1794 return 1;
2067 } 1795 }
2068 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2069 else if (op != plyr) 1797 else if (op != plyr)
2070 { 1798 {
2082 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2083 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2084 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2085 if (sucked > 0) 1813 if (sucked > 0)
2086 { 1814 {
2087 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
2088 } 1816 }
2089 } 1817 }
2090 return 1; 1818 return 1;
2091 } 1819 }
2092 return 0; 1820 return 0;
2168 break; 1896 break;
2169 } 1897 }
2170 } 1898 }
2171} 1899}
2172 1900
2173
2174
2175/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
2176int 1902int
2177cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
2178{ 1904{
2179 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2191 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2192 break; 1918 break;
2193 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
2194 { 1920 {
2195 1921
2196 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
2197 { 1923 {
2198 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2199 return 0; 1925 return 0;
2200 } 1926 }
2201 else 1927 else
2202 { 1928 {
2203 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
2204 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
2205 tmp->name = buf; 1931 tmp->name = buf;
2206 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
2207 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
2208 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
2209 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
2210 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1938 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2211 return 1; 1939 return 1;
2212 } 1940 }
2213 } 1941 }
2214 } 1942 }
2232 object *weapon, *tmp; 1960 object *weapon, *tmp;
2233 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2234 int a, i; 1962 int a, i;
2235 sint16 x, y; 1963 sint16 x, y;
2236 maptile *m; 1964 maptile *m;
2237 materialtype_t *mt;
2238 1965
2239 if (!spell->other_arch) 1966 if (!spell->other_arch)
2240 { 1967 {
2241 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2242 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1969 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2253 return 0; 1980 return 0;
2254 } 1981 }
2255 1982
2256 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2257 if (!dir) 1984 if (!dir)
2258 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1985 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2259 1986
2260 m = op->map; 1987 m = op->map;
2261 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2262 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2263 1990
2264 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2265 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2266 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2267 { 1994 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2269 return 0; 1996 return 0;
2270 } 1997 }
2271 1998
2275 if (!weapon) 2002 if (!weapon)
2276 { 2003 {
2277 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2278 return 0; 2005 return 0;
2279 } 2006 }
2007
2280 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2281 { 2009 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2283 return 0; 2011 return 0;
2284 } 2012 }
2013
2285 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2286 { 2015 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2288 return 0; 2017 return 0;
2289 } 2018 }
2019
2290 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2291 { 2021 {
2292 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2293 return 0; 2023 return 0;
2294 } 2024 }
2295 2025
2296 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2297 {
2298 tmp = get_split_ob (weapon, 1);
2299 esrv_send_item (op, weapon);
2300 weapon = tmp;
2301 }
2302 2027
2303 /* create the golem object */ 2028 /* create the golem object */
2304 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2305 2030
2306 /* if animated by a player, give the player control of the golem */ 2031 /* if animated by a player, give the player control of the golem */
2311 tmp->set_owner (op); 2036 tmp->set_owner (op);
2312 op->contr->golem = tmp; 2037 op->contr->golem = tmp;
2313 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2314 2039
2315 /* Give the weapon to the golem now. A bit of a hack to check the 2040 /* Give the weapon to the golem now. A bit of a hack to check the
2316 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2317 * used above. 2042 * used above.
2318 */ 2043 */
2319 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2320 weapon->remove (); 2045 weapon->remove ();
2321 2046
2322 insert_ob_in_ob (weapon, tmp); 2047 tmp->insert (weapon);
2323 esrv_send_item (op, weapon); 2048
2324 /* To do everything necessary to let a golem use the weapon is a pain, 2049 /* To do everything necessary to let a golem use the weapon is a pain,
2325 * so instead, just set it as equipped (otherwise, we need to update 2050 * so instead, just set it as equipped (otherwise, we need to update
2326 * body_info, skills, etc) 2051 * body_info, skills, etc)
2327 */ 2052 */
2328 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2354 2079
2355 /* attacktype */ 2080 /* attacktype */
2356 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2357 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2358 2083
2359 mt = NULL;
2360 if (op->materialname != NULL)
2361 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2362 if (mt != NULL)
2363 { 2085 {
2364 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2365 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2366 a = mt->save[0]; 2088 a = mt->save[0];
2367 } 2089 }
2369 { 2091 {
2370 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2371 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2372 a = 10; 2094 a = 10;
2373 } 2095 }
2096
2374 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2375 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2376 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2377 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2378 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2384 2107
2385 /* Improve weapon's armour value according to best save vs. physical of its material */ 2108 /* Improve weapon's armour value according to best save vs. physical of its material */
2386 2109
2387 if (a > 14) 2110 if (a > 14)
2388 a = 14; 2111 a = 14;
2112
2389 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2113 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2390 2114
2391 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2392 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2116 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2393 2117
2403 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2404 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2405 } 2129 }
2406 2130
2407 /* make experience increase in proportion to the strength of the summoned creature. */ 2131 /* make experience increase in proportion to the strength of the summoned creature. */
2408 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2409 2133
2410 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2411 tmp->direction = dir; 2135 tmp->direction = dir;
2412 2136
2413 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2417/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2418 2142
2419/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2420 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2421 */ 2145 */
2422
2423int 2146int
2424cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2425{ 2148{
2426 int success; 2149 int success;
2427 2150
2435 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2436 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2437 else 2160 else
2438 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2439 } 2162 }
2163
2440 return success; 2164 return success;
2441} 2165}
2442
2443
2444
2445
2446 2166
2447/* create an aura spell object and put it in the player's inventory. 2167/* create an aura spell object and put it in the player's inventory.
2448 * as usual, op is player, caster is the object casting the spell, 2168 * as usual, op is player, caster is the object casting the spell,
2449 * spell is the spell object itself. 2169 * spell is the spell object itself.
2450 */ 2170 */
2462 2182
2463 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2464 2184
2465 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2466 2186
2467 new_aura->set_owner (op);
2468 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2469 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2470 2189
2471 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2472 if (refresh) 2192 if (refresh)
2473 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2474 else 2194 else
2475 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2196
2476 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2477 return 1; 2200 return 1;
2478} 2201}
2479
2480 2202
2481/* move aura function. An aura is a part of someone's inventory, 2203/* move aura function. An aura is a part of someone's inventory,
2482 * which he carries with him, but which acts on the map immediately 2204 * which he carries with him, but which acts on the map immediately
2483 * around him. 2205 * around him.
2484 * Aura parameters: 2206 * Aura parameters:
2485 * duration: duration counter. 2207 * duration: duration counter.
2486 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2487 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2488 */ 2210 */
2489
2490void 2211void
2491move_aura (object *aura) 2212move_aura (object *aura)
2492{ 2213{
2493 int i, mflags;
2494 object *env;
2495 maptile *m;
2496
2497 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2498 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2499 2217
2500 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2501 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2502 */ 2220 */
2503 aura->remove (); 2221 aura->remove ();
2508 aura->destroy (); 2226 aura->destroy ();
2509 return; 2227 return;
2510 } 2228 }
2511 2229
2512 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2513 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2514 { 2232 {
2515 aura->destroy (); 2233 aura->destroy ();
2516 return; 2234 return;
2517 } 2235 }
2518 2236
2519 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2520 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2521 */ 2239 */
2522 aura->insert_at (env, aura); 2240 aura->insert_at (env, aura);
2523 2241
2524 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2525 { 2243 {
2526 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2527 2246
2528 nx = aura->x + freearr_x[i];
2529 ny = aura->y + freearr_y[i];
2530 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2531
2532 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2533 * movement type of the aura. Eg, if the player is flying, the aura 2248 * movement type of the aura. Eg, if the player is flying, the aura
2534 * is flying also, if player is walking, it is on the ground, etc. 2249 * is flying also, if player is walking, it is on the ground, etc.
2535 */ 2250 */
2536 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2537 { 2252 {
2538 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2539 2254
2540 if (aura->other_arch) 2255 if (aura->other_arch)
2541 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2542 } 2257 }
2543 } 2258 }
2544 2259
2545 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2546 aura->remove (); 2261 env->insert (aura);
2547 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2548} 2263}
2549 2264
2550/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2551 * op is the piece object. 2266 * op is the piece object.
2552 */ 2267 */
2553
2554void 2268void
2555move_peacemaker (object *op) 2269move_peacemaker (object *op)
2556{ 2270{
2557 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2558
2559 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2560 { 2272 {
2561 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2562 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2563 2275
2564 if (tmp->head)
2565 victim = tmp->head;
2566 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2567 continue; 2277 continue;
2278
2568 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2569 continue; 2280 continue;
2281
2570 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2571 continue; 2283 continue;
2572 2284
2573 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2574 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2575 2287
2576 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2577 { 2289 {
2578 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2579 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2580 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2581 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2582#if 0 2295#if 0
2583 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2584 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2591 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2592 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2593 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2594 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2595 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2596 if (victim->name) 2310 if (victim->name)
2597 {
2598 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2599 } 2312 }
2600 }
2601 } 2313 }
2602} 2314}
2603
2604 2315
2605/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2606 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2607 */ 2318 */
2608
2609int 2319int
2610write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2611{ 2321{
2612 char rune[HUGE_BUF];
2613 object *tmp;
2614
2615 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2616 { 2323 {
2617 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2618 return 0; 2325 return 0;
2619 } 2326 }
2622 { 2329 {
2623 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2624 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2625 return 0; 2332 return 0;
2626 } 2333 }
2334
2627 if (!spell->other_arch) 2335 if (!spell->other_arch)
2628 return 0; 2336 return 0;
2337
2629 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2630
2631 snprintf (rune, sizeof (rune), "%s\n", msg);
2632 2339
2633 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2634 tmp->msg = rune; 2341 tmp->msg = msg;
2635 2342
2636 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2637 return 1; 2345 return 1;
2638} 2346}
2347

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