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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (stringarg)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (stringarg)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 220 if (at == NULL)
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
335 * pl is invisible. 330 * pl is invisible.
336 */ 331 */
337int 332int
338makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
339{ 334{
340
341 if (!pl->invisible) 335 if (!pl->invisible)
342 return 0; 336 return 0;
337
343 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
344 { 339 {
345 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
347 { 342 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 344 return 0;
345
350 return 1; 346 return 1;
351 } 347 }
348
352 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 351 return 1;
352
355 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
356 if (!mon->race) 354 if (!mon->race)
357 return 0; 355 return 0;
356
358 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 358 return 1;
359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
363 else 363 else
364 { 364 {
466 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
467 { 467 {
468 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))
469 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.");
470 else 470 else
471 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 472 }
477 473
478 op->destroy (); 474 op->destroy ();
479} 475}
480 476
496 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.");
497 return 1; 493 return 1;
498 } 494 }
499 495
500 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 497
498 if (!dummy)
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 502 return 0;
506 } 503 }
576 573
577 dynbuf_text buf; 574 dynbuf_text buf;
578 575
579 if (player *pl = op->contr) 576 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 579
583 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
585 else 582 else
586 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
587 584
588 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
589 586
590 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
592 else 589 else
593 { 590 {
594 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
595 592
596 if (tmp) 593 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
599 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));
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 602 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 604 {
608 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
610 else 607 else
611 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";
612 609
613 break; 610 break;
614 } 611 }
615 } 612 }
616 613
712 */ 709 */
713 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 711 tmp->set_owner (op);
715 712
716 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
718 715
719 name = tmp->name; 716 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 718 {
722 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);
895 892
896 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 */
897 return 1; 894 return 1;
898} 895}
899 896
900
901/* cast_heal: Heals something. 897/* cast_heal: Heals something.
902 * op is the caster. 898 * op is the caster.
903 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
904 * spell is the spell object. 900 * spell is the spell object.
905 */ 901 */
931 { 927 {
932 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 930 * on amount of damage healed.
935 */ 931 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
938 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
939 936
940 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 939 else if (heal > 50)
951 success = 1; 948 success = 1;
952 } 949 }
953 } 950 }
954 951
955 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
957 success = 1; 954 success = 1;
958 955
959 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
960 { 957 {
961 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1010 } 1007 }
1011 1008
1012 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1010 {
1014 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1015 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1017 success = 1; 1016 success = 1;
1018 /* 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 */
1019 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");
1020 } 1019 }
1021 1020
1037}; 1036};
1038 1037
1039int 1038int
1040cast_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)
1041{ 1040{
1042 object *force = NULL; 1041 object *force = 0;
1043 int i; 1042 int i;
1044 1043
1045 /* 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. */
1046 object *tmp = dir 1045 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1047 : op;
1049 1048
1050 if (!tmp) 1049 if (!tmp)
1051 return 0; 1050 return 0;
1052 1051
1053 /* 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. */
1062 } 1061 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1063 {
1065 if (!silent) 1064 if (!silent)
1066 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
1067 return 0; 1067 return 0;
1068 } 1068 }
1069 } 1069 }
1070 } 1070 }
1071 if (force == NULL) 1071
1072 if (!force)
1072 { 1073 {
1073 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1075 if (spell_ob->race) 1077 if (spell_ob->race)
1076 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1077 else 1079 else
1078 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1079 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1080 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.");
1081 1084
1082 } 1085 }
1083 else 1086 else
1089 { 1092 {
1090 force->duration = duration; 1093 force->duration = duration;
1091 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.");
1092 } 1095 }
1093 else 1096 else
1094 {
1095 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.");
1096 }
1097 1098
1098 return 1; 1099 return 1;
1099 } 1100 }
1100 1101
1101 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;
1173 */ 1174 */
1174int 1175int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1177{
1177 int i; 1178 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1180
1180 /* 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. */
1181 if (dir != 0) 1182 if (dir != 0)
1182 { 1183 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1184 } 1188 }
1185 else 1189 else
1186 {
1187 tmp = op; 1190 tmp = op;
1188 }
1189 1191
1190 /* 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. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1194 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1196 {
1195 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1196 { 1198 {
1202 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);
1203 return 0; 1205 return 0;
1204 } 1206 }
1205 } 1207 }
1206 } 1208 }
1209
1207 if (force == NULL) 1210 if (force == NULL)
1208 { 1211 {
1209 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1214 if (spell_ob->race)
1276} 1279}
1277 1280
1278/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1279 * 1282 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1285 *
1286 * 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
1287 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1288 * 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
1289 * to the max amount of small nuggets as you could get. 1289 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1290 *
1294 * 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
1295 * 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
1296 * alchemised. 1293 * alchemised.
1297 */ 1294 */
1298static void 1295static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1297{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1299
1303 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1304 * 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
1305 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1305 * the stuff back to town.
1320 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1321 1318
1322 obj->destroy (); 1319 obj->destroy ();
1323} 1320}
1324 1321
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1322int
1356alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1357{ 1324{
1358 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1359 return 0; 1326 return 0;
1360 1327
1361 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1363 1333
1364 /* 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
1365 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1336 * in sight
1367 */ 1337 */
1419 if (weight > weight_max) 1389 if (weight > weight_max)
1420 break; 1390 break;
1421 } 1391 }
1422 } 1392 }
1423 1393
1394 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1395 value = min (value, value_max);
1425 1396
1426 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1399 {
1437 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 }
1438 1407
1439 if (weight > weight_max) 1408 if (weight > weight_max)
1440 goto bailout; 1409 goto bailout;
1441 } 1410 }
1442 } 1411 }
1443 1412
1444bailout: 1413bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1414 return 1;
1448} 1415}
1449
1450 1416
1451/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1452 * items. 1418 * items.
1453 */ 1419 */
1454int 1420int
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1430 {
1465 was_one++; 1431 was_one++;
1432
1466 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1467 { 1434 {
1468 success++; 1435 success++;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1470 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1438
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1445 }
1478 } 1446 }
1479 1447
1480 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1481 { 1449 {
1492 1460
1493 return success; 1461 return success;
1494} 1462}
1495 1463
1496/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1497
1498int 1465int
1499cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1500{ 1467{
1468 dynbuf_text buf;
1501 object *tmp; 1469 object *tmp;
1502 int success = 0, num_ident;
1503 1470
1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1505 1472
1506 if (num_ident < 1) 1473 if (num_ident < 1)
1507 num_ident = 1; 1474 num_ident = 1;
1508 1475
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1512 { 1479 {
1513 identify (tmp); 1480 identify (tmp);
1514 1481
1515 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1516 { 1483 {
1517 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));
1518 1485
1519 if (tmp->msg) 1486 if (tmp->msg)
1520 { 1487 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 } 1488 }
1525 1489
1526 num_ident--; 1490 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1491 if (!num_ident)
1529 break; 1492 break;
1530 } 1493 }
1531 } 1494 }
1532 1495
1539 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)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1541 { 1504 {
1542 identify (tmp); 1505 identify (tmp);
1543 1506
1544 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1545 { 1508 {
1546 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));
1547 1510
1548 if (tmp->msg) 1511 if (tmp->msg)
1549 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 } 1513 }
1556 1514
1557 num_ident--; 1515 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1516 if (!num_ident)
1560 break; 1517 break;
1561 } 1518 }
1562 } 1519 }
1563 1520
1564 if (!success) 1521 if (buf.empty ())
1565 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 }
1566 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1567 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1568 1532 return 1;
1569 return success; 1533 }
1570} 1534}
1571 1535
1572int 1536int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1538{
1579 1543
1580 /* 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
1581 * doing it over and over again. 1545 * doing it over and over again.
1582 */ 1546 */
1583 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1550
1587 if (!skill) 1551 if (!skill)
1588 skill = caster; 1552 skill = caster;
1589 1553
1590 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1591 for (y = op->y - range; y <= op->y + range; y++)
1592 { 1555 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1559 * down - that is easier than working up.
1602 */ 1560 */
1603 1561
1604 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)
1605 last = tmp; 1563 last = tmp;
1606 1564
1607 /* 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
1608 * would happen. 1566 * would happen.
1609 */ 1567 */
1610 if (!last) 1568 if (!last)
1611 continue; 1569 continue;
1612 1570
1613 done_one = 0; 1571 done_one = 0;
1614 floor = 0; 1572 floor = 0;
1615 detect = NULL; 1573 detect = NULL;
1616 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1575 {
1618 /* show invisible */ 1576 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1620 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1623 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1630 { 1588 {
1631 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)
1632 { 1590 {
1633 tmp->invisible = 0; 1591 tmp->invisible = 0;
1634 done_one = 1; 1592 done_one = 1;
1635 } 1593 }
1636 } 1594 }
1637 1595
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1; 1597 floor = 1;
1640 1598
1641 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1642 * 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
1643 * 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
1644 * 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.
1645 */ 1603 */
1646 if (floor) 1604 if (floor)
1647 continue; 1605 continue;
1648 1606
1649 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1650 * 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.
1651 * 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
1652 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1654 */ 1612 */
1655 1613
1656 /* detect magic */ 1614 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !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))
1659 { 1617 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */ 1619 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1664 done_one = 1; 1623 done_one = 1;
1665 } 1624 }
1625
1666 /* detect monster */ 1626 /* detect monster */
1667 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))
1668 { 1628 {
1669 done_one = 2; 1629 done_one = 2;
1630
1670 if (!detect) 1631 if (!detect)
1671 detect = tmp; 1632 detect = tmp;
1672 } 1633 }
1634
1673 /* 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
1674 * 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
1675 * race must match. 1637 * race must match.
1676 */ 1638 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1679 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1680 { 1642 {
1681 done_one = 2; 1643 done_one = 2;
1644
1682 if (!detect) 1645 if (!detect)
1683 detect = tmp; 1646 detect = tmp;
1684 } 1647 }
1648
1685 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) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 { 1651 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1; 1653 done_one = 1;
1690 } 1654 }
1691 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1692 1656
1693 /* 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
1694 * where the magic is. 1658 * where the magic is.
1695 */ 1659 */
1696 if (done_one) 1660 if (done_one)
1697 { 1661 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1699 1663
1700 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1702 { 1666 {
1703 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1710 } 1674 }
1711 1675
1712 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1713 } 1677 }
1714 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1715 1679
1716 1680
1717 /* 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 */
1718 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))
1719 { 1683 {
1720 done_one = 0; 1684 done_one = 0;
1685
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1687 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1724 { 1689 {
1725 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))
1726 { 1691 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1696 }
1697
1731 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) &&
1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 { 1700 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1705 }
1738 } /* if item is not identified */ 1706 } /* if item is not identified */
1739 } /* for the players inventory */ 1707 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
1741 return 1; 1710 return 1;
1742} 1711}
1743 1712
1744 1713
1745/** 1714/**
1758 1727
1759 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.");
1760 1729
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1731 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1766
1767 /* Explodes a fireball centered at player */
1768 tmp = get_archetype (EXPLODING_FIREBALL);
1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1771
1772 tmp->insert_at (victim);
1773 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
1774 } 1735 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1776 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.");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 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!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1741 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1827 } 1788 }
1828 /* give sp */ 1789 /* give sp */
1829 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
1830 { 1791 {
1831 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);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1794 return 1;
1834 } 1795 }
1835 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1797 else if (op != plyr)
1837 { 1798 {
1849 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
1852 if (sucked > 0) 1813 if (sucked > 0)
1853 { 1814 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1816 }
1856 } 1817 }
1857 return 1; 1818 return 1;
1858 } 1819 }
1859 return 0; 1820 return 0;
1935 break; 1896 break;
1936 } 1897 }
1937 } 1898 }
1938} 1899}
1939 1900
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
1943int 1902int
1944cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
1945{ 1904{
1946 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break; 1918 break;
1960 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
1961 { 1920 {
1962 1921
1963 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
1964 { 1923 {
1965 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);
1966 return 0; 1925 return 0;
1967 } 1926 }
1968 else 1927 else
1969 { 1928 {
1970 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1931 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
1975 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
1977 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);
1978 return 1; 1939 return 1;
1979 } 1940 }
1980 } 1941 }
1981 } 1942 }
2019 return 0; 1980 return 0;
2020 } 1981 }
2021 1982
2022 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2023 if (!dir) 1984 if (!dir)
2024 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);
2025 1986
2026 m = op->map; 1987 m = op->map;
2027 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2029 1990
2030 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2031 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)
2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 { 1994 {
2034 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.");
2035 return 0; 1996 return 0;
2036 } 1997 }
2037 1998
2041 if (!weapon) 2002 if (!weapon)
2042 { 2003 {
2043 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!");
2044 return 0; 2005 return 0;
2045 } 2006 }
2007
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2009 {
2048 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.");
2049 return 0; 2011 return 0;
2050 } 2012 }
2013
2051 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2052 { 2015 {
2053 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.");
2054 return 0; 2017 return 0;
2055 } 2018 }
2019
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 { 2021 {
2058 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));
2059 return 0; 2023 return 0;
2060 } 2024 }
2061 2025
2062 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2027
2069 /* create the golem object */ 2028 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2071 2030
2072 /* 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 */
2077 tmp->set_owner (op); 2036 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2037 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2080 2039
2081 /* 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
2082 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2083 * used above. 2042 * used above.
2084 */ 2043 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2086 weapon->remove (); 2045 weapon->remove ();
2087 2046
2088 insert_ob_in_ob (weapon, tmp); 2047 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2048
2090 /* 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,
2091 * 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
2092 * body_info, skills, etc) 2051 * body_info, skills, etc)
2093 */ 2052 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2168 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2129 }
2171 2130
2172 /* 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. */
2173 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));
2174 2133
2175 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2176 tmp->direction = dir; 2135 tmp->direction = dir;
2177 2136
2178 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2183 2142
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2186 */ 2145 */
2187
2188int 2146int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2148{
2191 int success; 2149 int success;
2192 2150
2200 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2201 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.");
2202 else 2160 else
2203 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.");
2204 } 2162 }
2163
2205 return success; 2164 return success;
2206} 2165}
2207
2208
2209
2210
2211 2166
2212/* 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.
2213 * 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,
2214 * spell is the spell object itself. 2169 * spell is the spell object itself.
2215 */ 2170 */
2227 2182
2228 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);
2229 2184
2230 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);
2231 2186
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2235 2189
2236 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2237 if (refresh) 2192 if (refresh)
2238 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.");
2239 else 2194 else
2240 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
2241 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2242 return 1; 2200 return 1;
2243} 2201}
2244
2245 2202
2246/* 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,
2247 * 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
2248 * around him. 2205 * around him.
2249 * Aura parameters: 2206 * Aura parameters:
2250 * duration: duration counter. 2207 * duration: duration counter.
2251 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2253 */ 2210 */
2254
2255void 2211void
2256move_aura (object *aura) 2212move_aura (object *aura)
2257{ 2213{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2263 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2264 2217
2265 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2267 */ 2220 */
2268 aura->remove (); 2221 aura->remove ();
2273 aura->destroy (); 2226 aura->destroy ();
2274 return; 2227 return;
2275 } 2228 }
2276 2229
2277 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2279 { 2232 {
2280 aura->destroy (); 2233 aura->destroy ();
2281 return; 2234 return;
2282 } 2235 }
2283 2236
2284 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2286 */ 2239 */
2287 aura->insert_at (env, aura); 2240 aura->insert_at (env, aura);
2288 2241
2289 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2290 { 2243 {
2291 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2292 2246
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2298 * 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
2299 * 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.
2300 */ 2250 */
2301 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)))
2302 { 2252 {
2303 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2304 2254
2305 if (aura->other_arch) 2255 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2257 }
2308 } 2258 }
2309 2259
2310 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2311 aura->remove (); 2261 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2313} 2263}
2314 2264
2315/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2316 * op is the piece object. 2266 * op is the piece object.
2317 */ 2267 */
2318
2319void 2268void
2320move_peacemaker (object *op) 2269move_peacemaker (object *op)
2321{ 2270{
2322 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2272 {
2326 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2327 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2328 2275
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2277 continue;
2278
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2280 continue;
2281
2335 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2336 continue; 2283 continue;
2337 2284
2338 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2340 2287
2341 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2289 {
2343 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2344 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2347#if 0 2295#if 0
2348 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2361 if (victim->name) 2310 if (victim->name)
2362 {
2363 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);
2364 } 2312 }
2365 }
2366 } 2313 }
2367} 2314}
2368
2369 2315
2370/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2372 */ 2318 */
2373
2374int 2319int
2375write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2376{ 2321{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2381 { 2323 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2325 return 0;
2384 } 2326 }
2387 { 2329 {
2388 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?");
2389 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);
2390 return 0; 2332 return 0;
2391 } 2333 }
2334
2392 if (!spell->other_arch) 2335 if (!spell->other_arch)
2393 return 0; 2336 return 0;
2337
2394 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2339
2398 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2341 tmp->msg = msg;
2400 2342
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2402 return 1; 2345 return 1;
2403} 2346}
2347

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