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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.74 by root, Tue Oct 16 00:30:25 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)
211{ 210{
212 int food_value; 211 int food_value;
213 archetype *at = NULL; 212 archetype *at = NULL;
214 object *new_op; 213 object *new_op;
215 214
216 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);
217 216
218 if (stringarg) 217 if (stringarg)
219 { 218 {
220 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
221 if (at == NULL) 220 if (at == NULL)
280{ 279{
281 int r, mflags, maxrange; 280 int r, mflags, maxrange;
282 object *tmp; 281 object *tmp;
283 maptile *m; 282 maptile *m;
284 283
285
286 if (!dir) 284 if (!dir)
287 { 285 {
288 examine_monster (op, op); 286 examine_monster (op, op);
289 return 1; 287 return 1;
290 } 288 }
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;
346 345
347 return 1; 346 return 1;
348 } 347 }
349 348
350 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 351 return 1;
353 352
354 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
355 if (!mon->race) 354 if (!mon->race)
356 return 0; 355 return 0;
357 356
358 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 358 return 1;
360 359
361 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
362 return 0; 361 return 0;
363 } 362 }
467 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
468 { 467 {
469 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))
470 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.");
471 else 470 else
472 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
473 // remove first so we do not call update_stats
474 op->remove ();
475 pl->enter_exit (op);
476 }
477 } 472 }
478 473
479 op->destroy (); 474 op->destroy ();
480} 475}
481 476
497 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.");
498 return 1; 493 return 1;
499 } 494 }
500 495
501 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
502 if (dummy == NULL) 497
498 if (!dummy)
503 { 499 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
505 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
506 return 0; 502 return 0;
507 } 503 }
577 573
578 dynbuf_text buf; 574 dynbuf_text buf;
579 575
580 if (player *pl = op->contr) 576 if (player *pl = op->contr)
581 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
582 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
583 579
584 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
585 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
586 else 582 else
587 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
588 584
589 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
590 586
591 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
592 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
593 else 589 else
594 { 590 {
595 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
596 592
597 if (tmp) 593 if (tmp)
598 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
599 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
600 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));
601 } 597 }
602 598
603 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 602 {
607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 604 {
609 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
610 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
611 else 607 else
612 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";
613 609
614 break; 610 break;
615 } 611 }
616 } 612 }
617 613
713 */ 709 */
714 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
715 tmp->set_owner (op); 711 tmp->set_owner (op);
716 712
717 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
718 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
719 715
720 name = tmp->name; 716 name = tmp->name;
721 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
722 { 718 {
723 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);
1040}; 1036};
1041 1037
1042int 1038int
1043cast_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)
1044{ 1040{
1045 object *force = NULL; 1041 object *force = 0;
1046 int i; 1042 int i;
1047 1043
1048 /* 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. */
1049 object *tmp = dir 1045 object *tmp = dir
1050 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1051 : op; 1047 : op;
1052 1048
1053 if (!tmp) 1049 if (!tmp)
1054 return 0; 1050 return 0;
1055 1051
1056 /* 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. */
1065 } 1061 }
1066 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 { 1063 {
1068 if (!silent) 1064 if (!silent)
1069 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
1070 return 0; 1067 return 0;
1071 } 1068 }
1072 } 1069 }
1073 } 1070 }
1074 if (force == NULL) 1071
1072 if (!force)
1075 { 1073 {
1076 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1077 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1078 if (spell_ob->race) 1077 if (spell_ob->race)
1079 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1080 else 1079 else
1081 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1082 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1083 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.");
1084 1084
1085 } 1085 }
1086 else 1086 else
1092 { 1092 {
1093 force->duration = duration; 1093 force->duration = duration;
1094 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.");
1095 } 1095 }
1096 else 1096 else
1097 {
1098 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.");
1099 }
1100 1098
1101 return 1; 1099 return 1;
1102 } 1100 }
1103 1101
1104 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;
1176 */ 1174 */
1177int 1175int
1178cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1179{ 1177{
1180 int i; 1178 int i;
1181 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1182 1180
1183 /* 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. */
1184 if (dir != 0) 1182 if (dir != 0)
1185 { 1183 {
1186 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1187 } 1188 }
1188 else 1189 else
1189 {
1190 tmp = op; 1190 tmp = op;
1191 }
1192 1191
1193 /* 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. */
1194 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 { 1194 {
1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 { 1196 {
1198 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1199 { 1198 {
1205 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);
1206 return 0; 1205 return 0;
1207 } 1206 }
1208 } 1207 }
1209 } 1208 }
1209
1210 if (force == NULL) 1210 if (force == NULL)
1211 { 1211 {
1212 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1213 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1214 if (spell_ob->race) 1214 if (spell_ob->race)
1295static void 1295static void
1296alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1297{ 1297{
1298 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1299 1299
1300 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1301 * 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
1302 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1305 * the stuff back to town.
1412 1412
1413bailout: 1413bailout:
1414 return 1; 1414 return 1;
1415} 1415}
1416 1416
1417
1418/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1419 * items. 1418 * items.
1420 */ 1419 */
1421int 1420int
1422remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431 { 1430 {
1432 was_one++; 1431 was_one++;
1432
1433 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1434 { 1434 {
1435 success++; 1435 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1437 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438 1438
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1442 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1443 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 } 1445 }
1445 } 1446 }
1446 1447
1447 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1448 { 1449 {
1478 { 1479 {
1479 identify (tmp); 1480 identify (tmp);
1480 1481
1481 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1482 { 1483 {
1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1484 1485
1485 if (tmp->msg) 1486 if (tmp->msg)
1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1487 } 1488 }
1488 1489
1489 num_ident--; 1490 num_ident--;
1490 if (!num_ident) 1491 if (!num_ident)
1491 break; 1492 break;
1501 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)
1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1503 { 1504 {
1504 identify (tmp); 1505 identify (tmp);
1505 1506
1506 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1507 { 1508 {
1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1509 1510
1510 if (tmp->msg) 1511 if (tmp->msg)
1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1512
1513 esrv_send_item (op, tmp);
1514 } 1513 }
1515 1514
1516 num_ident--; 1515 num_ident--;
1517 if (!num_ident) 1516 if (!num_ident)
1518 break; 1517 break;
1544 1543
1545 /* 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
1546 * doing it over and over again. 1545 * doing it over and over again.
1547 */ 1546 */
1548 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1549 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1550 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1551 1550
1552 if (!skill) 1551 if (!skill)
1553 skill = caster; 1552 skill = caster;
1554 1553
1555 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1556 for (y = op->y - range; y <= op->y + range; y++)
1557 { 1555 {
1558 m = op->map;
1559 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1560 if (mflags & P_OUT_OF_MAP)
1561 continue;
1562
1563 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1564 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1565 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1566 * down - that is easier than working up. 1559 * down - that is easier than working up.
1567 */ 1560 */
1568 1561
1569 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)
1570 last = tmp; 1563 last = tmp;
1571 1564
1572 /* 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
1573 * would happen. 1566 * would happen.
1574 */ 1567 */
1575 if (!last) 1568 if (!last)
1576 continue; 1569 continue;
1577 1570
1578 done_one = 0; 1571 done_one = 0;
1579 floor = 0; 1572 floor = 0;
1580 detect = NULL; 1573 detect = NULL;
1581 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1582 { 1575 {
1583 /* show invisible */ 1576 /* show invisible */
1584 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1585 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1586 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1587 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1588 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1589 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1590 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1591 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1592 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1593 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1594 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1595 { 1588 {
1596 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)
1597 { 1590 {
1598 tmp->invisible = 0; 1591 tmp->invisible = 0;
1599 done_one = 1; 1592 done_one = 1;
1600 } 1593 }
1601 } 1594 }
1602 1595
1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1604 floor = 1; 1597 floor = 1;
1605 1598
1606 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1607 * 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
1608 * 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
1609 * 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.
1610 */ 1603 */
1611 if (floor) 1604 if (floor)
1612 continue; 1605 continue;
1613 1606
1614 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1615 * 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.
1616 * 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
1617 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1618 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1619 */ 1612 */
1620 1613
1621 /* detect magic */ 1614 /* detect magic */
1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1623 !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))
1624 { 1617 {
1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1626 /* make runes more visibile */ 1619 /* make runes more visibile */
1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1628 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1629 done_one = 1; 1623 done_one = 1;
1630 } 1624 }
1625
1631 /* detect monster */ 1626 /* detect monster */
1632 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))
1633 { 1628 {
1634 done_one = 2; 1629 done_one = 2;
1630
1635 if (!detect) 1631 if (!detect)
1636 detect = tmp; 1632 detect = tmp;
1637 } 1633 }
1634
1638 /* 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
1639 * 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
1640 * race must match. 1637 * race must match.
1641 */ 1638 */
1642 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1643 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1644 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1645 { 1642 {
1646 done_one = 2; 1643 done_one = 2;
1644
1647 if (!detect) 1645 if (!detect)
1648 detect = tmp; 1646 detect = tmp;
1649 } 1647 }
1648
1650 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) &&
1651 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1652 { 1651 {
1653 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1654 done_one = 1; 1653 done_one = 1;
1655 } 1654 }
1656 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1657 1656
1658 /* 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
1659 * where the magic is. 1658 * where the magic is.
1660 */ 1659 */
1661 if (done_one) 1660 if (done_one)
1662 { 1661 {
1663 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1664 1663
1665 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1666 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1667 { 1666 {
1668 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1669 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1670 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1671 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1672 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1675 } 1674 }
1676 1675
1677 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1678 } 1677 }
1679 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1680 1679
1681 1680
1682 /* 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 */
1683 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))
1684 { 1683 {
1685 done_one = 0; 1684 done_one = 0;
1685
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1687 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1689 { 1689 {
1690 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))
1691 { 1691 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1693 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
1694 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1695 } 1696 }
1697
1696 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) &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1698 { 1700 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1700 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1701 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 } 1705 }
1703 } /* if item is not identified */ 1706 } /* if item is not identified */
1704 } /* for the players inventory */ 1707 } /* for the players inventory */
1705 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
1706 return 1; 1710 return 1;
1707} 1711}
1708 1712
1709 1713
1710/** 1714/**
1723 1727
1724 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.");
1725 1729
1726 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1727 { 1731 {
1728 object *tmp;
1729
1730 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1731
1732 /* Explodes a fireball centered at player */
1733 tmp = get_archetype (EXPLODING_FIREBALL);
1734 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1735 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1736
1737 tmp->insert_at (victim);
1738 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
1739 } 1735 }
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1741 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.");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1743 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!");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1745 { 1741 {
1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1792 } 1788 }
1793 /* give sp */ 1789 /* give sp */
1794 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
1795 { 1791 {
1796 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);
1797 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
1798 return 1; 1794 return 1;
1799 } 1795 }
1800 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
1801 else if (op != plyr) 1797 else if (op != plyr)
1802 { 1798 {
1814 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
1815 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
1816 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
1817 if (sucked > 0) 1813 if (sucked > 0)
1818 { 1814 {
1819 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
1820 } 1816 }
1821 } 1817 }
1822 return 1; 1818 return 1;
1823 } 1819 }
1824 return 0; 1820 return 0;
1900 break; 1896 break;
1901 } 1897 }
1902 } 1898 }
1903} 1899}
1904 1900
1905
1906
1907/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
1908int 1902int
1909cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
1910{ 1904{
1911 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break; 1918 break;
1925 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
1926 { 1920 {
1927 1921
1928 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
1929 { 1923 {
1930 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);
1931 return 0; 1925 return 0;
1932 } 1926 }
1933 else 1927 else
1934 { 1928 {
1935 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1931 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
1940 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
1942 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);
1943 return 1; 1939 return 1;
1944 } 1940 }
1945 } 1941 }
1946 } 1942 }
1984 return 0; 1980 return 0;
1985 } 1981 }
1986 1982
1987 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
1988 if (!dir) 1984 if (!dir)
1989 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);
1990 1986
1991 m = op->map; 1987 m = op->map;
1992 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
1993 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
1994 1990
1995 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
1996 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)
1997 ((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))
1998 { 1994 {
1999 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.");
2000 return 0; 1996 return 0;
2001 } 1997 }
2002 1998
2006 if (!weapon) 2002 if (!weapon)
2007 { 2003 {
2008 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!");
2009 return 0; 2005 return 0;
2010 } 2006 }
2007
2011 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2012 { 2009 {
2013 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.");
2014 return 0; 2011 return 0;
2015 } 2012 }
2013
2016 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2017 { 2015 {
2018 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.");
2019 return 0; 2017 return 0;
2020 } 2018 }
2019
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2022 { 2021 {
2023 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));
2024 return 0; 2023 return 0;
2025 } 2024 }
2026 2025
2027 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2028 {
2029 tmp = get_split_ob (weapon, 1);
2030 esrv_send_item (op, weapon);
2031 weapon = tmp;
2032 }
2033 2027
2034 /* create the golem object */ 2028 /* create the golem object */
2035 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2036 2030
2037 /* 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 */
2042 tmp->set_owner (op); 2036 tmp->set_owner (op);
2043 op->contr->golem = tmp; 2037 op->contr->golem = tmp;
2044 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2045 2039
2046 /* 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
2047 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2048 * used above. 2042 * used above.
2049 */ 2043 */
2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2051 weapon->remove (); 2045 weapon->remove ();
2052 2046
2053 insert_ob_in_ob (weapon, tmp); 2047 tmp->insert (weapon);
2054 esrv_send_item (op, weapon); 2048
2055 /* 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,
2056 * 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
2057 * body_info, skills, etc) 2051 * body_info, skills, etc)
2058 */ 2052 */
2059 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2135 } 2129 }
2136 2130
2137 /* 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. */
2138 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));
2139 2133
2140 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2141 tmp->direction = dir; 2135 tmp->direction = dir;
2142 2136
2143 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2147/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2148 2142
2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2150 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2151 */ 2145 */
2152
2153int 2146int
2154cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2155{ 2148{
2156 int success; 2149 int success;
2157 2150
2165 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2166 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.");
2167 else 2160 else
2168 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.");
2169 } 2162 }
2163
2170 return success; 2164 return success;
2171} 2165}
2172 2166
2173/* 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.
2174 * 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,
2191 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);
2192 2186
2193 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2194 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2195 2189
2196 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2197 2191
2198 if (refresh) 2192 if (refresh)
2199 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.");
2200 else 2194 else
2201 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.");
2272 * op is the piece object. 2266 * op is the piece object.
2273 */ 2267 */
2274void 2268void
2275move_peacemaker (object *op) 2269move_peacemaker (object *op)
2276{ 2270{
2277 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2278
2279 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2280 { 2272 {
2281 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2282 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2283 2275
2284 if (tmp->head)
2285 victim = tmp->head;
2286 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2287 continue; 2277 continue;
2278
2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2289 continue; 2280 continue;
2281
2290 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2291 continue; 2283 continue;
2292 2284
2293 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2295 2287
2296 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2289 {
2298 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2299 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2300 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2301 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2302#if 0 2295#if 0
2303 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2304 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2311 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2313 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2314 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2315 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2316 if (victim->name) 2310 if (victim->name)
2317 {
2318 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);
2319 } 2312 }
2320 }
2321 } 2313 }
2322} 2314}
2323
2324 2315
2325/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2326 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2327 */ 2318 */
2328
2329int 2319int
2330write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2331{ 2321{
2332 char rune[HUGE_BUF];
2333 object *tmp;
2334
2335 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2336 { 2323 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2338 return 0; 2325 return 0;
2339 } 2326 }
2342 { 2329 {
2343 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?");
2344 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);
2345 return 0; 2332 return 0;
2346 } 2333 }
2334
2347 if (!spell->other_arch) 2335 if (!spell->other_arch)
2348 return 0; 2336 return 0;
2337
2349 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2350
2351 snprintf (rune, sizeof (rune), "%s\n", msg);
2352 2339
2353 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2354 tmp->msg = rune; 2341 tmp->msg = msg;
2355 2342
2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2357 return 1; 2345 return 1;
2358} 2346}
2347

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