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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.79 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
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)
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 { 302 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0; 304 return 0;
306 } 305 }
306
307 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
308 { 308 {
309 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)
310 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)))
311 { 311 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 313 if (tmp->head != NULL)
314 tmp = tmp->head; 314 tmp = tmp->head;
345 345
346 return 1; 346 return 1;
347 } 347 }
348 348
349 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 351 return 1;
352 352
353 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
354 if (!mon->race) 354 if (!mon->race)
355 return 0; 355 return 0;
356 356
357 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 358 return 1;
359 359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
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 && tmp->arch->archname == shstr_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);
1039}; 1036};
1040 1037
1041int 1038int
1042cast_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)
1043{ 1040{
1044 object *force = NULL; 1041 object *force = 0;
1045 int i; 1042 int i;
1046 1043
1047 /* 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. */
1048 object *tmp = dir 1045 object *tmp = dir
1049 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1050 : op; 1047 : op;
1051 1048
1052 if (!tmp) 1049 if (!tmp)
1053 return 0; 1050 return 0;
1054 1051
1055 /* 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. */
1064 } 1061 }
1065 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 { 1063 {
1067 if (!silent) 1064 if (!silent)
1068 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
1069 return 0; 1067 return 0;
1070 } 1068 }
1071 } 1069 }
1072 } 1070 }
1073 if (force == NULL) 1071
1072 if (!force)
1074 { 1073 {
1075 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1076 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1077 if (spell_ob->race) 1077 if (spell_ob->race)
1078 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1079 else 1079 else
1080 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1081 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1082 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.");
1083 1084
1084 } 1085 }
1085 else 1086 else
1091 { 1092 {
1092 force->duration = duration; 1093 force->duration = duration;
1093 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.");
1094 } 1095 }
1095 else 1096 else
1096 {
1097 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.");
1098 }
1099 1098
1100 return 1; 1099 return 1;
1101 } 1100 }
1102 1101
1103 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;
1175 */ 1174 */
1176int 1175int
1177cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178{ 1177{
1179 int i; 1178 int i;
1180 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181 1180
1182 /* 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. */
1183 if (dir != 0) 1182 if (dir != 0)
1184 { 1183 {
1185 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1186 } 1188 }
1187 else 1189 else
1188 {
1189 tmp = op; 1190 tmp = op;
1190 }
1191 1191
1192 /* 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. */
1193 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1194 { 1194 {
1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1196 { 1196 {
1197 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1198 { 1198 {
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); 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);
1205 return 0; 1205 return 0;
1206 } 1206 }
1207 } 1207 }
1208 } 1208 }
1209
1209 if (force == NULL) 1210 if (force == NULL)
1210 { 1211 {
1211 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1213 if (spell_ob->race) 1214 if (spell_ob->race)
1411 1412
1412bailout: 1413bailout:
1413 return 1; 1414 return 1;
1414} 1415}
1415 1416
1416
1417/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1418 * items. 1418 * items.
1419 */ 1419 */
1420int 1420int
1421remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1430 {
1431 was_one++; 1431 was_one++;
1432
1432 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1433 { 1434 {
1434 success++; 1435 success++;
1435 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1436 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1437 1438
1438 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1440 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1441 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1442 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 } 1445 }
1444 } 1446 }
1445 1447
1446 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1447 { 1449 {
1477 { 1479 {
1478 identify (tmp); 1480 identify (tmp);
1479 1481
1480 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1481 { 1483 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1485
1484 if (tmp->msg) 1486 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1488 }
1487 1489
1488 num_ident--; 1490 num_ident--;
1489 if (!num_ident) 1491 if (!num_ident)
1490 break; 1492 break;
1500 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)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502 { 1504 {
1503 identify (tmp); 1505 identify (tmp);
1504 1506
1505 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1506 { 1508 {
1507 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));
1508 1510
1509 if (tmp->msg) 1511 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511
1512 esrv_send_item (op, tmp);
1513 } 1513 }
1514 1514
1515 num_ident--; 1515 num_ident--;
1516 if (!num_ident) 1516 if (!num_ident)
1517 break; 1517 break;
1543 1543
1544 /* 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
1545 * doing it over and over again. 1545 * doing it over and over again.
1546 */ 1546 */
1547 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1550
1551 if (!skill) 1551 if (!skill)
1552 skill = caster; 1552 skill = caster;
1553 1553
1554 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1555 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1559 * down - that is easier than working up.
1566 */ 1560 */
1567 1561
1568 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)
1569 last = tmp; 1563 last = tmp;
1570 1564
1571 /* 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
1572 * would happen. 1566 * would happen.
1573 */ 1567 */
1574 if (!last) 1568 if (!last)
1575 continue; 1569 continue;
1576 1570
1577 done_one = 0; 1571 done_one = 0;
1578 floor = 0; 1572 floor = 0;
1579 detect = NULL; 1573 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1575 {
1582 /* show invisible */ 1576 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1594 { 1588 {
1595 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)
1596 { 1590 {
1597 tmp->invisible = 0; 1591 tmp->invisible = 0;
1598 done_one = 1; 1592 done_one = 1;
1599 } 1593 }
1600 } 1594 }
1601 1595
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1597 floor = 1;
1604 1598
1605 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1606 * 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
1607 * 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
1608 * 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.
1609 */ 1603 */
1610 if (floor) 1604 if (floor)
1611 continue; 1605 continue;
1612 1606
1613 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1614 * 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.
1615 * 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
1616 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1618 */ 1612 */
1619 1613
1620 /* detect magic */ 1614 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !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))
1623 { 1617 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1619 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1628 done_one = 1; 1623 done_one = 1;
1629 } 1624 }
1625
1630 /* detect monster */ 1626 /* detect monster */
1631 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))
1632 { 1628 {
1633 done_one = 2; 1629 done_one = 2;
1630
1634 if (!detect) 1631 if (!detect)
1635 detect = tmp; 1632 detect = tmp;
1636 } 1633 }
1634
1637 /* 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
1638 * 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
1639 * race must match. 1637 * race must match.
1640 */ 1638 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1644 { 1642 {
1645 done_one = 2; 1643 done_one = 2;
1644
1646 if (!detect) 1645 if (!detect)
1647 detect = tmp; 1646 detect = tmp;
1648 } 1647 }
1648
1649 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) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1653 done_one = 1;
1654 } 1654 }
1655 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1656 1656
1657 /* 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
1658 * where the magic is. 1658 * where the magic is.
1659 */ 1659 */
1660 if (done_one) 1660 if (done_one)
1661 { 1661 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1663 1663
1664 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1666 { 1666 {
1667 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1674 }
1675 1675
1676 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1677 } 1677 }
1678 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1679 1679
1680 1680
1681 /* 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 */
1682 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))
1683 { 1683 {
1684 done_one = 0; 1684 done_one = 0;
1685
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1687 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1689 {
1689 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))
1690 { 1691 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1696 }
1697
1695 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) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1700 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1705 }
1702 } /* if item is not identified */ 1706 } /* if item is not identified */
1703 } /* for the players inventory */ 1707 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
1705 return 1; 1710 return 1;
1706} 1711}
1707 1712
1708 1713
1709/** 1714/**
1722 1727
1723 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.");
1724 1729
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1731 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
1738 } 1735 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 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.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 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!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1741 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 } 1788 }
1792 /* give sp */ 1789 /* give sp */
1793 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
1794 { 1791 {
1795 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);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1794 return 1;
1798 } 1795 }
1799 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1797 else if (op != plyr)
1801 { 1798 {
1813 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
1816 if (sucked > 0) 1813 if (sucked > 0)
1817 { 1814 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1816 }
1820 } 1817 }
1821 return 1; 1818 return 1;
1822 } 1819 }
1823 return 0; 1820 return 0;
1899 break; 1896 break;
1900 } 1897 }
1901 } 1898 }
1902} 1899}
1903 1900
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
1907int 1902int
1908cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
1909{ 1904{
1910 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break; 1918 break;
1924 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
1925 { 1920 {
1926 1921
1927 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
1928 { 1923 {
1929 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);
1930 return 0; 1925 return 0;
1931 } 1926 }
1932 else 1927 else
1933 { 1928 {
1934 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1931 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
1939 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
1941 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);
1942 return 1; 1939 return 1;
1943 } 1940 }
1944 } 1941 }
1945 } 1942 }
1983 return 0; 1980 return 0;
1984 } 1981 }
1985 1982
1986 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
1987 if (!dir) 1984 if (!dir)
1988 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);
1989 1986
1990 m = op->map; 1987 m = op->map;
1991 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
1993 1990
1994 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
1995 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)
1996 ((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))
1997 { 1994 {
1998 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.");
1999 return 0; 1996 return 0;
2000 } 1997 }
2001 1998
2005 if (!weapon) 2002 if (!weapon)
2006 { 2003 {
2007 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!");
2008 return 0; 2005 return 0;
2009 } 2006 }
2007
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2009 {
2012 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.");
2013 return 0; 2011 return 0;
2014 } 2012 }
2013
2015 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2016 { 2015 {
2017 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.");
2018 return 0; 2017 return 0;
2019 } 2018 }
2019
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 { 2021 {
2022 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));
2023 return 0; 2023 return 0;
2024 } 2024 }
2025 2025
2026 if (weapon->nrof > 1)
2027 {
2028 tmp = weapon->split (); 2026 weapon = weapon->split ();
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2027
2033 /* create the golem object */ 2028 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2035 2030
2036 /* 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 */
2047 * used above. 2042 * used above.
2048 */ 2043 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2045 weapon->remove ();
2051 2046
2052 insert_ob_in_ob (weapon, tmp); 2047 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2048
2054 /* 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,
2055 * 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
2056 * body_info, skills, etc) 2051 * body_info, skills, etc)
2057 */ 2052 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2132 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2129 }
2135 2130
2136 /* 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. */
2137 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));
2138 2133
2139 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2140 tmp->direction = dir; 2135 tmp->direction = dir;
2141 2136
2142 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2147 2142
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2150 */ 2145 */
2151
2152int 2146int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2148{
2155 int success; 2149 int success;
2156 2150
2164 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2165 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.");
2166 else 2160 else
2167 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.");
2168 } 2162 }
2163
2169 return success; 2164 return success;
2170} 2165}
2171 2166
2172/* 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.
2173 * 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,
2190 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);
2191 2186
2192 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2193 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2194 2189
2195 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2196 2191
2197 if (refresh) 2192 if (refresh)
2198 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.");
2199 else 2194 else
2200 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.");
2271 * op is the piece object. 2266 * op is the piece object.
2272 */ 2267 */
2273void 2268void
2274move_peacemaker (object *op) 2269move_peacemaker (object *op)
2275{ 2270{
2276 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2277
2278 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2279 { 2272 {
2280 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2281 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2282 2275
2283 if (tmp->head)
2284 victim = tmp->head;
2285 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2286 continue; 2277 continue;
2278
2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2288 continue; 2280 continue;
2281
2289 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2290 continue; 2283 continue;
2291 2284
2292 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2293 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2294 2287
2295 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2296 { 2289 {
2297 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2298 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2299 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2300 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2301#if 0 2295#if 0
2302 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2303 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2310 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2312 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2313 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2314 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2315 if (victim->name) 2310 if (victim->name)
2316 {
2317 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);
2318 } 2312 }
2319 }
2320 } 2313 }
2321} 2314}
2322
2323 2315
2324/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2325 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2326 */ 2318 */
2327
2328int 2319int
2329write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2330{ 2321{
2331 char rune[HUGE_BUF];
2332 object *tmp;
2333
2334 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2335 { 2323 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2337 return 0; 2325 return 0;
2338 } 2326 }
2341 { 2329 {
2342 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?");
2343 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);
2344 return 0; 2332 return 0;
2345 } 2333 }
2334
2346 if (!spell->other_arch) 2335 if (!spell->other_arch)
2347 return 0; 2336 return 0;
2337
2348 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2349
2350 snprintf (rune, sizeof (rune), "%s\n", msg);
2351 2339
2352 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2353 tmp->msg = rune; 2341 tmp->msg = msg;
2354 2342
2355 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2356 return 1; 2345 return 1;
2357} 2346}
2347

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