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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.38 by root, Wed Feb 7 23:30:03 2007 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (spellparam)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
165 missile->destroy (); 161 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 163 return 0;
168 } 164 }
169 165
170 if (al->item->slaying) 166 if (al->item->slaying)
171 { 167 {
172 missile->destroy (); 168 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
209 return 1; 202 return 1;
210} 203}
211 204
212 205
213/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 208int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (spellparam)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 spellparam = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!spellparam)
234 { 227 {
235 archetype *at_tmp; 228 archetype *at_tmp;
236 229
237 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
373 * normal applies. 377 * normal applies.
374 */ 378 */
375int 379int
376cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
377{ 381{
378 object *tmp;
379
380 if (op->invisible > 1000) 382 if (op->invisible > 1000)
381 { 383 {
382 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
383 return 0; 385 return 0;
384 } 386 }
400 else 402 else
401 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
402 404
403 op->contr->hidden = 0; 405 op->contr->hidden = 0;
404 } 406 }
407
405 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
406 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
407 else 410 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 412
410 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
411 414
412 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
413 * harm to the player. 416 * harm to the player.
414 */ 417 */
415 for_all_actives (tmp) 418 for_all_actives (tmp)
422/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 426 */
424int 427int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 429{
427 object *tmp, *next;
428 int range, i, j, mflags; 430 int range, i, j, mflags;
429 sint16 sx, sy; 431 sint16 sx, sy;
430 maptile *m; 432 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 433
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 435
437 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 443
445 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
446 continue; 445 continue;
447 446
448 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 449 {
451 next = tmp->above; 450 next = tmp->above;
451
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 454 }
455 } 455 }
456 456
463 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
464 { 464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 467 else
468 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 } 469 }
474 470
475 op->destroy (); 471 op->destroy ();
476} 472}
477 473
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1; 490 return 1;
495 } 491 }
496 492
497 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL) 494
495 if (!dummy)
499 { 496 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0; 499 return 0;
503 } 500 }
566} 563}
567 564
568int 565int
569perceive_self (object *op) 566perceive_self (object *op)
570{ 567{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
576 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
577 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 581 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
581 583
582 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
583 585
584 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
586 else 588 else
587 { 589 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
590 if (tmp != NULL) 592 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
593 { 594 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 601 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 603 {
609 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
611 else 606 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 608
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 609 break;
616 } 610 }
617 } 611 }
618 }
619 612
620 return 1; 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 614
871 return 1; 615 return 1;
872} 616}
873 617
874/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
962 */ 706 */
963 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 708 tmp->set_owner (op);
965 709
966 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
968 712
969 name = tmp->name; 713 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 715 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 717 return 0;
974 } 718 }
975 719
976 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 723
980 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1002 { 746 {
1003 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1005 749
1006 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 753
1010 } 754 }
1011 else 755 else
1012 posblocked = 1; 756 posblocked = 1;
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 { 764 {
1021 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1023 767
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 770 }
1027 else 771 else
1028 negblocked = 1; 772 negblocked = 1;
1029 } 773 }
1033 777
1034 return 1; 778 return 1;
1035} 779}
1036 780
1037int 781int
1038dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 783{
1040 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1041 int mflags; 785 int mflags;
1042 maptile *m; 786 maptile *m;
1043 sint16 sx, sy; 787 sint16 sx, sy;
1054 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in. 799 * ever, so put limits in.
1056 */ 800 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 802
1059 if (op->contr->count) 803 if (spellparam)
1060 { 804 {
805 int count = atoi (spellparam);
806
1061 if (op->contr->count > maxdist) 807 if (count > maxdist)
1062 { 808 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064 return 0; 810 return 0;
1065 } 811 }
1066 812
1067 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1068 { 814 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070 816
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 818 break;
1073 819
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break; 821 break;
1076 } 822 }
1077 823
1078 if (dist < op->contr->count) 824 if (dist < count)
1079 { 825 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0; 827 return 0;
1083 } 828 }
1084
1085 op->contr->count = 0;
1086 829
1087 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1145 888
1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1147 return 1; 890 return 1;
1148} 891}
1149 892
1150
1151/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1152 * op is the caster. 894 * op is the caster.
1153 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1154 * spell is the spell object. 896 * spell is the spell object.
1155 */ 897 */
1161 object *poison; 903 object *poison;
1162 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1163 905
1164 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1165 907
1166 if (tmp == NULL) 908 if (!tmp)
1167 return 0; 909 return 0;
1168 910
1169 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1171 */ 913 */
1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1175 917
1176 if (heal) 918 if (heal)
1177 { 919 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1181 }
1182 else 922 else
1183 { 923 {
1184 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 926 * on amount of damage healed.
1187 */ 927 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1190 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1191 932
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 935 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 937 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 939 else if (heal > 10)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1207 }
1208 else 941 else
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1211 } 943
1212 success = 1; 944 success = 1;
1213 } 945 }
1214 } 946 }
947
1215 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1217 success = 1; 950 success = 1;
1218 951
1219 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1220 { 953 {
1221 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1225 success = 1; 958 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 960 poison->stats.food = 1;
1228 } 961 }
1229 } 962 }
963
1230 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1231 { 965 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1233 if (poison) 967 if (poison)
1234 { 968 {
1235 success = 1; 969 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 971 poison->duration = 1;
1238 } 972 }
1239 } 973 }
974
1240 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1241 { 976 {
1242 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1243 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 979 if (poison)
1246 success = 1; 981 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1248 poison->stats.food = 1; 983 poison->stats.food = 1;
1249 } 984 }
1250 } 985 }
986
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 988 {
1253 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 992 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1258 } 994 }
995
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 997 {
1261 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 1001 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1266 } 1003 }
1004
1267 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1268 { 1006 {
1269 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1270 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1271 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1272 success = 1; 1012 success = 1;
1273 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1275 } 1015 }
1016
1276 return success; 1017 return success;
1277} 1018}
1278
1279 1019
1280/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1281 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1282 * good comments for those. 1022 * good comments for those.
1283 */ 1023 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1025 "You grow no stronger.",
1286 "You grow no more agile.", 1026 "You grow no more agile.",
1287 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1288 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1289 "You are no easier to look at.", 1031 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1032};
1293 1033
1294int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1295cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1296{ 1042{
1297 object *force = NULL; 1043 object *force = 0;
1298 int i; 1044 int i;
1299 1045
1300 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1301 object *tmp = dir 1047 object *tmp = dir
1302 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1303 : op; 1049 : op;
1304 1050
1305 if (!tmp) 1051 if (!tmp)
1306 return 0; 1052 return 0;
1307 1053
1308 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1317 } 1063 }
1318 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 { 1065 {
1320 if (!silent) 1066 if (!silent)
1321 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1322 return 0; 1069 return 0;
1323 } 1070 }
1324 } 1071 }
1325 } 1072 }
1326 if (force == NULL) 1073
1074 if (!force)
1327 { 1075 {
1328 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1329 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1330 if (spell_ob->race) 1079 if (spell_ob->race)
1331 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1332 else 1081 else
1333 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1334 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1335 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336 1086
1337 } 1087 }
1338 else 1088 else
1339 { 1089 {
1340 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1341 1091
1342 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 if (duration > force->duration) 1092 if (duration > force->duration)
1344 { 1093 {
1345 force->duration = duration; 1094 force->duration = duration;
1346 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1347 } 1096 }
1348 else 1097 else
1349 {
1350 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1351 } 1099
1352 return 1; 1100 return 1;
1353 } 1101 }
1102
1354 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1355 force->speed = 1.0; 1104 force->speed = 1.0;
1356 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1358 1107
1364 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1365 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1366 force->resist[i] = 100; 1115 force->resist[i] = 100;
1367 } 1116 }
1368 } 1117 }
1118
1369 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1370 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1371 1121
1372 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1373 { 1123 {
1374 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1376 { 1126 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1128 {
1381 sm = 0; 1129 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1384 1132
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1388 if (sm < 0) 1136 force->stats.stat (i) = sm;
1389 sm = 0; 1137
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1138 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1140 }
1395 } 1141 }
1396 } 1142 }
1417 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1418 1164
1419 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1422 return 1; 1169 return 1;
1423} 1170}
1424 1171
1425/* This used to be part of cast_change_ability, but it really didn't make 1172/* This used to be part of cast_change_ability, but it really didn't make
1426 * a lot of sense, since most of the values it derives are from the god 1173 * a lot of sense, since most of the values it derives are from the god
1427 * of the caster. 1174 * of the caster.
1428 */ 1175 */
1429
1430int 1176int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1178{
1433 int i; 1179 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1435 1181
1436 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1437 if (dir != 0) 1183 if (dir != 0)
1438 { 1184 {
1439 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1440 } 1189 }
1441 else 1190 else
1442 {
1443 tmp = op; 1191 tmp = op;
1444 }
1445 1192
1446 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1447 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1448 { 1195 {
1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 { 1197 {
1451 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1452 { 1199 {
1458 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 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1459 return 0; 1206 return 0;
1460 } 1207 }
1461 } 1208 }
1462 } 1209 }
1210
1463 if (force == NULL) 1211 if (force == NULL)
1464 { 1212 {
1465 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1466 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1467 if (spell_ob->race) 1215 if (spell_ob->race)
1532} 1280}
1533 1281
1534/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1535 * 1283 *
1536 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1537 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1538 * about 90% of that of the item itself. It uses the value of the
1539 * object before charisma adjustments, because the nuggets themselves
1540 * will be will be adjusted by charisma when sold.
1541 * 1286 *
1542 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1543 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1544 * Small nuggets are worth 1 gp each (base). You will get from 0 1289 * because the nuggets themselves will be will be adjusted by charisma
1545 * to the max amount of small nuggets as you could get. 1290 * when sold.
1546 *
1547 * For example, if an item is worth 110 gold, you will get
1548 * 4 large nuggets, and from 0-10 small nuggets.
1549 * 1291 *
1550 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1551 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1552 * alchemised. 1294 * alchemised.
1553 */ 1295 */
1554static void 1296static void
1555alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1556{ 1298{
1557 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1558 1300
1559 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1560 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1561 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1562 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1563 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1564 * the stuff back to town. 1306 * the stuff back to town.
1566 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1567 value = 0; 1309 value = 0;
1568 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1569 value /= 3; 1311 value /= 3;
1570 else 1312 else
1571 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1572
1573 value /= 4; // fix by GHJ, don't understand, pcg
1574 1314
1575 if (obj->value > 0 && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1576 total_value += value; 1316 total_value += value;
1577 1317
1578 total_weight += obj->total_weight (); 1318 total_weight += obj->total_weight ();
1579 1319
1580 obj->destroy (); 1320 obj->destroy ();
1581} 1321}
1582 1322
1583static void
1584update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1585{
1586 int flag = 0;
1587
1588 /* Put any nuggets below the player, but we can only pass this
1589 * flag if we are on the same space as the player
1590 */
1591 if (x == op->x && y == op->y && op->map == m)
1592 flag = INS_BELOW_ORIGINATOR;
1593
1594 if (small_nuggets)
1595 {
1596 object *tmp = small->clone ();
1597 tmp->nrof = small_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (large_nuggets)
1602 {
1603 object *tmp = large->clone ();
1604 tmp->nrof = large_nuggets;
1605 m->insert (tmp, x, y, op, flag);
1606 }
1607
1608 if (object *pl = m->at (x, y).player ())
1609 if (pl->contr->ns)
1610 pl->contr->ns->look_position = 0;
1611}
1612
1613int 1323int
1614alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1615{ 1325{
1616 int weight = 0, mflags;
1617 maptile *mp;
1618
1619 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1620 return 0; 1327 return 0;
1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1621 1334
1622 /* Put a maximum weight of items that can be alchemised. Limits the power 1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1623 * some, and also prevents people from alchemising every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1624 * in sight 1337 * in sight
1625 */ 1338 */
1626 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1627 int weight_max = duration * 1000; 1340 int weight_max = duration * 1000;
1628 uint64 value_max = duration * 1000; 1341 uint64 value_max = duration * 1000;
1629 1342
1630 object *large = get_archetype ("largenugget"); 1343 int weight = 0;
1631 object *small = get_archetype ("smallnugget");
1632 1344
1633 for (int y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1634 { 1346 {
1635 for (int x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1636 { 1348 {
1637 uint64 value = 0; 1349 uint64 value = 0;
1638 1350
1639 sint16 nx = x; 1351 sint16 nx = x;
1640 sint16 ny = y; 1352 sint16 ny = y;
1641 1353
1642 mp = op->map; 1354 maptile *mp = op->map;
1643 1355
1644 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1645 1357
1646 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1647 continue; 1359 continue;
1648 1360
1649 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1678 if (weight > weight_max) 1390 if (weight > weight_max)
1679 break; 1391 break;
1680 } 1392 }
1681 } 1393 }
1682 1394
1395 value -= rndm (value >> 4);
1683 value = min (value, value_max); 1396 value = min (value, value_max);
1684 1397
1685 uint64 count = value / large->value; 1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1686 int large_nuggets = count; 1399 if (int nrof = value / nugget [i]->value)
1687 value -= count * large->value;
1688
1689 count = value / small->value;
1690 int small_nuggets = count;
1691
1692 /* Insert all the nuggets at one time. This probably saves time, but
1693 * it also prevents us from alcheming nuggets that were just created
1694 * with this spell.
1695 */ 1400 {
1696 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1407 }
1697 1408
1698 if (weight > weight_max) 1409 if (weight > weight_max)
1699 goto bailout; 1410 goto bailout;
1700 } 1411 }
1701 } 1412 }
1702 1413
1703bailout: 1414bailout:
1704 large->destroy ();
1705 small->destroy ();
1706 return 1; 1415 return 1;
1707} 1416}
1708
1709 1417
1710/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1711 * items. 1419 * items.
1712 */ 1420 */
1713int 1421int
1714remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1715{ 1423{
1716 object *tmp;
1717 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1718 1425
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1720 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1721 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1722 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1723 { 1430 {
1724 was_one++; 1431 was_one++;
1432
1725 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1726 { 1434 {
1727 success++; 1435 success++;
1728 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1729 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1730 1438
1731 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1732 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1733 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1734 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1445 }
1737 } 1446 }
1738 1447
1739 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1740 { 1449 {
1751 1460
1752 return success; 1461 return success;
1753} 1462}
1754 1463
1755/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1756
1757int 1465int
1758cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1759{ 1467{
1760 object *tmp; 1468 object *tmp;
1761 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1762 1470
1763 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1764
1765 if (num_ident < 1)
1766 num_ident = 1;
1767 1472
1768 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1769 { 1474 {
1770 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1771 { 1476 {
1772 identify (tmp); 1477 identify (tmp);
1773 1478
1774 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1775 { 1480 {
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1777 1482
1778 if (tmp->msg) 1483 if (tmp->msg)
1779 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1780 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1781 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1782 }
1783 } 1485 }
1784 1486
1785 num_ident--;
1786 success = 1;
1787 if (!num_ident) 1487 if (!--num_ident)
1788 break; 1488 break;
1789 } 1489 }
1790 } 1490 }
1791 1491
1792 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1793 * stuff on the floor. Only identify stuff on the floor if the spell 1493 * stuff on the floor. Only identify stuff on the floor if the spell
1794 * was not fully used. 1494 * was not fully used.
1795 */ 1495 */
1796 if (num_ident) 1496 if (num_ident)
1797 { 1497 {
1798 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1800 { 1500 {
1801 identify (tmp); 1501 identify (tmp);
1802 1502
1803 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1804 { 1504 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1806 1506
1807 if (tmp->msg) 1507 if (tmp->msg)
1808 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1809 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1810 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1811 }
1812
1813 esrv_send_item (op, tmp);
1814 } 1509 }
1815 1510
1816 num_ident--;
1817 success = 1;
1818 if (!num_ident) 1511 if (!--num_ident)
1819 break; 1512 break;
1820 } 1513 }
1821 } 1514 }
1822 1515
1823 if (!success) 1516 if (buf.empty ())
1824 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1825 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1826 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1827 1527 return 1;
1828 return success; 1528 }
1829} 1529}
1830 1530
1831int 1531int
1832cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1833{ 1533{
1838 1538
1839 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1840 * doing it over and over again. 1540 * doing it over and over again.
1841 */ 1541 */
1842 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1843 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1844 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1845 1545
1846 if (!skill) 1546 if (!skill)
1847 skill = caster; 1547 skill = caster;
1848 1548
1849 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1850 for (y = op->y - range; y <= op->y + range; y++)
1851 { 1550 {
1852 m = op->map;
1853 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1854 if (mflags & P_OUT_OF_MAP)
1855 continue;
1856
1857 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1858 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1859 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1860 * down - that is easier than working up. 1554 * down - that is easier than working up.
1861 */ 1555 */
1862 1556
1863 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1864 last = tmp; 1558 last = tmp;
1865 1559
1866 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1867 * would happen. 1561 * would happen.
1868 */ 1562 */
1869 if (!last) 1563 if (!last)
1870 continue; 1564 continue;
1871 1565
1872 done_one = 0; 1566 done_one = 0;
1873 floor = 0; 1567 floor = 0;
1874 detect = NULL; 1568 detect = NULL;
1875 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1876 { 1570 {
1877 /* show invisible */ 1571 /* show invisible */
1878 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1879 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1880 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1881 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1882 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1883 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1884 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1885 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1886 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1887 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1888 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1889 { 1593 {
1890 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1891 { 1595 {
1892 tmp->invisible = 0; 1596 tmp->invisible = 0;
1893 done_one = 1; 1597 done_one = 1;
1894 } 1598 }
1895 } 1599 }
1896 1600
1897 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1898 floor = 1; 1602 floor = 1;
1899 1603
1900 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1901 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1902 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1903 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1904 */ 1608 */
1905 if (floor) 1609 if (floor)
1906 continue; 1610 continue;
1907 1611
1908 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1909 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1910 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1911 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1912 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1913 */ 1617 */
1914 1618
1915 /* detect magic */ 1619 /* detect magic */
1916 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1917 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1918 { 1622 {
1919 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1920 /* make runes more visibile */ 1624 /* make runes more visibile */
1921 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1922 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1923 done_one = 1; 1628 done_one = 1;
1924 } 1629 }
1630
1925 /* detect monster */ 1631 /* detect monster */
1926 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1927 { 1633 {
1928 done_one = 2; 1634 done_one = 2;
1635
1929 if (!detect) 1636 if (!detect)
1930 detect = tmp; 1637 detect = tmp;
1931 } 1638 }
1639
1932 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1933 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1934 * race must match. 1642 * race must match.
1935 */ 1643 */
1936 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1937 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1938 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1939 { 1647 {
1940 done_one = 2; 1648 done_one = 2;
1649
1941 if (!detect) 1650 if (!detect)
1942 detect = tmp; 1651 detect = tmp;
1943 } 1652 }
1653
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1945 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1946 { 1656 {
1947 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1948 done_one = 1; 1658 done_one = 1;
1949 } 1659 }
1950 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1951 1661
1952 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1953 * where the magic is. 1663 * where the magic is.
1954 */ 1664 */
1955 if (done_one) 1665 if (done_one)
1956 { 1666 {
1957 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1958 1668
1959 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1960 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1961 { 1671 {
1962 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1963 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1964 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1965 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1966 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1967 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1968 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1969 } 1679 }
1970 1680
1971 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1972 } 1682 }
1973 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1974 1684
1975 1685
1976 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1978 { 1688 {
1979 done_one = 0; 1689 done_one = 0;
1690
1980 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1692 {
1982 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1983 { 1694 {
1984 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1985 { 1696 {
1986 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1987 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1701 }
1702
1990 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1991 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1992 { 1705 {
1993 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1994 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1995 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1996 } 1710 }
1997 } /* if item is not identified */ 1711 } /* if item is not identified */
1998 } /* for the players inventory */ 1712 } /* for the players inventory */
1999 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2000 return 1; 1715 return 1;
2001} 1716}
2002 1717
2003 1718
2004/** 1719/**
2017 1732
2018 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2019 1734
2020 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2021 { 1736 {
2022 object *tmp;
2023
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2025
2026 /* Explodes a fireball centered at player */
2027 tmp = get_archetype (EXPLODING_FIREBALL);
2028 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2029 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2030
2031 tmp->insert_at (victim);
2032 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2033 } 1740 }
2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2035 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2037 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2038 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2039 { 1746 {
2040 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 } 1793 }
2087 /* give sp */ 1794 /* give sp */
2088 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2089 { 1796 {
2090 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2091 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2092 return 1; 1799 return 1;
2093 } 1800 }
2094 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2095 else if (op != plyr) 1802 else if (op != plyr)
2096 { 1803 {
2108 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2109 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2110 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2111 if (sucked > 0) 1818 if (sucked > 0)
2112 { 1819 {
2113 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2114 } 1821 }
2115 } 1822 }
2116 return 1; 1823 return 1;
2117 } 1824 }
2118 return 0; 1825 return 0;
2160 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2161 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2162 * monsters either. 1869 * monsters either.
2163 */ 1870 */
2164 1871
2165 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2166 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1873 && !(head->attacktype & AT_COUNTERSPELL)
1874 && !QUERY_FLAG (head, FLAG_MONSTER)
1875 && (op->level > head->level))
2167 head->destroy (); 1876 head->destroy ();
2168 else 1877 else
2169 switch (head->type) 1878 switch (head->type)
2170 { 1879 {
2171 case SPELL_EFFECT: 1880 case SPELL_EFFECT:
1881 // XXX: Don't affect floor spelleffects. See also XXX comment
1882 // about sanctuary in spell_util.C
1883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1884 continue;
1885
2172 if (op->level > head->level) 1886 if (op->level > head->level)
2173 head->destroy (); 1887 head->destroy ();
2174 1888
2175 break; 1889 break;
2176 1890
2187 break; 1901 break;
2188 } 1902 }
2189 } 1903 }
2190} 1904}
2191 1905
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2195int 1907int
2196cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2197{ 1909{
2198 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2211 break; 1923 break;
2212 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2213 { 1925 {
2214 1926
2215 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2216 { 1928 {
2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2218 return 0; 1930 return 0;
2219 } 1931 }
2220 else 1932 else
2221 { 1933 {
2222 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1936 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2227 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1; 1944 return 1;
2231 } 1945 }
2232 } 1946 }
2233 } 1947 }
2243 * This code was very odd - code early on would only let players use the spell, 1957 * This code was very odd - code early on would only let players use the spell,
2244 * yet the code wass full of player checks. I've presumed that the code 1958 * yet the code wass full of player checks. I've presumed that the code
2245 * that only let players use it was correct, and removed all the other 1959 * that only let players use it was correct, and removed all the other
2246 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2247 */ 1961 */
2248
2249int 1962int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1964{
2252 object *weapon, *tmp; 1965 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2254 int a, i; 1967 int a, i;
2255 sint16 x, y; 1968 sint16 x, y;
2256 maptile *m; 1969 maptile *m;
2257 materialtype_t *mt;
2258 1970
2259 if (!spell->other_arch) 1971 if (!spell->other_arch)
2260 { 1972 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2265 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2267 return 0; 1979 return 0;
2268 1980
2269 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2271 { 1983 {
2272 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2273 return 0; 1985 return 0;
2274 } 1986 }
2275 1987
2276 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2277 if (!dir) 1989 if (!dir)
2278 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2279 1991
2280 m = op->map; 1992 m = op->map;
2281 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2282 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2283 1995
2284 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2285 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2286 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2287 { 1999 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2289 return 0; 2001 return 0;
2290 } 2002 }
2291 2003
2295 if (!weapon) 2007 if (!weapon)
2296 { 2008 {
2297 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2298 return 0; 2010 return 0;
2299 } 2011 }
2012
2300 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2301 { 2014 {
2302 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2303 return 0; 2016 return 0;
2304 } 2017 }
2018
2305 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2306 { 2020 {
2307 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2308 return 0; 2022 return 0;
2309 } 2023 }
2024
2310 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2311 { 2026 {
2312 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2313 return 0; 2028 return 0;
2314 } 2029 }
2315 2030
2316 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2317 {
2318 tmp = get_split_ob (weapon, 1);
2319 esrv_send_item (op, weapon);
2320 weapon = tmp;
2321 }
2322 2032
2323 /* create the golem object */ 2033 /* create the golem object */
2324 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2325 2035
2326 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2044
2336 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2337 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2338 * used above. 2047 * used above.
2339 */ 2048 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2341 weapon->remove (); 2050 weapon->remove ();
2342 insert_ob_in_ob (weapon, tmp); 2051
2343 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2344 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2345 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2346 * body_info, skills, etc) 2056 * body_info, skills, etc)
2347 */ 2057 */
2348 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2374 2084
2375 /* attacktype */ 2085 /* attacktype */
2376 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2377 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2378 2088
2379 mt = NULL;
2380 if (op->materialname != NULL)
2381 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2382 if (mt != NULL)
2383 { 2090 {
2384 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2385 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2386 a = mt->save[0]; 2093 a = mt->save[0];
2387 } 2094 }
2389 { 2096 {
2390 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2391 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2392 a = 10; 2099 a = 10;
2393 } 2100 }
2101
2394 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2395 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2396 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2397 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2398 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2404 2112
2405 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2406 2114
2407 if (a > 14) 2115 if (a > 14)
2408 a = 14; 2116 a = 14;
2117
2409 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2410 2119
2411 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2412 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2413 2122
2423 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2424 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2425 } 2134 }
2426 2135
2427 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2428 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2429 2138
2430 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2431 tmp->direction = dir; 2140 tmp->direction = dir;
2432 2141
2433 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2437/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2438 2147
2439/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2440 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2441 */ 2150 */
2442
2443int 2151int
2444cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445{ 2153{
2446 int success; 2154 int success;
2447 2155
2455 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2457 else 2165 else
2458 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2459 } 2167 }
2168
2460 return success; 2169 return success;
2461} 2170}
2462
2463
2464
2465
2466 2171
2467/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2468 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2469 * spell is the spell object itself. 2174 * spell is the spell object itself.
2470 */ 2175 */
2482 2187
2483 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2484 2189
2485 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2486 2191
2487 new_aura->set_owner (op);
2488 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2489 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2490 2194
2491 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2492 if (refresh) 2197 if (refresh)
2493 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2494 else 2199 else
2495 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2496 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2497 return 1; 2205 return 1;
2498} 2206}
2499
2500 2207
2501/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2502 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2503 * around him. 2210 * around him.
2504 * Aura parameters: 2211 * Aura parameters:
2505 * duration: duration counter. 2212 * duration: duration counter.
2506 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2507 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2508 */ 2215 */
2509
2510void 2216void
2511move_aura (object *aura) 2217move_aura (object *aura)
2512{ 2218{
2513 int i, mflags;
2514 object *env;
2515 maptile *m;
2516
2517 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2518 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2519 2222
2520 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2521 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2522 */ 2225 */
2523 aura->remove (); 2226 aura->remove ();
2528 aura->destroy (); 2231 aura->destroy ();
2529 return; 2232 return;
2530 } 2233 }
2531 2234
2532 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2533 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2534 { 2237 {
2535 aura->destroy (); 2238 aura->destroy ();
2536 return; 2239 return;
2537 } 2240 }
2538 2241
2539 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2540 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2541 */ 2244 */
2542 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2543 2246
2544 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2545 { 2248 {
2546 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2547 2251
2548 nx = aura->x + freearr_x[i];
2549 ny = aura->y + freearr_y[i];
2550 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2551
2552 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2553 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2554 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2555 */ 2255 */
2556 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2557 { 2257 {
2558 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2559 2259
2560 if (aura->other_arch) 2260 if (aura->other_arch)
2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2562 } 2262 }
2563 } 2263 }
2564 2264
2565 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2566 aura->remove (); 2266 env->insert (aura);
2567 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2568} 2268}
2569 2269
2570/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2571 * op is the piece object. 2271 * op is the piece object.
2572 */ 2272 */
2573
2574void 2273void
2575move_peacemaker (object *op) 2274move_peacemaker (object *op)
2576{ 2275{
2577 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2578
2579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2580 { 2277 {
2581 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2582 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2583 2280
2584 if (tmp->head)
2585 victim = tmp->head;
2586 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587 continue; 2282 continue;
2283
2588 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2589 continue; 2285 continue;
2286
2590 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2591 continue; 2288 continue;
2592 2289
2593 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2594 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2595 2292
2596 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2597 { 2294 {
2598 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2599 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2600 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2601 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2602#if 0 2300#if 0
2603 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2604 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2611 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2612 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2613 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2614 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2615 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2616 if (victim->name) 2315 if (victim->name)
2617 {
2618 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2619 } 2317 }
2620 }
2621 } 2318 }
2622} 2319}
2623
2624 2320
2625/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2626 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2627 */ 2323 */
2628
2629int 2324int
2630write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2631{ 2326{
2632 char rune[HUGE_BUF];
2633 object *tmp;
2634
2635 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2636 { 2328 {
2637 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2638 return 0; 2330 return 0;
2639 } 2331 }
2642 { 2334 {
2643 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2644 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2645 return 0; 2337 return 0;
2646 } 2338 }
2339
2647 if (!spell->other_arch) 2340 if (!spell->other_arch)
2648 return 0; 2341 return 0;
2342
2649 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2650
2651 snprintf (rune, sizeof (rune), "%s\n", msg);
2652 2344
2653 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2654 tmp->msg = rune; 2346 tmp->msg = msg;
2655 2347
2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2657 return 1; 2350 return 1;
2658} 2351}
2352

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