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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.64 by root, Thu Jul 26 00:27:09 2007 UTC vs.
Revision 1.117 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 73 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 75 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 76 wand->destroy ();
77 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 79
80 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82 82
122 * great a plus, the default is used. 122 * great a plus, the default is used.
123 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
126 */ 126 */
127
128int 127int
129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
130{ 129{
131 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
132 const char *missile_name; 131 const char *missile_name = "arrow";
133 object *tmp, *missile;
134 132
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
139 missile_name = tmp->race; 135 missile_name = tmp->race;
140 136
141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
142 138
143 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
144 { 142 {
145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
146 return 0; 144 return 0;
147 } 145 }
148 146
149 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
150 148
151 if (stringarg) 149 if (spellparam)
152 { 150 {
153 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
155 { 153 {
156 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
157 155
158 for (; al; al = al->next) 156 for (; al; al = al->next)
159 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
160 break; 158 break;
161 159
162 if (!al) 160 if (!al)
163 { 161 {
164 missile->destroy (); 162 missile->destroy ();
165 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
166 return 0; 164 return 0;
167 } 165 }
168 166
169 if (al->item->slaying) 167 if (al->item->slaying)
170 { 168 {
171 missile->destroy (); 169 missile->destroy ();
172 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
173 return 0; 171 return 0;
174 } 172 }
175 173
176 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
177 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
178 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
179 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
180 */ 178 */
181 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0; 180 missile_plus = 0;
183 } 181 }
184 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
185 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
186 } 184 }
187 185
188 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
189 missile_plus = 4;
190 else if (missile_plus < -4)
191 missile_plus = -4;
192 187
193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
194 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
195 190
196 if (missile->nrof < 1) 191 if (missile->nrof < 1)
208 return 1; 203 return 1;
209} 204}
210 205
211 206
212/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
213 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
214int 209int
215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
216{ 211{
217 int food_value; 212 int food_value;
218 archetype *at = NULL; 213 archetype *at = NULL;
219 object *new_op; 214 object *new_op;
220 215
221 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
222 217
223 if (stringarg) 218 if (spellparam)
224 { 219 {
225 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
226 if (at == NULL) 221 if (at == NULL)
227 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
228 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
229 stringarg = NULL; 224 spellparam = NULL;
230 } 225 }
231 226
232 if (!stringarg) 227 if (!spellparam)
233 { 228 {
234 archetype *at_tmp; 229 archetype *at_tmp;
235 230
236 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
237 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
256 && at_tmp->weight < at->weight))) 251 && at_tmp->weight < at->weight)))
257 at = at_tmp; 252 at = at_tmp;
258 } 253 }
259 } 254 }
260 } 255 }
256
261 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
262 * know 258 * know
263 */ 259 */
264 if (!at) 260 if (!at)
265 { 261 {
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
267 return 0; 263 return 0;
268 } 264 }
269 265
270 food_value /= at->stats.food; 266 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 267 new_op = at->instance ();
272 new_op->nrof = food_value; 268 new_op->nrof = food_value;
273 269
274 new_op->value = 0; 270 new_op->value = 0;
275 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
276 new_op->nrof = 1; 272 new_op->nrof = 1;
284{ 280{
285 int r, mflags, maxrange; 281 int r, mflags, maxrange;
286 object *tmp; 282 object *tmp;
287 maptile *m; 283 maptile *m;
288 284
289
290 if (!dir) 285 if (!dir)
291 { 286 {
292 examine_monster (op, op); 287 examine_monster (op, op);
293 return 1; 288 return 1;
294 } 289 }
290
295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
296 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
297 { 293 {
298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
299 295
306 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
307 { 303 {
308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
309 return 0; 305 return 0;
310 } 306 }
307
311 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
312 { 309 {
313 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
314 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
315 { 312 {
316 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
317 if (tmp->head != NULL) 314 if (tmp->head != NULL)
318 tmp = tmp->head; 315 tmp = tmp->head;
319 examine_monster (op, tmp); 316 examine_monster (op, tmp);
320 return 1; 317 return 1;
321 } 318 }
322 } 319 }
323 } 320 }
321
324 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
325 return 1; 323 return 1;
326} 324}
327
328 325
329/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
330 * does race check, undead check, etc 327 * does race check, undead check, etc
331 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
332 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
334 * pl is invisible. 331 * pl is invisible.
335 */ 332 */
336int 333int
337makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
338{ 335{
339
340 if (!pl->invisible) 336 if (!pl->invisible)
341 return 0; 337 return 0;
338
342 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
343 { 340 {
344 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
345 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
346 { 343 {
347 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
348 return 0; 345 return 0;
346
349 return 1; 347 return 1;
350 } 348 }
349
351 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
352 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
353 return 1; 352 return 1;
353
354 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
355 if (!mon->race) 355 if (!mon->race)
356 return 0; 356 return 0;
357
357 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 359 return 1;
360
359 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
360 return 0; 362 return 0;
361 } 363 }
362 else 364 else
363 { 365 {
424/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 427 */
426int 428int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 430{
429 object *tmp, *next;
430 int range, i, j, mflags; 431 int range, i, j, mflags;
431 sint16 sx, sy; 432 sint16 sx, sy;
432 maptile *m; 433 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 434
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 436
439 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 444
447 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
448 continue; 446 continue;
449 447
450 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 450 {
453 next = tmp->above; 451 next = tmp->above;
452
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 455 }
457 } 456 }
458 457
465 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
466 { 465 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 468 else
470 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 } 470 }
476 471
477 op->destroy (); 472 op->destroy ();
478} 473}
479 474
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1; 491 return 1;
497 } 492 }
498 493
499 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL) 495
496 if (!dummy)
501 { 497 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0; 500 return 0;
505 } 501 }
569 565
570int 566int
571perceive_self (object *op) 567perceive_self (object *op)
572{ 568{
573 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
575 571
576 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
577 573
578 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
579 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 579
582 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
584 else 582 else
585 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
586 584
587 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
588 586
589 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
591 else 589 else
592 { 590 {
593 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
594 592
595 if (tmp) 593 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 } 597 }
600 598
601 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 602 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 604 {
607 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
609 else 607 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 609
612 break; 610 break;
613 } 611 }
614 } 612 }
615 613
616 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 615
620 return 1; 616 return 1;
621} 617}
622 618
623/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
655 return 0; 651 return 0;
656 } 652 }
657 653
658 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
660 else if (spell_ob->race) 656 else if (spell_ob->race)
661 { 657 {
662 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
663 659
664 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0; 666 return 0;
671 } 667 }
672 668
673 tmp = arch_to_object (at); 669 tmp = at->instance ();
674 } 670 }
675 else 671 else
676 { 672 {
677 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
678 return 0; 674 return 0;
711 */ 707 */
712 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 709 tmp->set_owner (op);
714 710
715 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
717 713
718 name = tmp->name; 714 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 716 {
721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
722 return 0; 718 return 0;
723 } 719 }
724 720
725 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
728 724
729 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
752 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
754 750
755 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
758 754
759 } 755 }
760 else 756 else
761 posblocked = 1; 757 posblocked = 1;
762 758
769 { 765 {
770 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
772 768
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (tmp2->other_arch->instance ());
775 } 771 }
776 else 772 else
777 negblocked = 1; 773 negblocked = 1;
778 } 774 }
779 775
782 778
783 return 1; 779 return 1;
784} 780}
785 781
786int 782int
787dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
788{ 784{
789 uint32 dist, maxdist; 785 uint32 dist, maxdist;
790 int mflags; 786 int mflags;
791 maptile *m; 787 maptile *m;
792 sint16 sx, sy; 788 sint16 sx, sy;
803 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
804 * ever, so put limits in. 800 * ever, so put limits in.
805 */ 801 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807 803
808 if (op->contr->count) 804 if (spellparam)
809 { 805 {
806 int count = atoi (spellparam);
807
810 if (op->contr->count > maxdist) 808 if (count > maxdist)
811 { 809 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
813 return 0; 811 return 0;
814 } 812 }
815 813
816 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
817 { 815 {
818 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
819 817
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break; 819 break;
822 820
823 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
824 break; 822 break;
825 } 823 }
826 824
827 if (dist < op->contr->count) 825 if (dist < count)
828 { 826 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
830 op->contr->count = 0;
831 return 0; 828 return 0;
832 } 829 }
833
834 op->contr->count = 0;
835 830
836 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
837 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
838 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
839 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
890 885
891 /* Actually move the player now */ 886 /* Actually move the player now */
892 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
893 return 1; 888 return 1;
894 889
895 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
896 return 1; 892 return 1;
897} 893}
898
899 894
900/* cast_heal: Heals something. 895/* cast_heal: Heals something.
901 * op is the caster. 896 * op is the caster.
902 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
903 * spell is the spell object. 898 * spell is the spell object.
930 { 925 {
931 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
932 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
933 * on amount of damage healed. 928 * on amount of damage healed.
934 */ 929 */
935 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
936 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
937 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
938 934
939 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
941 else if (heal > 50) 937 else if (heal > 50)
950 success = 1; 946 success = 1;
951 } 947 }
952 } 948 }
953 949
954 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
956 success = 1; 952 success = 1;
957 953
958 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
959 { 955 {
960 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
961 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
962 if (poison) 958 if (poison)
963 { 959 {
964 success = 1; 960 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967 } 963 }
968 } 964 }
969 965
970 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
971 { 967 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
973 if (poison) 969 if (poison)
974 { 970 {
975 success = 1; 971 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1; 973 poison->duration = 1;
978 } 974 }
979 } 975 }
980 976
981 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
982 { 978 {
983 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
984 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
985 if (poison) 981 if (poison)
986 { 982 {
987 success = 1; 983 success = 1;
988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1009 } 1005 }
1010 1006
1011 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1012 { 1008 {
1013 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1014 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1015 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1016 success = 1; 1014 success = 1;
1017 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1019 } 1017 }
1020 1018
1034 "You don't feel any more powerful." 1032 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1033 "You are no easier to look at.",
1036}; 1034};
1037 1035
1038int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040{ 1044{
1041 object *force = NULL; 1045 object *force = 0;
1042 int i; 1046 int i;
1043 1047
1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1045 object *tmp = dir 1049 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1051 : op;
1048 1052
1049 if (!tmp) 1053 if (!tmp)
1050 return 0; 1054 return 0;
1051 1055
1052 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1060 break; 1064 break;
1061 } 1065 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1067 {
1064 if (!silent) 1068 if (!silent)
1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1066 return 0; 1073 return 0;
1067 } 1074 }
1068 } 1075 }
1069 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1070 if (force == NULL) 1080 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1081 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1082 if (duration > force->duration)
1088 { 1083 {
1089 force->duration = duration; 1084 force->duration = duration;
1090 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1091 } 1086 }
1092 else 1087 else
1093 {
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 }
1096 1089
1097 return 1; 1090 return 1;
1098 } 1091 }
1099 1092
1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1101 force->speed = 1.0; 1108 force->speed = 1.0;
1102 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1104 1111
1105 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1172 */ 1179 */
1173int 1180int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1182{
1176 int i; 1183 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1185
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if (dir != 0) 1187 if (dir != 0)
1181 { 1188 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1183 } 1193 }
1184 else 1194 else
1185 {
1186 tmp = op; 1195 tmp = op;
1187 }
1188 1196
1189 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1199 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1201 {
1194 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1195 { 1203 {
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1202 return 0; 1210 return 0;
1203 } 1211 }
1204 } 1212 }
1205 } 1213 }
1214
1206 if (force == NULL) 1215 if (force == NULL)
1207 { 1216 {
1208 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1219 if (spell_ob->race)
1241 } 1250 }
1242 else 1251 else
1243 { 1252 {
1244 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1248 {
1249 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1250 } 1257
1251 }
1252 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1253 1259
1254 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1256 1262
1275} 1281}
1276 1282
1277/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1278 * 1284 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1281 * about 90% of that of the item itself. It uses the value of the
1282 * object before charisma adjustments, because the nuggets themselves
1283 * will be will be adjusted by charisma when sold.
1284 * 1287 *
1285 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1286 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1287 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1288 * to the max amount of small nuggets as you could get. 1291 * when sold.
1289 *
1290 * For example, if an item is worth 110 gold, you will get
1291 * 4 large nuggets, and from 0-10 small nuggets.
1292 * 1292 *
1293 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1294 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1295 * alchemised. 1295 * alchemised.
1296 */ 1296 */
1297static void 1297static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1299{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1301
1302 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1307 * the stuff back to town.
1319 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1320 1320
1321 obj->destroy (); 1321 obj->destroy ();
1322} 1322}
1323 1323
1324static void
1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1326{
1327 int flag = 0;
1328
1329 /* Put any nuggets below the player, but we can only pass this
1330 * flag if we are on the same space as the player
1331 */
1332 if (x == op->x && y == op->y && op->map == m)
1333 flag = INS_BELOW_ORIGINATOR;
1334
1335 if (small_nuggets)
1336 {
1337 object *tmp = small->clone ();
1338 tmp->nrof = small_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (large_nuggets)
1343 {
1344 object *tmp = large->clone ();
1345 tmp->nrof = large_nuggets;
1346 m->insert (tmp, x, y, op, flag);
1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1352}
1353
1354int 1324int
1355alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1356{ 1326{
1357 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1358 return 0; 1328 return 0;
1359 1329
1360 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1361 object *small = get_archetype ("smallnugget"); 1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1362 1335
1363 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1364 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1365 * in sight 1338 * in sight
1366 */ 1339 */
1418 if (weight > weight_max) 1391 if (weight > weight_max)
1419 break; 1392 break;
1420 } 1393 }
1421 } 1394 }
1422 1395
1396 value -= rndm (value >> 4);
1423 value = min (value, value_max); 1397 value = min (value, value_max);
1424 1398
1425 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1426 int large_nuggets = count; 1400 if (int nrof = value / nugget [i]->value)
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1431
1432 /* Insert all the nuggets at one time. This probably saves time, but
1433 * it also prevents us from alcheming nuggets that were just created
1434 * with this spell.
1435 */ 1401 {
1436 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1437 1409
1438 if (weight > weight_max) 1410 if (weight > weight_max)
1439 goto bailout; 1411 goto bailout;
1440 } 1412 }
1441 } 1413 }
1442 1414
1443bailout: 1415bailout:
1444 large->destroy ();
1445 small->destroy ();
1446 return 1; 1416 return 1;
1447} 1417}
1448
1449 1418
1450/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1451 * items. 1420 * items.
1452 */ 1421 */
1453int 1422int
1454remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1455{ 1424{
1456 object *tmp;
1457 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1458 1426
1459 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1463 { 1431 {
1464 was_one++; 1432 was_one++;
1433
1465 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1466 { 1435 {
1467 success++; 1436 success++;
1468 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1469 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1470 1439
1471 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1472 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1473 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1474 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1475 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1476 } 1446 }
1477 } 1447 }
1478 1448
1479 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1480 { 1450 {
1491 1461
1492 return success; 1462 return success;
1493} 1463}
1494 1464
1495/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1496
1497int 1466int
1498cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1499{ 1468{
1500 object *tmp; 1469 object *tmp;
1501 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1502 1471
1503 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1504
1505 if (num_ident < 1)
1506 num_ident = 1;
1507 1473
1508 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1509 { 1475 {
1510 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1511 { 1477 {
1512 identify (tmp); 1478 identify (tmp);
1513 1479
1514 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1515 { 1481 {
1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1517 1483
1518 if (tmp->msg) 1484 if (tmp->msg)
1519 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1522 }
1523 } 1486 }
1524 1487
1525 num_ident--;
1526 success = 1;
1527 if (!num_ident) 1488 if (!--num_ident)
1528 break; 1489 break;
1529 } 1490 }
1530 } 1491 }
1531 1492
1532 /* If all the power of the spell has been used up, don't go and identify 1493 /* If all the power of the spell has been used up, don't go and identify
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1540 { 1501 {
1541 identify (tmp); 1502 identify (tmp);
1542 1503
1543 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1544 { 1505 {
1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1546 1507
1547 if (tmp->msg) 1508 if (tmp->msg)
1548 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1551 }
1552
1553 esrv_send_item (op, tmp);
1554 } 1510 }
1555 1511
1556 num_ident--;
1557 success = 1;
1558 if (!num_ident) 1512 if (!--num_ident)
1559 break; 1513 break;
1560 } 1514 }
1561 } 1515 }
1562 1516
1563 if (!success) 1517 if (buf.empty ())
1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1565 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1566 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1567 1528 return 1;
1568 return success; 1529 }
1569} 1530}
1570 1531
1571int 1532int
1572cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1573{ 1534{
1578 1539
1579 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1580 * doing it over and over again. 1541 * doing it over and over again.
1581 */ 1542 */
1582 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1583 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1584 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1585 1546
1586 if (!skill) 1547 if (!skill)
1587 skill = caster; 1548 skill = caster;
1588 1549
1589 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1590 for (y = op->y - range; y <= op->y + range; y++)
1591 { 1551 {
1592 m = op->map;
1593 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1594 if (mflags & P_OUT_OF_MAP)
1595 continue;
1596
1597 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1598 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1599 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1600 * down - that is easier than working up. 1555 * down - that is easier than working up.
1601 */ 1556 */
1602 1557
1603 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1604 last = tmp; 1559 last = tmp;
1605 1560
1606 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1607 * would happen. 1562 * would happen.
1608 */ 1563 */
1609 if (!last) 1564 if (!last)
1610 continue; 1565 continue;
1611 1566
1612 done_one = 0; 1567 done_one = 0;
1613 floor = 0; 1568 floor = 0;
1614 detect = NULL; 1569 detect = NULL;
1615 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1616 { 1571 {
1617 /* show invisible */ 1572 /* show invisible */
1618 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1619 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1620 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1621 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1622 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1623 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1624 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1625 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1626 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1627 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1628 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1629 { 1594 {
1630 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1631 { 1596 {
1632 tmp->invisible = 0; 1597 tmp->invisible = 0;
1633 done_one = 1; 1598 done_one = 1;
1634 } 1599 }
1635 } 1600 }
1636 1601
1637 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1638 floor = 1; 1603 floor = 1;
1639 1604
1640 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1641 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1642 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1643 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1644 */ 1609 */
1645 if (floor) 1610 if (floor)
1646 continue; 1611 continue;
1647 1612
1648 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1649 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1650 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1651 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1652 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1653 */ 1618 */
1654 1619
1655 /* detect magic */ 1620 /* detect magic */
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1657 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1658 { 1623 {
1659 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1660 /* make runes more visibile */ 1625 /* make runes more visibile */
1661 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1662 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1663 done_one = 1; 1629 done_one = 1;
1664 } 1630 }
1631
1665 /* detect monster */ 1632 /* detect monster */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1667 { 1634 {
1668 done_one = 2; 1635 done_one = 2;
1636
1669 if (!detect) 1637 if (!detect)
1670 detect = tmp; 1638 detect = tmp;
1671 } 1639 }
1640
1672 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1673 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1674 * race must match. 1643 * race must match.
1675 */ 1644 */
1676 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1677 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1678 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1679 { 1648 {
1680 done_one = 2; 1649 done_one = 2;
1650
1681 if (!detect) 1651 if (!detect)
1682 detect = tmp; 1652 detect = tmp;
1683 } 1653 }
1654
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1685 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1686 { 1657 {
1687 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1688 done_one = 1; 1659 done_one = 1;
1689 } 1660 }
1690 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1691 1662
1692 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
1693 * where the magic is. 1664 * where the magic is.
1694 */ 1665 */
1695 if (done_one) 1666 if (done_one)
1696 { 1667 {
1697 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = spell->other_arch->instance ();
1698 1669
1699 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1700 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1701 { 1672 {
1702 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1703 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1704 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1705 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1706 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1707 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1708 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1709 } 1680 }
1710 1681
1711 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1712 } 1683 }
1713 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1714 1685
1715 1686
1716 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* Now process objects in the players inventory if detect curse or magic */
1717 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1718 { 1689 {
1719 done_one = 0; 1690 done_one = 0;
1691
1720 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1721 { 1693 {
1722 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1723 { 1695 {
1724 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1725 { 1697 {
1726 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1727 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1702 }
1703
1730 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1731 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1732 { 1706 {
1733 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1734 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1711 }
1737 } /* if item is not identified */ 1712 } /* if item is not identified */
1738 } /* for the players inventory */ 1713 } /* for the players inventory */
1739 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1740 return 1; 1716 return 1;
1741} 1717}
1742 1718
1743 1719
1744/** 1720/**
1757 1733
1758 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1759 1735
1760 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1761 { 1737 {
1762 object *tmp;
1763
1764 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1765
1766 /* Explodes a fireball centered at player */
1767 tmp = get_archetype (EXPLODING_FIREBALL);
1768 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1769 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1770
1771 tmp->insert_at (victim);
1772 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1773 } 1741 }
1774 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1775 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1777 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1779 { 1747 {
1780 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1826 } 1794 }
1827 /* give sp */ 1795 /* give sp */
1828 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1829 { 1797 {
1830 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1831 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1832 return 1; 1800 return 1;
1833 } 1801 }
1834 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1835 else if (op != plyr) 1803 else if (op != plyr)
1836 { 1804 {
1848 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1849 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1850 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1851 if (sucked > 0) 1819 if (sucked > 0)
1852 { 1820 {
1853 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1854 } 1822 }
1855 } 1823 }
1856 return 1; 1824 return 1;
1857 } 1825 }
1858 return 0; 1826 return 0;
1934 break; 1902 break;
1935 } 1903 }
1936 } 1904 }
1937} 1905}
1938 1906
1939
1940
1941/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1942int 1908int
1943cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1944{ 1910{
1945 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1957 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1958 break; 1924 break;
1959 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1960 { 1926 {
1961 1927
1962 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1963 { 1929 {
1964 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1965 return 0; 1931 return 0;
1966 } 1932 }
1967 else 1933 else
1968 { 1934 {
1969 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1970 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1971 tmp->name = buf; 1937 tmp->name = buf;
1972 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1973 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1974 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1975 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1976 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1977 return 1; 1945 return 1;
1978 } 1946 }
1979 } 1947 }
1980 } 1948 }
2018 return 0; 1986 return 0;
2019 } 1987 }
2020 1988
2021 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2022 if (!dir) 1990 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2024 1992
2025 m = op->map; 1993 m = op->map;
2026 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2028 1996
2029 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2000 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2034 return 0; 2002 return 0;
2035 } 2003 }
2036 2004
2040 if (!weapon) 2008 if (!weapon)
2041 { 2009 {
2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2043 return 0; 2011 return 0;
2044 } 2012 }
2013
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2015 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2048 return 0; 2017 return 0;
2049 } 2018 }
2019
2050 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2051 { 2021 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2053 return 0; 2023 return 0;
2054 } 2024 }
2025
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2056 { 2027 {
2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2058 return 0; 2029 return 0;
2059 } 2030 }
2060 2031
2061 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2033
2068 /* create the golem object */ 2034 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2035 tmp = spell->other_arch->instance ();
2070 2036
2071 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2073 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2074 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2076 tmp->set_owner (op); 2042 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2079 2045
2080 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2082 * used above. 2048 * used above.
2083 */ 2049 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2085 weapon->remove (); 2051 weapon->remove ();
2086 2052
2087 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2054
2089 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc) 2057 * body_info, skills, etc)
2092 */ 2058 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2119 2085
2120 /* attacktype */ 2086 /* attacktype */
2121 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2123 2089
2124 if (materialtype_t *mt = name_to_material (op->materialname))
2125 {
2126 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2127 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2128 a = mt->save[0]; 2092
2129 } 2093 a = op->material->save[0];
2130 else
2131 {
2132 for (i = 0; i < NROFATTACKS; i++)
2133 tmp->resist[i] = 5;
2134 a = 10;
2135 }
2136 2094
2137 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2138 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2139 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2140 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2167 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2168 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2169 } 2127 }
2170 2128
2171 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2172 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2173 2131
2174 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2175 tmp->direction = dir; 2133 tmp->direction = dir;
2176 2134
2177 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2181/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2182 2140
2183/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2184 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2185 */ 2143 */
2186
2187int 2144int
2188cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2189{ 2146{
2190 int success; 2147 int success;
2191 2148
2199 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2200 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2201 else 2158 else
2202 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2203 } 2160 }
2161
2204 return success; 2162 return success;
2205} 2163}
2206
2207
2208
2209
2210 2164
2211/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2212 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2213 * spell is the spell object itself. 2167 * spell is the spell object itself.
2214 */ 2168 */
2220 2174
2221 new_aura = present_arch_in_ob (spell->other_arch, op); 2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2222 if (new_aura) 2176 if (new_aura)
2223 refresh = 1; 2177 refresh = 1;
2224 else 2178 else
2225 new_aura = arch_to_object (spell->other_arch); 2179 new_aura = spell->other_arch->instance ();
2226 2180
2227 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2228 2182
2229 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2230 2184
2231 new_aura->set_owner (op);
2232 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2233 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2234 2187
2235 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2236 if (refresh) 2190 if (refresh)
2237 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2238 else 2192 else
2239 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2240 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2241 return 1; 2198 return 1;
2242} 2199}
2243
2244 2200
2245/* move aura function. An aura is a part of someone's inventory, 2201/* move aura function. An aura is a part of someone's inventory,
2246 * which he carries with him, but which acts on the map immediately 2202 * which he carries with him, but which acts on the map immediately
2247 * around him. 2203 * around him.
2248 * Aura parameters: 2204 * Aura parameters:
2249 * duration: duration counter. 2205 * duration: duration counter.
2250 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2251 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2252 */ 2208 */
2253
2254void 2209void
2255move_aura (object *aura) 2210move_aura (object *aura)
2256{ 2211{
2257 int i, mflags;
2258 object *env;
2259 maptile *m;
2260
2261 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2262 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2263 2215
2264 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2265 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2266 */ 2218 */
2267 aura->remove (); 2219 aura->remove ();
2272 aura->destroy (); 2224 aura->destroy ();
2273 return; 2225 return;
2274 } 2226 }
2275 2227
2276 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2277 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2278 { 2230 {
2279 aura->destroy (); 2231 aura->destroy ();
2280 return; 2232 return;
2281 } 2233 }
2282 2234
2283 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2284 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2285 */ 2237 */
2286 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2287 2239
2288 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2289 { 2241 {
2290 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2291 2244
2292 nx = aura->x + freearr_x[i];
2293 ny = aura->y + freearr_y[i];
2294 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2295
2296 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2297 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2298 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2299 */ 2248 */
2300 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2301 { 2250 {
2302 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2303 2252
2304 if (aura->other_arch) 2253 if (aura->other_arch)
2305 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (aura->other_arch->instance (), aura);
2306 } 2255 }
2307 } 2256 }
2308 2257
2309 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2310 aura->remove (); 2259 env->insert (aura);
2311 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2312} 2261}
2313 2262
2314/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2315 * op is the piece object. 2264 * op is the piece object.
2316 */ 2265 */
2317
2318void 2266void
2319move_peacemaker (object *op) 2267move_peacemaker (object *op)
2320{ 2268{
2321 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2322
2323 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2324 { 2270 {
2325 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2326 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2327 2273
2328 if (tmp->head)
2329 victim = tmp->head;
2330 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2331 continue; 2275 continue;
2276
2332 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2333 continue; 2278 continue;
2279
2334 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2335 continue; 2281 continue;
2336 2282
2337 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2338 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2339 2285
2340 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2341 { 2287 {
2342 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2343 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2344 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2345 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2346#if 0 2293#if 0
2347 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2348 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2355 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2356 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2357 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2358 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2359 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2360 if (victim->name) 2308 if (victim->name)
2361 {
2362 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2363 } 2310 }
2364 }
2365 } 2311 }
2366} 2312}
2367
2368 2313
2369/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2370 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2371 */ 2316 */
2372
2373int 2317int
2374write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2375{ 2319{
2376 char rune[HUGE_BUF];
2377 object *tmp;
2378
2379 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2380 { 2321 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2382 return 0; 2323 return 0;
2383 } 2324 }
2384 2325
2385 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2386 { 2327 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2388 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2389 return 0; 2330 return 0;
2390 } 2331 }
2332
2391 if (!spell->other_arch) 2333 if (!spell->other_arch)
2392 return 0; 2334 return 0;
2393 tmp = arch_to_object (spell->other_arch);
2394 2335
2395 snprintf (rune, sizeof (rune), "%s\n", msg); 2336 object *tmp = spell->other_arch->instance ();
2396 2337
2397 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2398 tmp->msg = rune; 2339 tmp->msg = msg;
2399 2340
2400 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2401 return 1; 2343 return 1;
2402} 2344}
2345

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