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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.95 by root, Thu Jan 1 16:05:13 2009 UTC vs.
Revision 1.117 by root, Sat Jan 30 23:30:26 2010 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 <support@deliantra.net> 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>
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 wand->destroy (); 76 wand->destroy ();
76 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
77 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;
78 79
79 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
81 82
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126int 127int
127cast_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)
128{ 129{
129 int bonus_plus = 0; 130 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 131 const char *missile_name = "arrow";
131 132
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 144 return 0;
144 } 145 }
145 146
146 object *missile = missile_arch->instance (); 147 object *missile = missile_arch->instance ();
147 148
148 if (stringarg) 149 if (spellparam)
149 { 150 {
150 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
152 { 153 {
153 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
154 155
155 for (; al; al = al->next) 156 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
157 break; 158 break;
158 159
159 if (!al) 160 if (!al)
160 { 161 {
161 missile->destroy (); 162 missile->destroy ();
162 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);
163 return 0; 164 return 0;
164 } 165 }
165 166
166 if (al->item->slaying) 167 if (al->item->slaying)
167 { 168 {
168 missile->destroy (); 169 missile->destroy ();
169 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);
170 return 0; 171 return 0;
171 } 172 }
172 173
173 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
174 /* 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 -
176 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
177 */ 178 */
178 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 180 missile_plus = 0;
180 } 181 }
181 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
183 } 184 }
184 185
185 missile_plus = clamp (missile_plus, -4, 4); 186 missile_plus = clamp (missile_plus, -4, 4);
186 187
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 203 return 1;
203} 204}
204 205
205 206
206/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
207 * 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*/
208int 209int
209cast_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)
210{ 211{
211 int food_value; 212 int food_value;
212 archetype *at = NULL; 213 archetype *at = NULL;
213 object *new_op; 214 object *new_op;
214 215
215 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);
216 217
217 if (stringarg) 218 if (spellparam)
218 { 219 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 221 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 224 spellparam = NULL;
224 } 225 }
225 226
226 if (!stringarg) 227 if (!spellparam)
227 { 228 {
228 archetype *at_tmp; 229 archetype *at_tmp;
229 230
230 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
261 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.");
262 return 0; 263 return 0;
263 } 264 }
264 265
265 food_value /= at->stats.food; 266 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 267 new_op = at->instance ();
267 new_op->nrof = food_value; 268 new_op->nrof = food_value;
268 269
269 new_op->value = 0; 270 new_op->value = 0;
270 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
271 new_op->nrof = 1; 272 new_op->nrof = 1;
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 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)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
567 565
568int 566int
569perceive_self (object *op) 567perceive_self (object *op)
570{ 568{
571 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
573 571
574 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 573
576 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 579
580 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
582 else 582 else
583 buf << " - You worship no god.\n"; 583 buf << " - You worship no god.\n";
594 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
596 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));
597 } 597 }
598 598
599 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 602 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 604 {
609 609
610 break; 610 break;
611 } 611 }
612 } 612 }
613 613
614 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 615
618 return 1; 616 return 1;
619} 617}
620 618
621/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
652 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.");
653 return 0; 651 return 0;
654 } 652 }
655 653
656 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 656 else if (spell_ob->race)
659 { 657 {
660 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
661 659
662 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 666 return 0;
669 } 667 }
670 668
671 tmp = arch_to_object (at); 669 tmp = at->instance ();
672 } 670 }
673 else 671 else
674 { 672 {
675 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);
676 return 0; 674 return 0;
720 return 0; 718 return 0;
721 } 719 }
722 720
723 /* 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 */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 724
727 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
750 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
752 750
753 /* 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 */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
756 754
757 } 755 }
758 else 756 else
759 posblocked = 1; 757 posblocked = 1;
760 758
767 { 765 {
768 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
770 768
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (tmp2->other_arch->instance ());
773 } 771 }
774 else 772 else
775 negblocked = 1; 773 negblocked = 1;
776 } 774 }
777 775
780 778
781 return 1; 779 return 1;
782} 780}
783 781
784int 782int
785dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 784{
787 uint32 dist, maxdist; 785 uint32 dist, maxdist;
788 int mflags; 786 int mflags;
789 maptile *m; 787 maptile *m;
790 sint16 sx, sy; 788 sint16 sx, sy;
801 /* 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
802 * ever, so put limits in. 800 * ever, so put limits in.
803 */ 801 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 803
806 if (op->contr->count) 804 if (spellparam)
807 { 805 {
806 int count = atoi (spellparam);
807
808 if (op->contr->count > maxdist) 808 if (count > maxdist)
809 { 809 {
810 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!");
811 return 0; 811 return 0;
812 } 812 }
813 813
814 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
815 { 815 {
816 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);
817 817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 819 break;
820 820
821 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)))
822 break; 822 break;
823 } 823 }
824 824
825 if (dist < op->contr->count) 825 if (dist < count)
826 { 826 {
827 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");
828 op->contr->count = 0;
829 return 0; 828 return 0;
830 } 829 }
831
832 op->contr->count = 0;
833 830
834 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
835 * 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,
836 * 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
837 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
888 885
889 /* Actually move the player now */ 886 /* Actually move the player now */
890 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)))
891 return 1; 888 return 1;
892 889
893 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
894 return 1; 892 return 1;
895} 893}
896 894
897/* cast_heal: Heals something. 895/* cast_heal: Heals something.
898 * op is the caster. 896 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 951 if (cure_disease (tmp, op, spell))
954 success = 1; 952 success = 1;
955 953
956 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
957 { 955 {
958 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
960 if (poison) 958 if (poison)
961 { 959 {
962 success = 1; 960 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 963 }
966 } 964 }
967 965
968 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
969 { 967 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 969 if (poison)
972 { 970 {
973 success = 1; 971 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 973 poison->duration = 1;
976 } 974 }
977 } 975 }
978 976
979 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
980 { 978 {
981 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
983 if (poison) 981 if (poison)
984 { 982 {
985 success = 1; 983 success = 1;
986 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.");
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 = 0; 1045 object *force = 0;
1042 int i; 1046 int i;
1043 1047
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);
1066 1072
1067 return 0; 1073 return 0;
1068 } 1074 }
1069 } 1075 }
1070 } 1076 }
1071 1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1072 if (!force) 1080 if (force)
1073 {
1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1077 if (spell_ob->race)
1078 force->name = spell_ob->race;
1079 else
1080 force->name = spell_ob->name;
1081
1082 force->name_pl = spell_ob->name;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1084
1085 } 1081 {
1086 else
1087 {
1088 int duration;
1089
1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1091 if (duration > force->duration) 1082 if (duration > force->duration)
1092 { 1083 {
1093 force->duration = duration; 1084 force->duration = duration;
1094 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.");
1095 } 1086 }
1097 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.");
1098 1089
1099 return 1; 1090 return 1;
1100 } 1091 }
1101 1092
1102 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
1103 force->speed = 1.0; 1108 force->speed = 1.0;
1104 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1106 1111
1107 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1245 } 1250 }
1246 else 1251 else
1247 { 1252 {
1248 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1252 {
1253 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]);
1254 } 1257
1255 }
1256 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1257 1259
1258 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1260 1262
1325 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1326 return 0; 1328 return 0;
1327 1329
1328 archetype *nugget[3]; 1330 archetype *nugget[3];
1329 1331
1330 nugget[0] = archetype::find ("pyrite3"); 1332 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1333 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1334 nugget[2] = archetype::find (shstr_pyrite);
1333 1335
1334 /* 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
1335 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1338 * in sight
1337 */ 1339 */
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value) 1400 if (int nrof = value / nugget [i]->value)
1399 { 1401 {
1400 value -= nrof * nugget[i]->value; 1402 value -= nrof * nugget[i]->value;
1401 1403
1402 object *tmp = arch_to_object (nugget[i]); 1404 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1405 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1406 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1407 op->map->insert (tmp, x, y, op, 0);
1406 } 1408 }
1407 1409
1418 * items. 1420 * items.
1419 */ 1421 */
1420int 1422int
1421remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1422{ 1424{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1425 1426
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1431 {
1431 was_one++; 1432 was_one++;
1463 1464
1464/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1465int 1466int
1466cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1467{ 1468{
1468 dynbuf_text buf;
1469 object *tmp; 1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470 1471
1471 int 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));
1472
1473 if (num_ident < 1)
1474 num_ident = 1;
1475 1473
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1475 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1479 { 1477 {
1485 1483
1486 if (tmp->msg) 1484 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1486 }
1489 1487
1490 num_ident--;
1491 if (!num_ident) 1488 if (!--num_ident)
1492 break; 1489 break;
1493 } 1490 }
1494 } 1491 }
1495 1492
1496 /* 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
1510 1507
1511 if (tmp->msg) 1508 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1510 }
1514 1511
1515 num_ident--;
1516 if (!num_ident) 1512 if (!--num_ident)
1517 break; 1513 break;
1518 } 1514 }
1519 } 1515 }
1520 1516
1521 if (buf.empty ()) 1517 if (buf.empty ())
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1546
1551 if (!skill) 1547 if (!skill)
1552 skill = caster; 1548 skill = caster;
1553 1549
1554 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1551 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1555 * down - that is easier than working up.
1566 */ 1556 */
1567 1557
1568 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)
1569 last = tmp; 1559 last = tmp;
1570 1560
1571 /* 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
1572 * would happen. 1562 * would happen.
1573 */ 1563 */
1574 if (!last) 1564 if (!last)
1575 continue; 1565 continue;
1576 1566
1577 done_one = 0; 1567 done_one = 0;
1578 floor = 0; 1568 floor = 0;
1579 detect = NULL; 1569 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1571 {
1582 /* show invisible */ 1572 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1588 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
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1593 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)))
1594 { 1594 {
1595 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)
1596 { 1596 {
1597 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1; 1598 done_one = 1;
1599 } 1599 }
1600 } 1600 }
1601 1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1603 floor = 1;
1604 1604
1605 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */ 1609 */
1610 if (floor) 1610 if (floor)
1611 continue; 1611 continue;
1612 1612
1613 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1614 * 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.
1615 * 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
1616 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1618 */ 1618 */
1619 1619
1620 /* detect magic */ 1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !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))
1623 { 1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1628 done_one = 1; 1629 done_one = 1;
1629 } 1630 }
1631
1630 /* detect monster */ 1632 /* detect monster */
1631 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))
1632 { 1634 {
1633 done_one = 2; 1635 done_one = 2;
1636
1634 if (!detect) 1637 if (!detect)
1635 detect = tmp; 1638 detect = tmp;
1636 } 1639 }
1640
1637 /* 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
1638 * 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
1639 * race must match. 1643 * race must match.
1640 */ 1644 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying && god->slaying.contains (tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race))) 1647 spell->race.contains (tmp->race)))
1644 { 1648 {
1645 done_one = 2; 1649 done_one = 2;
1650
1646 if (!detect) 1651 if (!detect)
1647 detect = tmp; 1652 detect = tmp;
1648 } 1653 }
1654
1649 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) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1657 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1659 done_one = 1;
1654 } 1660 }
1655 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1656 1662
1657 /* 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
1658 * where the magic is. 1664 * where the magic is.
1659 */ 1665 */
1660 if (done_one) 1666 if (done_one)
1661 { 1667 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = spell->other_arch->instance ();
1663 1669
1664 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1666 { 1672 {
1667 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1680 }
1675 1681
1676 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1677 } 1683 }
1678 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1679 1685
1680 1686
1681 /* 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 */
1682 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))
1683 { 1689 {
1727 1733
1728 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.");
1729 1735
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1737 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1743 } 1741 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, 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.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 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!");
2032 } 2030 }
2033 2031
2034 weapon = weapon->split (); 2032 weapon = weapon->split ();
2035 2033
2036 /* create the golem object */ 2034 /* create the golem object */
2037 tmp = arch_to_object (spell->other_arch); 2035 tmp = spell->other_arch->instance ();
2038 2036
2039 /* 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 */
2040 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2041 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2042 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2087 2085
2088 /* attacktype */ 2086 /* attacktype */
2089 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2090 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2091 2089
2092 if (materialtype_t *mt = name_to_material (op->materialname))
2093 {
2094 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2095 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2096 a = mt->save[0]; 2092
2097 } 2093 a = op->material->save[0];
2098 else
2099 {
2100 for (i = 0; i < NROFATTACKS; i++)
2101 tmp->resist[i] = 5;
2102 a = 10;
2103 }
2104 2094
2105 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2106 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2107 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2108 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2135 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2137 } 2127 }
2138 2128
2139 /* 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. */
2140 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2141 2131
2142 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2143 tmp->direction = dir; 2133 tmp->direction = dir;
2144 2134
2145 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2184 2174
2185 new_aura = present_arch_in_ob (spell->other_arch, op); 2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2186 if (new_aura) 2176 if (new_aura)
2187 refresh = 1; 2177 refresh = 1;
2188 else 2178 else
2189 new_aura = arch_to_object (spell->other_arch); 2179 new_aura = spell->other_arch->instance ();
2190 2180
2191 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);
2192 2182
2193 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);
2194 2184
2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2260 { 2250 {
2261 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2262 2252
2263 if (aura->other_arch) 2253 if (aura->other_arch)
2264 pos.insert (arch_to_object (aura->other_arch), aura); 2254 pos.insert (aura->other_arch->instance (), aura);
2265 } 2255 }
2266 } 2256 }
2267 2257
2268 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2269 env->insert (aura); 2259 env->insert (aura);
2288 continue; 2278 continue;
2289 2279
2290 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2291 continue; 2281 continue;
2292 2282
2293 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2295 2285
2296 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2287 {
2298 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2299 2289
2325 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2326 */ 2316 */
2327int 2317int
2328write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2329{ 2319{
2330 char rune[HUGE_BUF];
2331 object *tmp;
2332
2333 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2334 { 2321 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2336 return 0; 2323 return 0;
2337 } 2324 }
2338 2325
2339 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2340 { 2327 {
2341 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?");
2342 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);
2343 return 0; 2330 return 0;
2344 } 2331 }
2332
2345 if (!spell->other_arch) 2333 if (!spell->other_arch)
2346 return 0; 2334 return 0;
2347 tmp = arch_to_object (spell->other_arch);
2348 2335
2349 snprintf (rune, sizeof (rune), "%s\n", msg); 2336 object *tmp = spell->other_arch->instance ();
2350 2337
2351 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2352 tmp->msg = rune; 2339 tmp->msg = msg;
2353 2340
2354 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2355 return 1; 2343 return 1;
2356} 2344}
2345

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