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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.27 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <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>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
59} 58}
60 59
61int 60int
62recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
63{ 62{
64 object *wand, *tmp;
65 int ncharges; 63 int ncharges;
66 64
67 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
68 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
69 { 68 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
71 return 0; 70 return 0;
72 } 71 }
72
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 74 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 77 wand->destroy ();
79 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
84 83
95 94
96 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
98 else 97 else
99 { 98 {
100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
101 return 0; 100 return 0;
102 } 101 }
103 102
104 if (!ncharges) 103 if (!ncharges)
105 ncharges = 1; 104 ncharges = 1;
106 105
107 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 108
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
111 { 110 {
112 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
114 } 113 }
115 114
116 return 1; 115 return 1;
117} 116}
118 117
124 * great a plus, the default is used. 123 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
128 */ 127 */
129
130int 128int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
132{ 130{
133 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
134 const char *missile_name; 132 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 133
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
141 missile_name = tmp->race; 136 missile_name = tmp->race;
142 137
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 139
145 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
146 { 143 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 145 return 0;
149 } 146 }
150 147
151 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
152 149
153 if (stringarg) 150 if (spellparam)
154 { 151 {
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
166 missile->destroy (); 163 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
168 return 0; 165 return 0;
169 } 166 }
170 167
171 if (al->item->slaying) 168 if (al->item->slaying)
172 { 169 {
173 missile->destroy (); 170 missile->destroy ();
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
175 return 0; 172 return 0;
176 } 173 }
177 174
178 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
182 */ 179 */
183 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 181 missile_plus = 0;
185 } 182 }
186 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
188 } 185 }
189 186
190 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 188
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 191
198 if (missile->nrof < 1) 192 if (missile->nrof < 1)
200 194
201 missile->magic = missile_plus; 195 missile->magic = missile_plus;
202 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
203 missile->value = 0; 197 missile->value = 0;
204 198
205 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
206 200
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
208 pick_up (op, missile); 202 pick_up (op, missile);
209 203
210 return 1; 204 return 1;
211} 205}
212 206
213 207
214/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
216int 210int
217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
218{ 212{
219 int food_value; 213 int food_value;
220 archetype *at = NULL; 214 archetype *at = NULL;
221 object *new_op; 215 object *new_op;
222 216
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 218
225 if (stringarg) 219 if (spellparam)
226 { 220 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 222 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 225 spellparam = NULL;
232 } 226 }
233 227
234 if (!stringarg) 228 if (!spellparam)
235 { 229 {
236 archetype *at_tmp; 230 archetype *at_tmp;
237 231
238 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
241 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 236 * to be altered from the donor.
243 */ 237 */
244 238
245 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
247 { 241 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 243 {
250 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 246 * the item we have now, take it instead.
253 */ 247 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
255 at = at_tmp; 253 at = at_tmp;
256 } 254 }
257 } 255 }
258 } 256 }
257
259 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
260 * know 259 * know
261 */ 260 */
262 if (!at) 261 if (!at)
263 { 262 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
265 return 0; 264 return 0;
266 } 265 }
267 266
268 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 268 new_op = at->instance ();
270 new_op->nrof = food_value; 269 new_op->nrof = food_value;
271 270
272 new_op->value = 0; 271 new_op->value = 0;
273 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
274 new_op->nrof = 1; 273 new_op->nrof = 1;
282{ 281{
283 int r, mflags, maxrange; 282 int r, mflags, maxrange;
284 object *tmp; 283 object *tmp;
285 maptile *m; 284 maptile *m;
286 285
287
288 if (!dir) 286 if (!dir)
289 { 287 {
290 examine_monster (op, op); 288 examine_monster (op, op);
291 return 1; 289 return 1;
292 } 290 }
291
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
295 { 294 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 296
299 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
300 299
301 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
302 break; 301 break;
303 302
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
305 { 304 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 306 return 0;
308 } 307 }
308
309 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
310 { 310 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 { 313 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 315 if (tmp->head != NULL)
316 tmp = tmp->head; 316 tmp = tmp->head;
317 examine_monster (op, tmp); 317 examine_monster (op, tmp);
318 return 1; 318 return 1;
319 } 319 }
320 } 320 }
321 } 321 }
322
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 324 return 1;
324} 325}
325
326 326
327/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 328 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 332 * pl is invisible.
333 */ 333 */
334int 334int
335makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
336{ 336{
337
338 if (!pl->invisible) 337 if (!pl->invisible)
339 return 0; 338 return 0;
339
340 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
341 { 341 {
342 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
344 { 344 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
346 return 0; 346 return 0;
347
347 return 1; 348 return 1;
348 } 349 }
350
349 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 353 return 1;
354
352 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
353 if (!mon->race) 356 if (!mon->race)
354 return 0; 357 return 0;
358
355 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 360 return 1;
361
357 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
358 return 0; 363 return 0;
359 } 364 }
360 else 365 else
361 { 366 {
374 * normal applies. 379 * normal applies.
375 */ 380 */
376int 381int
377cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
378{ 383{
379 object *tmp;
380
381 if (op->invisible > 1000) 384 if (op->invisible > 1000)
382 { 385 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 387 return 0;
385 } 388 }
386 389
387 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 391 * and if statement or two.
394 397
395 if (op->type == PLAYER) 398 if (op->type == PLAYER)
396 { 399 {
397 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
398 401
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
401 else 404 else
402 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
403 406
404 op->contr->hidden = 0; 407 op->contr->hidden = 0;
405 } 408 }
409
406 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 412 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 414
411 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
412 416
413 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
414 * harm to the player. 418 * harm to the player.
415 */ 419 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
417 if (tmp->enemy == op) 421 if (tmp->enemy == op)
418 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
419 return 1; 424 return 1;
420} 425}
421 426
422/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 428 */
424int 429int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 431{
427 object *tmp, *next;
428 int range, i, j, mflags; 432 int range, i, j, mflags;
429 sint16 sx, sy; 433 sint16 sx, sy;
430 maptile *m; 434 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 435
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 437
437 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 445
445 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
446 continue; 447 continue;
447 448
448 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 451 {
451 next = tmp->above; 452 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
458
456 return 1; 459 return 1;
457} 460}
458
459 461
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 object *wor = op; 465 if (object *pl = op->in_player ())
464 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 while (op != NULL && op->type != PLAYER)
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 468 else
472 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
473 470
474 wor->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
479 * time delay effect. 476 * time delay effect.
480 */ 477 */
481int 478int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 480{
484 object *dummy; 481 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 482 return 0;
489 483
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 485 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 487 return 1;
494 } 488 }
495 489
496 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 491
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
504 if (time < 1)
505 time = 1;
506 493
507 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
510 */ 497 */
511 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
502 dummy->slaying = op->contr->savebed_map;
503 dummy->stats.hp = op->contr->bed_x;
504 dummy->stats.sp = op->contr->bed_y;
515 505
516 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 507
523 (void) insert_ob_in_ob (dummy, op);
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
509
525 return 1; 510 return 1;
526} 511}
527 512
528/* cast_wonder 513/* cast_wonder
529 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
562} 547}
563 548
564int 549int
565perceive_self (object *op) 550perceive_self (object *op)
566{ 551{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
558 return 0;
559
560 if (object *race = archetype::find (op->race))
561 buf << " - You are a G<male|female> " << &race->name << ".\n";
562
572 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
573 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 565 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
577 567
578 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
579 569
580 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
582 else 572 else
583 { 573 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
586 if (tmp != NULL) 576 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
589 { 578 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 580 }
597 581
598 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 585 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 587 {
605 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 590 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 592
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 593 break;
615 } 594 }
616 } 595 }
617 }
618 return 1;
619}
620 596
621/* int cast_create_town_portal (object *op, object *caster, int dir) 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitx = EXIT_X (old_force);
725 exity = EXIT_Y (old_force);
726 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
727
728 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
729 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
730 else
731 exitmap = ready_map_name (old_force->race, 0);
732
733 if (exitmap)
734 {
735 tmp = present_arch (perm_portal, exitmap, exitx, exity);
736 while (tmp)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743
744 tmp = tmp->above;
745 }
746 }
747
748 old_force->destroy ();
749 LOG (llevDebug, "\n");
750 }
751
752 dummy->destroy ();
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->destroy ();
775 return 1;
776 }
777
778 op_level = caster_level (caster, spell);
779 if (op_level < 15)
780 snprintf (portal_message, 1024,
781 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
782 &op->name);
783 else if (op_level < 30)
784 snprintf (portal_message, 1024,
785 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
786 else if (op_level < 60)
787 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
788 else
789 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
790 &op->name);
791
792 /* Create a portal in front of player
793 * dummy contain the portal and
794 * force contain the track to kill it later
795 */
796
797 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
798 dummy = get_archetype (spell->slaying); /*The portal */
799 if (dummy == NULL)
800 {
801 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
802 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
803 return 0;
804 }
805
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 op->insert (tmp);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846
847 EXIT_PATH (dummy) = op->map->path;
848 EXIT_X (dummy) = op->x;
849 EXIT_Y (dummy) = op->y;
850 dummy->name = dummy->name_pl = portal_name;
851 dummy->msg = portal_message;
852 dummy->race = op->name; /*Save the owner of the portal */
853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 force->destroy ();
876 598
877 return 1; 599 return 1;
878} 600}
879 601
880/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
906 628
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 632 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
912 return 0; 634 return 0;
913 } 635 }
914 636
915 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
916 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
917 else if (spell_ob->race) 639 else if (spell_ob->race)
918 { 640 {
919 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
920 642
921 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
925 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
926 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
927 return 0; 649 return 0;
928 } 650 }
929 651
930 tmp = arch_to_object (at); 652 tmp = at->instance ();
931 } 653 }
932 else 654 else
933 { 655 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
935 return 0; 657 return 0;
940 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
941 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
943 tmp->range = 0; 665 tmp->range = 0;
944 } 666 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
946 { 668 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
949 } 671 }
950 672
951 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
952 { 674 {
953 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
954 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
955 } 677 }
956 678
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
958 { 680 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
963 } 685 }
964 686
965 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. Do not set the owner for 688 * these fields just won't be used. Do not set the owner for
967 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
968 */ 690 */
969 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 692 tmp->set_owner (op);
971 693
972 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
973 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
974 696
975 name = tmp->name; 697 name = tmp->name;
976 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 699 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 701 return 0;
980 } 702 }
981 703
982 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
985 707
986 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
989 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1008 { 730 {
1009 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1010 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1011 733
1012 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1015 737
1016 } 738 }
1017 else 739 else
1018 posblocked = 1; 740 posblocked = 1;
1019 741
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 748 {
1027 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1028 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1029 751
1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1031 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1032 } 754 }
1033 else 755 else
1034 negblocked = 1; 756 negblocked = 1;
1035 } 757 }
1036 758
1037 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1038 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1039 761
1040 return 1; 762 return 1;
1041} 763}
1042 764
1043int 765int
1044dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1045{ 767{
1046 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1047 int mflags; 769 int mflags;
1048 maptile *m; 770 maptile *m;
1049 sint16 sx, sy; 771 sint16 sx, sy;
1051 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1052 return 0; 774 return 0;
1053 775
1054 if (!dir) 776 if (!dir)
1055 { 777 {
1056 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1057 return 0; 779 return 0;
1058 } 780 }
1059 781
1060 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
1061 * ever, so put limits in. 783 * ever, so put limits in.
1062 */ 784 */
1063 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1064 786
1065 if (op->contr->count) 787 if (spellparam)
1066 { 788 {
789 int count = atoi (spellparam);
790
1067 if (op->contr->count > maxdist) 791 if (count > maxdist)
1068 { 792 {
1069 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1070 return 0; 794 return 0;
1071 } 795 }
1072 796
1073 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1074 { 798 {
1075 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1076 800
1077 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1078 break; 802 break;
1079 803
1080 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1081 break; 805 break;
1082 } 806 }
1083 807
1084 if (dist < op->contr->count) 808 if (dist < count)
1085 { 809 {
1086 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1087 op->contr->count = 0;
1088 return 0; 811 return 0;
1089 } 812 }
1090
1091 op->contr->count = 0;
1092 813
1093 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1096 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1138 break; 859 break;
1139 860
1140 } 861 }
1141 if (!dist) 862 if (!dist)
1142 { 863 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1144 return 0; 865 return 0;
1145 } 866 }
1146 } 867 }
1147 868
1148 /* Actually move the player now */ 869 /* Actually move the player now */
1149 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 return 1; 871 return 1;
1151 872
1152 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1153 return 1; 875 return 1;
1154} 876}
1155
1156 877
1157/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1158 * op is the caster. 879 * op is the caster.
1159 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1160 * spell is the spell object. 881 * spell is the spell object.
1167 object *poison; 888 object *poison;
1168 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1169 890
1170 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1171 892
1172 if (tmp == NULL) 893 if (!tmp)
1173 return 0; 894 return 0;
1174 895
1175 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1177 */ 898 */
1180 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1181 902
1182 if (heal) 903 if (heal)
1183 { 904 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 906 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1187 }
1188 else 907 else
1189 { 908 {
1190 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 911 * on amount of damage healed.
1193 */ 912 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1196 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1197 917
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 920 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 922 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 924 else if (heal > 10)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1213 }
1214 else 926 else
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1217 } 928
1218 success = 1; 929 success = 1;
1219 } 930 }
1220 } 931 }
932
1221 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1223 success = 1; 935 success = 1;
1224 936
1225 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1226 { 938 {
1227 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1228 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1229 if (poison) 941 if (poison)
1230 { 942 {
1231 success = 1; 943 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 945 poison->stats.food = 1;
1234 } 946 }
1235 } 947 }
948
1236 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1237 { 950 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1239 if (poison) 952 if (poison)
1240 { 953 {
1241 success = 1; 954 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 956 poison->duration = 1;
1244 } 957 }
1245 } 958 }
959
1246 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1247 { 961 {
1248 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1249 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 964 if (poison)
1251 { 965 {
1252 success = 1; 966 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1254 poison->stats.food = 1; 968 poison->stats.food = 1;
1255 } 969 }
1256 } 970 }
971
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 973 {
1259 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 977 success = 1;
1263 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1264 } 979 }
980
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 982 {
1267 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 986 success = 1;
1271 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1272 } 988 }
989
1273 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1274 { 991 {
1275 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1277 tmp->stats.food = 999; 994
1278 success = 1; 995 success = 1;
1279 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1280 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1281 } 998 }
999
1282 return success; 1000 return success;
1283} 1001}
1284
1285 1002
1286/* This is used for the spells that gain stats. There are no spells 1003/* This is used for the spells that gain stats. There are no spells
1287 * right now that icnrease wis/int/pow on a temp basis, so no 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1288 * good comments for those. 1005 * good comments for those.
1289 */ 1006 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1008 "You grow no stronger.",
1292 "You grow no more agile.", 1009 "You grow no more agile.",
1293 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1294 "no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1295 "You are no easier to look at.", 1014 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1015};
1299 1016
1300int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1301cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1302{ 1025{
1303 object *force = NULL; 1026 object *force = 0;
1304 int i; 1027 int i;
1305 1028
1306 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1307 object *tmp = dir 1030 object *tmp = dir
1308 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1309 : op; 1032 : op;
1310 1033
1311 if (!tmp) 1034 if (!tmp)
1312 return 0; 1035 return 0;
1313 1036
1314 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1322 break; 1045 break;
1323 } 1046 }
1324 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1325 { 1048 {
1326 if (!silent) 1049 if (!silent)
1327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1328 return 0; 1053 return 0;
1329 } 1054 }
1330 } 1055 }
1331 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1332 if (force == NULL) 1060 if (force)
1333 {
1334 force = get_archetype (FORCE_NAME);
1335 force->subtype = FORCE_CHANGE_ABILITY;
1336 if (spell_ob->race)
1337 force->name = spell_ob->race;
1338 else
1339 force->name = spell_ob->name;
1340 force->name_pl = spell_ob->name;
1341 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1342
1343 } 1061 {
1344 else
1345 {
1346 int duration;
1347
1348 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 if (duration > force->duration) 1062 if (duration > force->duration)
1350 { 1063 {
1351 force->duration = duration; 1064 force->duration = duration;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1353 } 1066 }
1354 else 1067 else
1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1357 } 1069
1358 return 1; 1070 return 1;
1359 } 1071 }
1360 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1361 force->speed = 1.0; 1088 force->speed = 1.0;
1362 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1363 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1364 1091
1365 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1366 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1367 { 1094 {
1368 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1370 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1371 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1372 force->resist[i] = 100; 1099 force->resist[i] = 100;
1373 } 1100 }
1374 } 1101 }
1102
1375 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1376 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1377 1105
1378 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1379 { 1107 {
1380 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1381 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1382 { 1110 {
1383 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1384
1385 if (stat)
1386 { 1112 {
1387 sm = 0; 1113 sint8 sm = 0;
1388 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1389 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1390 1116
1391 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1392 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1393 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1394 if (sm < 0) 1120 force->stats.stat (i) = sm;
1395 sm = 0; 1121
1396 }
1397 set_attr_value (&force->stats, i, sm);
1398 if (!sm) 1122 if (!sm)
1399 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1400 } 1124 }
1401 } 1125 }
1402 } 1126 }
1403 1127
1404 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1405 1129
1406 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1407 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1408 1132
1409 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1410 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1411 1135
1412 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1413 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1414 { 1138 {
1415 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1423 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1424 1148
1425 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1426 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1427 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1428 return 1; 1153 return 1;
1429} 1154}
1430 1155
1431/* This used to be part of cast_change_ability, but it really didn't make 1156/* This used to be part of cast_change_ability, but it really didn't make
1432 * a lot of sense, since most of the values it derives are from the god 1157 * a lot of sense, since most of the values it derives are from the god
1433 * of the caster. 1158 * of the caster.
1434 */ 1159 */
1435
1436int 1160int
1437cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1438{ 1162{
1439 int i; 1163 int i;
1440 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1441 1165
1442 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1443 if (dir != 0) 1167 if (dir != 0)
1444 { 1168 {
1445 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1446 } 1173 }
1447 else 1174 else
1448 {
1449 tmp = op; 1175 tmp = op;
1450 }
1451 1176
1452 /* If we've already got a force of this type, don't add a new one. */ 1177 /* If we've already got a force of this type, don't add a new one. */
1453 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1454 { 1179 {
1455 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1456 { 1181 {
1457 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1458 { 1183 {
1464 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1465 return 0; 1190 return 0;
1466 } 1191 }
1467 } 1192 }
1468 } 1193 }
1194
1469 if (force == NULL) 1195 if (force == NULL)
1470 { 1196 {
1471 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1472 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1473 if (spell_ob->race) 1199 if (spell_ob->race)
1494 return 0; 1220 return 0;
1495 } 1221 }
1496 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1497 force->speed = 1.0; 1223 force->speed = 1.0;
1498 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1499 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1500 1226
1501 if (!god) 1227 if (!god)
1502 { 1228 {
1503 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1504 } 1230 }
1505 else 1231 else
1506 { 1232 {
1507 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1508 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1509 {
1510 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1511 {
1512 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1513 } 1237
1514 }
1515 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1516 1239
1517 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1518 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1519 1242
1535 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1259 tmp->update_stats ();
1537 return 1; 1260 return 1;
1538} 1261}
1539 1262
1540
1541
1542/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1543 * 1264 *
1544 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1545 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1546 * about 90% of that of the item itself. It uses the value of the
1547 * object before charisma adjustments, because the nuggets themselves
1548 * will be will be adjusted by charisma when sold.
1549 * 1267 *
1550 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1551 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1552 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1553 * to the max amount of small nuggets as you could get. 1271 * when sold.
1554 *
1555 * For example, if an item is worth 110 gold, you will get
1556 * 4 large nuggets, and from 0-10 small nuggets.
1557 * 1272 *
1558 * There is also a chance (1:30) that you will get nothing at all 1273 * There is also a chance (1:30) that you will get nothing at all
1559 * for the object. There is also a maximum weight that will be 1274 * for the object. There is also a maximum weight that will be
1560 * alchemied. 1275 * alchemised.
1561 */ 1276 */
1562
1563/* I didn't feel like passing these as arguements to the
1564 * two functions that need them. Real values are put in them
1565 * when the spell is cast, and these are freed when the spell
1566 * is finished.
1567 */
1568static object *small, *large;
1569
1570static void 1277static void
1571alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1572{ 1279{
1573 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1574 1281
1575 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1576 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1577 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1578 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1579 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1580 * the stuff back to town. 1287 * the stuff back to town.
1581 */ 1288 */
1582 1289 if (obj->flag [FLAG_UNPAID])
1583 if (QUERY_FLAG (obj, FLAG_UNPAID))
1584 value = 0; 1290 value = 0;
1585 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1586 value /= 3; 1292 value /= 3;
1587 else 1293 else
1588 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1589 1295
1590 value /= 4; // fix by GHJ, don't understand, pcg
1591
1592 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1593 { 1297 total_value += value;
1594 int count;
1595 1298
1596 count = value / large->value;
1597 *large_nuggets += count;
1598 value -= (uint64) count *(uint64) large->value;
1599
1600 count = value / small->value;
1601 *small_nuggets += count;
1602 }
1603
1604 /* Turn 25 small nuggets into 1 large nugget. If the value
1605 * of large nuggets is not evenly divisable by the small nugget
1606 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1607 */
1608 if (*small_nuggets * small->value >= large->value)
1609 {
1610 (*large_nuggets)++;
1611 *small_nuggets -= large->value / small->value;
1612 if (*small_nuggets && large->value % small->value)
1613 (*small_nuggets)--;
1614 }
1615 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1300
1616 obj->destroy (); 1301 obj->destroy ();
1617} 1302}
1618 1303
1619static void
1620update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1621{
1622 object *tmp;
1623 int flag = 0;
1624
1625 /* Put any nuggets below the player, but we can only pass this
1626 * flag if we are on the same space as the player
1627 */
1628 if (x == op->x && y == op->y && op->map == m)
1629 flag = INS_BELOW_ORIGINATOR;
1630
1631 if (small_nuggets)
1632 {
1633 tmp = small->clone ();
1634 tmp->nrof = small_nuggets;
1635 m->insert (tmp, x, y, op, flag);
1636 }
1637
1638 if (large_nuggets)
1639 {
1640 tmp = large->clone ();
1641 tmp->nrof = large_nuggets;
1642 m->insert (tmp, x, y, op, flag);
1643 }
1644}
1645
1646int 1304int
1647alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1648{ 1306{
1649 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1650 sint16 nx, ny;
1651 object *next, *tmp;
1652 maptile *mp;
1653
1654 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1655 return 0; 1308 return 0;
1656 1309
1310 archetype *nugget[3];
1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1315
1657 /* Put a maximum weight of items that can be alchemied. Limits the power 1316 /* Put a maximum weight of items that can be alchemised. Limits the power
1658 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1659 * in sight 1318 * in sight
1660 */ 1319 */
1661 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1320 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1662 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1663 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1664 1323
1324 int weight = 0;
1325
1665 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1666 { 1327 {
1667 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1668 { 1329 {
1330 uint64 value = 0;
1331
1669 nx = x; 1332 sint16 nx = x;
1670 ny = y; 1333 sint16 ny = y;
1671 1334
1672 mp = op->map; 1335 maptile *mp = op->map;
1673 1336
1674 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1675 1338
1676 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1677 continue; 1340 continue;
1678 1341
1679 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1681 * ground level effect. 1344 * ground level effect.
1682 */ 1345 */
1683 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1684 continue; 1347 continue;
1685 1348
1686 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1687 large_nuggets = 0;
1688
1689 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1690 { 1350 {
1691 next = tmp->above; 1351 next = tmp->above;
1352
1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1694 { 1355 {
1695
1696 if (tmp->inv) 1356 if (tmp->inv)
1697 { 1357 {
1698 object *next1, *tmp1; 1358 object *next1, *tmp1;
1699 1359
1700 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1701 { 1361 {
1702 next1 = tmp1->below; 1362 next1 = tmp1->below;
1703 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1704 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1705 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1706 } 1366 }
1707 } 1367 }
1368
1708 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1709 1370
1710 if (weight > weight_max) 1371 if (weight > weight_max)
1711 { 1372 break;
1712 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1713 large->destroy ();
1714 small->destroy ();
1715 return 1;
1716 } 1373 }
1717 } /* is alchemable object */
1718 } /* process all objects on this space */
1719
1720 /* Insert all the nuggets at one time. This probably saves time, but
1721 * it also prevents us from alcheming nuggets that were just created
1722 * with this spell.
1723 */ 1374 }
1724 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1375
1376 value -= rndm (value >> 4);
1377 value = min (value, value_max);
1378
1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1380 if (int nrof = value / nugget [i]->value)
1381 {
1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1725 } 1388 }
1726 }
1727 1389
1728 large->destroy (); 1390 if (weight > weight_max)
1729 small->destroy (); 1391 goto bailout;
1730 /* reset this so that if player standing on a big pile of stuff, 1392 }
1731 * it is redrawn properly. 1393 }
1732 */ 1394
1733 op->contr->ns->look_position = 0; 1395bailout:
1734 return 1; 1396 return 1;
1735} 1397}
1736
1737 1398
1738/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1739 * items. 1400 * items.
1740 */ 1401 */
1741int 1402int
1742remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1743{ 1404{
1744 object *tmp;
1745 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1746 1406
1747 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1748 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1749 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1750 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1751 { 1411 {
1752 was_one++; 1412 was_one++;
1413
1753 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1754 { 1415 {
1755 success++; 1416 success++;
1756 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1757 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1758 1419
1759 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1760 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1761 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1762 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1763 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1764 } 1426 }
1765 } 1427 }
1766 1428
1767 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1768 { 1430 {
1769 if (success) 1431 if (success)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1772 }
1773 else 1433 else
1774 { 1434 {
1775 if (was_one) 1435 if (was_one)
1776 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1777 else 1437 else
1781 1441
1782 return success; 1442 return success;
1783} 1443}
1784 1444
1785/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1786
1787int 1446int
1788cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1789{ 1448{
1790 object *tmp; 1449 object *tmp;
1791 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1792 1451
1793 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1794
1795 if (num_ident < 1)
1796 num_ident = 1;
1797 1453
1798 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1799 { 1455 {
1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1801 { 1457 {
1802 identify (tmp); 1458 identify (tmp);
1803 1459
1804 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1805 { 1461 {
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1807 1463
1808 if (tmp->msg) 1464 if (tmp->msg)
1809 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1812 }
1813 } 1466 }
1814 1467
1815 num_ident--;
1816 success = 1;
1817 if (!num_ident) 1468 if (!--num_ident)
1818 break; 1469 break;
1819 } 1470 }
1820 } 1471 }
1821 1472
1822 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1823 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1824 * was not fully used. 1475 * was not fully used.
1825 */ 1476 */
1826 if (num_ident) 1477 if (num_ident)
1827 { 1478 {
1828 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1830 { 1481 {
1831 identify (tmp); 1482 identify (tmp);
1832 1483
1833 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1834 { 1485 {
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1836 1487
1837 if (tmp->msg) 1488 if (tmp->msg)
1838 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1841 }
1842
1843 esrv_send_item (op, tmp);
1844 } 1490 }
1845 1491
1846 num_ident--;
1847 success = 1;
1848 if (!num_ident) 1492 if (!--num_ident)
1849 break; 1493 break;
1850 } 1494 }
1851 } 1495 }
1852 1496
1853 if (!success) 1497 if (buf.empty ())
1854 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1855 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1856 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1857 1508 return 1;
1858 return success; 1509 }
1859} 1510}
1860 1511
1861int 1512int
1862cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1863{ 1514{
1868 1519
1869 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1870 * doing it over and over again. 1521 * doing it over and over again.
1871 */ 1522 */
1872 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1873 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1874 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1875 1526
1876 if (!skill) 1527 if (!skill)
1877 skill = caster; 1528 skill = caster;
1878 1529
1879 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1880 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1881 { 1532 {
1882 m = op->map;
1883 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1884 if (mflags & P_OUT_OF_MAP)
1885 continue;
1886
1887 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1888 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1889 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1890 * down - that is easier than working up. 1536 * down - that is easier than working up.
1891 */ 1537 */
1892 1538
1893 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1894 last = tmp; 1540 last = tmp;
1895 1541
1896 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1897 * would happen. 1543 * would happen.
1898 */ 1544 */
1899 if (!last) 1545 if (!last)
1900 continue; 1546 continue;
1901 1547
1902 done_one = 0; 1548 done_one = 0;
1903 floor = 0; 1549 floor = 0;
1904 detect = NULL; 1550 detect = 0;
1905 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1906 { 1552 {
1907 /* show invisible */ 1553 /* show invisible */
1908 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1909 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1910 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1911 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1912 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1913 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1914 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1915 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1916 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1917 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1918 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1919 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1920 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1921 { 1578 {
1922 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1923 done_one = 1; 1661 done_one = 1;
1924 } 1662 }
1925 } 1663 }
1926
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 floor = 1;
1929
1930 /* All detections below this point don't descend beneath the floor,
1931 * so just continue on. We could be clever and look at the type of
1932 * detection to completely break out if we don't care about objects beneath
1933 * the floor, but once we get to the floor, not likely a very big issue anyways.
1934 */
1935 if (floor)
1936 continue;
1937
1938 /* I had thought about making detect magic and detect curse
1939 * show the flash the magic item like it does for detect monster.
1940 * however, if the object is within sight, this would then make it
1941 * difficult to see what object is magical/cursed, so the
1942 * effect wouldn't be as apparant.
1943 */
1944
1945 /* detect magic */
1946 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1947 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1948 {
1949 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1950 /* make runes more visibile */
1951 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1952 tmp->stats.Cha /= 4;
1953 done_one = 1;
1954 }
1955 /* detect monster */
1956 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1957 {
1958 done_one = 2;
1959 if (!detect)
1960 detect = tmp;
1961 }
1962 /* Basically, if race is set in the spell, then the creatures race must
1963 * match that. if the spell race is set to GOD, then the gods opposing
1964 * race must match.
1965 */
1966 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1967 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1968 (strstr (spell->race, tmp->race))))
1969 {
1970 done_one = 2;
1971 if (!detect)
1972 detect = tmp;
1973 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1976 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1978 done_one = 1;
1979 }
1980 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1981 1665
1982 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1983 * where the magic is. 1667 * where the magic is.
1984 */ 1668 */
1985 if (done_one) 1669 if (done_one)
1986 { 1670 {
1987 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1988 1672
1989 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1990 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1991 { 1675 {
1992 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1993 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1994 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1995 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1996 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1997 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1998 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1999 } 1683 }
2000 1684
2001 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2002 } 1686 }
2003 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2004 1688
2005 1689
2006 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
2007 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2008 { 1692 {
2009 done_one = 0; 1693 done_one = 0;
1694
2010 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2011 { 1696 {
2012 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2013 { 1698 {
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2015 { 1700 {
2016 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2017 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2018 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2019 } 1705 }
2020 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2021 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2022 { 1709 {
2023 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2024 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2025 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2026 } 1714 }
2027 } /* if item is not identified */ 1715 } /* if item is not identified */
2028 } /* for the players inventory */ 1716 } /* for the players inventory */
2029 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2030 return 1; 1719 return 1;
2031} 1720}
2032 1721
2033 1722
2034/** 1723/**
2047 1736
2048 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2049 1738
2050 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2051 { 1740 {
2052 object *tmp;
2053
2054 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2055
2056 /* Explodes a fireball centered at player */
2057 tmp = get_archetype (EXPLODING_FIREBALL);
2058 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2059 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2060
2061 tmp->insert_at (victim);
2062 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2063 } 1744 }
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2065 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2068 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2069 { 1750 {
2070 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2094 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2095 1776
2096 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2097 { 1778 {
2098 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2100 break; 1781 break;
2101 } 1782 }
2102 1783
2103 1784
2104 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
2105 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
2106 */ 1787 */
2107 if (plyr == NULL) 1788 if (plyr == NULL)
2108 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2109 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2110 break; 1791 break;
2111 1792
2112 if (!plyr) 1793 if (!plyr)
2113 { 1794 {
2114 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2115 return 0; 1796 return 0;
2116 } 1797 }
2117 /* give sp */ 1798 /* give sp */
2118 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2119 { 1800 {
2120 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2121 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2122 return 1; 1803 return 1;
2123 } 1804 }
2124 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2125 else if (op != plyr) 1806 else if (op != plyr)
2126 { 1807 {
2131 if (rate > 95) 1812 if (rate > 95)
2132 rate = 95; 1813 rate = 95;
2133 1814
2134 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2135 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2136 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2137 { 1818 {
2138 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2139 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2140 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2141 if (sucked > 0) 1822 if (sucked > 0)
2142 { 1823 {
2143 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2144 } 1825 }
2145 } 1826 }
2146 return 1; 1827 return 1;
2147 } 1828 }
2148 return 0; 1829 return 0;
2190 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2191 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2192 * monsters either. 1873 * monsters either.
2193 */ 1874 */
2194 1875
2195 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2196 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1878 && !head->flag [FLAG_MONSTER]
1879 && (op->level > head->level))
2197 head->destroy (); 1880 head->destroy ();
2198 else 1881 else
2199 switch (head->type) 1882 switch (head->type)
2200 { 1883 {
2201 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1886 // about sanctuary in spell_util.C
1887 if (tmp->flag [FLAG_IS_FLOOR])
1888 continue;
1889
2202 if (op->level > head->level) 1890 if (op->level > head->level)
2203 head->destroy (); 1891 head->destroy ();
2204 1892
2205 break; 1893 break;
2206 1894
2217 break; 1905 break;
2218 } 1906 }
2219 } 1907 }
2220} 1908}
2221 1909
2222
2223
2224/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2225int 1911int
2226cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2227{ 1913{
2228 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2229 1915
2230 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2231 1917
2232 if (!god) 1918 if (!god)
2233 { 1919 {
2234 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2235 return 0; 1921 return 0;
2236 } 1922 }
2237 1923
2238 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2239 { 1925 {
2240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2241 break; 1927 break;
2242 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2243 { 1929 {
2244 1930
2245 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2246 { 1932 {
2247 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2248 return 0; 1934 return 0;
2249 } 1935 }
2250 else 1936 else
2251 { 1937 {
2252 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2253 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2254 tmp->name = buf; 1940 tmp->name = buf;
2255 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2256 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2257 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2258 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2259 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2260 return 1; 1948 return 1;
2261 } 1949 }
2262 } 1950 }
2263 } 1951 }
2264 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
2265 return 0; 1954 return 0;
2266} 1955}
2267 1956
2268/* animate_weapon - 1957/* animate_weapon -
2269 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2273 * This code was very odd - code early on would only let players use the spell, 1962 * This code was very odd - code early on would only let players use the spell,
2274 * yet the code wass full of player checks. I've presumed that the code 1963 * yet the code wass full of player checks. I've presumed that the code
2275 * that only let players use it was correct, and removed all the other 1964 * that only let players use it was correct, and removed all the other
2276 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2277 */ 1966 */
2278
2279int 1967int
2280animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2281{ 1969{
2282 object *weapon, *tmp;
2283 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2284 int a, i; 1971 int a, i;
2285 sint16 x, y; 1972 sint16 x, y;
2286 maptile *m; 1973 maptile *m;
2287 materialtype_t *mt;
2288 1974
2289 if (!spell->other_arch) 1975 if (!spell->other_arch)
2290 { 1976 {
2291 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2292 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2295 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2296 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2297 return 0; 1983 return 0;
2298 1984
2299 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2300 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2301 { 1987 {
2302 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2303 return 0; 1989 return 0;
2304 } 1990 }
2305 1991
2306 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2307 if (!dir) 1993 if (!dir)
2308 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2309 1995
2310 m = op->map; 1996 m = op->map;
2311 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2312 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2313 1999
2314 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2315 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2316 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2317 { 2003 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2319 return 0; 2005 return 0;
2320 } 2006 }
2321 2007
2322 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2323 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2324 2010
2325 if (!weapon) 2011 if (!weapon)
2326 { 2012 {
2327 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2328 return 0; 2014 return 0;
2329 } 2015 }
2016
2330 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2331 { 2018 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2333 return 0; 2020 return 0;
2334 } 2021 }
2022
2335 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2336 { 2024 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2338 return 0; 2026 return 0;
2339 } 2027 }
2340 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2341 { 2030 {
2342 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2343 return 0; 2032 return 0;
2344 } 2033 }
2345 2034
2346 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2347 {
2348 tmp = get_split_ob (weapon, 1);
2349 esrv_send_item (op, weapon);
2350 weapon = tmp;
2351 }
2352 2036
2353 /* create the golem object */ 2037 /* create the golem object */
2354 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2355 2039
2356 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2357 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2358 SET_FLAG (tmp, FLAG_FRIENDLY);
2359 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2360 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2361 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2362 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2363 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2364 op->contr->ranges[range_golem] = tmp;
2365 op->contr->shoottype = range_golem;
2366 2048
2367 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2368 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2369 * used above. 2051 * used above.
2370 */ 2052 */
2371 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2372 weapon->remove (); 2054 weapon->remove ();
2373 insert_ob_in_ob (weapon, tmp); 2055
2374 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2375 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2376 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2377 * body_info, skills, etc) 2060 * body_info, skills, etc)
2378 */ 2061 */
2379 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2380 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2381 tmp->update_stats (); 2064 tmp->update_stats ();
2382 2065
2383 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2384 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2385 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2405 2088
2406 /* attacktype */ 2089 /* attacktype */
2407 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2408 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2409 2092
2410 mt = NULL;
2411 if (op->materialname != NULL)
2412 mt = name_to_material (op->materialname);
2413 if (mt != NULL)
2414 {
2415 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2416 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2417 a = mt->save[0]; 2095
2418 } 2096 a = op->material->save[0];
2419 else 2097
2420 {
2421 for (i = 0; i < NROFATTACKS; i++)
2422 tmp->resist[i] = 5;
2423 a = 10;
2424 }
2425 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2426 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2427 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2428 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2429 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2435 2108
2436 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2437 2110
2438 if (a > 14) 2111 if (a > 14)
2439 a = 14; 2112 a = 14;
2113
2440 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2441 2115
2442 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2443 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2444 2118
2454 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2455 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2456 } 2130 }
2457 2131
2458 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2459 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2460 2134
2461 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2462 tmp->direction = dir; 2136 tmp->direction = dir;
2463 2137
2464 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2468/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2469 2143
2470/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2471 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2472 */ 2146 */
2473
2474int 2147int
2475cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2476{ 2149{
2477 int success; 2150 int success;
2478 2151
2479 if (!op->map) 2152 if (!op->map)
2480 return 0; /* shouldnt happen */ 2153 return 0; /* shouldnt happen */
2481 2154
2482 success = change_map_light (op->map, spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2483 if (!success) 2157 if (!success)
2484 { 2158 {
2485 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2487 else 2161 else
2488 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2489 } 2163 }
2164
2490 return success; 2165 return success;
2491} 2166}
2492
2493
2494
2495
2496 2167
2497/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2498 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2499 * spell is the spell object itself. 2170 * spell is the spell object itself.
2500 */ 2171 */
2506 2177
2507 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2508 if (new_aura) 2179 if (new_aura)
2509 refresh = 1; 2180 refresh = 1;
2510 else 2181 else
2511 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2512 2183
2513 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2514 2185
2515 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2516 2187
2517 new_aura->set_owner (op);
2518 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2519 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2520 2190
2521 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2522 if (refresh) 2193 if (refresh)
2523 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2524 else 2195 else
2525 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2526 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2527 return 1; 2201 return 1;
2528} 2202}
2529
2530 2203
2531/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2532 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2533 * around him. 2206 * around him.
2534 * Aura parameters: 2207 * Aura parameters:
2535 * duration: duration counter. 2208 * duration: duration counter.
2536 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2537 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2538 */ 2211 */
2539
2540void 2212void
2541move_aura (object *aura) 2213move_aura (object *aura)
2542{ 2214{
2543 int i, mflags;
2544 object *env;
2545 maptile *m;
2546
2547 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2548 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2549 2218
2550 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2551 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2552 */ 2221 */
2553 aura->remove (); 2222 aura->remove ();
2558 aura->destroy (); 2227 aura->destroy ();
2559 return; 2228 return;
2560 } 2229 }
2561 2230
2562 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2563 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2564 { 2233 {
2565 aura->destroy (); 2234 aura->destroy ();
2566 return; 2235 return;
2567 } 2236 }
2568 2237
2569 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2570 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2571 */ 2240 */
2572 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2573 2242
2574 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2575 { 2244 {
2576 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2577 2247
2578 nx = aura->x + freearr_x[i];
2579 ny = aura->y + freearr_y[i];
2580 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2581
2582 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2583 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2584 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2585 */ 2251 */
2586 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2587 { 2253 {
2588 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2589 2255
2590 if (aura->other_arch) 2256 if (aura->other_arch)
2591 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2592 } 2258 }
2593 } 2259 }
2594 2260
2595 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2596 aura->remove (); 2262 env->insert (aura);
2597 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2598} 2264}
2599 2265
2600/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2601 * op is the piece object. 2267 * op is the piece object.
2602 */ 2268 */
2603
2604void 2269void
2605move_peacemaker (object *op) 2270move_peacemaker (object *op)
2606{ 2271{
2607 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2608
2609 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2610 { 2273 {
2611 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2612 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2613 2276
2614 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2615 victim = tmp->head;
2616 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2617 continue; 2278 continue;
2618 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2619 continue; 2281 continue;
2282
2620 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2621 continue; 2284 continue;
2622 2285
2623 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2624 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2625 2288
2626 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2627 { 2290 {
2628 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2629 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2630 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2631 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2632#if 0 2296#if 0
2633 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2634 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2637 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2638 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2639 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2640#endif 2304#endif
2641 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2642 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2643 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2644 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2645 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2646 if (victim->name) 2311 if (victim->name)
2647 {
2648 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2649 } 2313 }
2650 }
2651 } 2314 }
2652} 2315}
2653
2654 2316
2655/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2656 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2657 */ 2319 */
2658
2659int 2320int
2660write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2661{ 2322{
2662 char rune[HUGE_BUF];
2663 object *tmp;
2664
2665 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2666 { 2324 {
2667 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2668 return 0; 2326 return 0;
2669 } 2327 }
2670 2328
2671 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2672 { 2330 {
2673 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2674 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2675 return 0; 2333 return 0;
2676 } 2334 }
2335
2677 if (!spell->other_arch) 2336 if (!spell->other_arch)
2678 return 0; 2337 return 0;
2679 tmp = arch_to_object (spell->other_arch);
2680 2338
2681 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2682 2340
2683 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2684 tmp->msg = rune; 2342 tmp->msg = msg;
2685 2343
2686 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2687 return 1; 2346 return 1;
2688} 2347}
2348

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