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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.30 by root, Sun Dec 31 10:28:37 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 op->enter_exit (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)
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 }
503 491
504 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));
505 if (time < 1)
506 time = 1;
507 493
508 /* 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
509 * 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
510 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
511 */ 497 */
512 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
515 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;
516 505
517 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
518 * nice, but until the map load fails, we can't.
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 507
524 (void) insert_ob_in_ob (dummy, op);
525 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
526 return 1; 510 return 1;
527} 511}
528 512
529/* cast_wonder 513/* cast_wonder
530 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
563} 547}
564 548
565int 549int
566perceive_self (object *op) 550perceive_self (object *op)
567{ 551{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
570 object *tmp;
571 int i;
572 554
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
573 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
574 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 565 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
578 567
579 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
580 569
581 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
583 else 572 else
584 { 573 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
587 if (tmp != NULL) 576 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
590 { 578 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 580 }
598 581
599 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 585 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 587 {
606 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 590 else
611 {
612 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";
613 } 592
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 593 break;
616 } 594 }
617 } 595 }
618 }
619 return 1;
620}
621 596
622/* int cast_create_town_portal (object *op, object *caster, int dir) 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
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 exitmap = maptile::load_map_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 int exitx = EXIT_X (old_force);
729 int exity = EXIT_Y (old_force);
730
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::load_map_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\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);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 tmp = get_archetype (spell->race);
810 if (tmp == NULL)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
813 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
814 return 0;
815 }
816
817 tmp->race = op->map->path;
818 tmp->name = portal_name;
819 EXIT_X (tmp) = dummy->x;
820 EXIT_Y (tmp) = dummy->y;
821 op->insert (tmp);
822
823 /* Create a portal in the destination map
824 * dummy contain the portal and
825 * force the track to kill it later
826 * the 'force' variable still contains the 'reminder' of
827 * where this portal goes to.
828 */
829 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
830 dummy = get_archetype (spell->slaying); /*The portal */
831 if (dummy == NULL)
832 {
833 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
834 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
835 return 0;
836 }
837
838 EXIT_PATH (dummy) = op->map->path;
839 EXIT_X (dummy) = op->x;
840 EXIT_Y (dummy) = op->y;
841 dummy->name = dummy->name_pl = portal_name;
842 dummy->msg = portal_message;
843 dummy->race = op->name; /*Save the owner of the portal */
844 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
845
846 /* Now we create another town portal marker that
847 * points back to the one we just made
848 */
849 tmp = get_archetype (spell->race);
850 if (tmp == NULL)
851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
853 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
854 return 0;
855 }
856
857 tmp->race = force->name;
858 tmp->name = portal_name;
859 EXIT_X (tmp) = dummy->x;
860 EXIT_Y (tmp) = dummy->y;
861 insert_ob_in_ob (tmp, op);
862
863 /* Describe the player what happened
864 */
865 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
866 force->destroy ();
867 598
868 return 1; 599 return 1;
869} 600}
870 601
871/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
897 628
898 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
899 (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) ||
900 ((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)))
901 { 632 {
902 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
903 return 0; 634 return 0;
904 } 635 }
905 636
906 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
907 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
908 else if (spell_ob->race) 639 else if (spell_ob->race)
909 { 640 {
910 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
911 642
912 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
916 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
917 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
918 return 0; 649 return 0;
919 } 650 }
920 651
921 tmp = arch_to_object (at); 652 tmp = at->instance ();
922 } 653 }
923 else 654 else
924 { 655 {
925 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);
926 return 0; 657 return 0;
931 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
932 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);
933 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);
934 tmp->range = 0; 665 tmp->range = 0;
935 } 666 }
936 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
937 { 668 {
938 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);
939 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
940 } 671 }
941 672
942 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])
943 { 674 {
944 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);
945 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
946 } 677 }
947 678
948 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
949 { 680 {
950 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);
951 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
952 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
953 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
954 } 685 }
955 686
956 /* 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,
957 * 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
958 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
959 */ 690 */
960 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
961 tmp->set_owner (op); 692 tmp->set_owner (op);
962 693
963 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
964 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
965 696
966 name = tmp->name; 697 name = tmp->name;
967 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
968 { 699 {
969 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);
970 return 0; 701 return 0;
971 } 702 }
972 703
973 /* 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 */
974 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
975 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
976 707
977 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
978 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
979 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
980 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
999 { 730 {
1000 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1001 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1002 733
1003 /* 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 */
1004 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1005 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1006 737
1007 } 738 }
1008 else 739 else
1009 posblocked = 1; 740 posblocked = 1;
1010 741
1016 ((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)
1017 { 748 {
1018 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1019 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1020 751
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1023 } 754 }
1024 else 755 else
1025 negblocked = 1; 756 negblocked = 1;
1026 } 757 }
1027 758
1028 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1029 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1030 761
1031 return 1; 762 return 1;
1032} 763}
1033 764
1034int 765int
1035dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1036{ 767{
1037 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1038 int mflags; 769 int mflags;
1039 maptile *m; 770 maptile *m;
1040 sint16 sx, sy; 771 sint16 sx, sy;
1042 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1043 return 0; 774 return 0;
1044 775
1045 if (!dir) 776 if (!dir)
1046 { 777 {
1047 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1048 return 0; 779 return 0;
1049 } 780 }
1050 781
1051 /* 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
1052 * ever, so put limits in. 783 * ever, so put limits in.
1053 */ 784 */
1054 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1055 786
1056 if (op->contr->count) 787 if (spellparam)
1057 { 788 {
789 int count = atoi (spellparam);
790
1058 if (op->contr->count > maxdist) 791 if (count > maxdist)
1059 { 792 {
1060 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1061 return 0; 794 return 0;
1062 } 795 }
1063 796
1064 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1065 { 798 {
1066 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);
1067 800
1068 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1069 break; 802 break;
1070 803
1071 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)))
1072 break; 805 break;
1073 } 806 }
1074 807
1075 if (dist < op->contr->count) 808 if (dist < count)
1076 { 809 {
1077 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");
1078 op->contr->count = 0;
1079 return 0; 811 return 0;
1080 } 812 }
1081
1082 op->contr->count = 0;
1083 813
1084 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1085 * 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,
1086 * 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
1087 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1129 break; 859 break;
1130 860
1131 } 861 }
1132 if (!dist) 862 if (!dist)
1133 { 863 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1135 return 0; 865 return 0;
1136 } 866 }
1137 } 867 }
1138 868
1139 /* Actually move the player now */ 869 /* Actually move the player now */
1140 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)))
1141 return 1; 871 return 1;
1142 872
1143 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
1144 return 1; 875 return 1;
1145} 876}
1146
1147 877
1148/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1149 * op is the caster. 879 * op is the caster.
1150 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1151 * spell is the spell object. 881 * spell is the spell object.
1158 object *poison; 888 object *poison;
1159 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1160 890
1161 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1162 892
1163 if (tmp == NULL) 893 if (!tmp)
1164 return 0; 894 return 0;
1165 895
1166 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1167 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1168 */ 898 */
1171 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;
1172 902
1173 if (heal) 903 if (heal)
1174 { 904 {
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 {
1177 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.");
1178 }
1179 else 907 else
1180 { 908 {
1181 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 911 * on amount of damage healed.
1184 */ 912 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1187 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1188 917
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 }
1193 else if (heal > 50) 920 else if (heal > 50)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1196 }
1197 else if (heal > 25) 922 else if (heal > 25)
1198 {
1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1200 }
1201 else if (heal > 10) 924 else if (heal > 10)
1202 {
1203 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.");
1204 }
1205 else 926 else
1206 {
1207 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.");
1208 } 928
1209 success = 1; 929 success = 1;
1210 } 930 }
1211 } 931 }
932
1212 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1213 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1214 success = 1; 935 success = 1;
1215 936
1216 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1217 { 938 {
1218 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1219 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1220 if (poison) 941 if (poison)
1221 { 942 {
1222 success = 1; 943 success = 1;
1223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1224 poison->stats.food = 1; 945 poison->stats.food = 1;
1225 } 946 }
1226 } 947 }
948
1227 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1228 { 950 {
1229 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1230 if (poison) 952 if (poison)
1231 { 953 {
1232 success = 1; 954 success = 1;
1233 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1234 poison->duration = 1; 956 poison->duration = 1;
1235 } 957 }
1236 } 958 }
959
1237 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1238 { 961 {
1239 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1240 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 964 if (poison)
1242 { 965 {
1243 success = 1; 966 success = 1;
1244 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.");
1245 poison->stats.food = 1; 968 poison->stats.food = 1;
1246 } 969 }
1247 } 970 }
971
1248 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1249 { 973 {
1250 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1251 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1252 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1253 success = 1; 977 success = 1;
1254 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!");
1255 } 979 }
980
1256 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1257 { 982 {
1258 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1259 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1260 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1261 success = 1; 986 success = 1;
1262 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!");
1263 } 988 }
989
1264 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1265 { 991 {
1266 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1267 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1268 tmp->stats.food = 999; 994
1269 success = 1; 995 success = 1;
1270 /* 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 */
1271 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");
1272 } 998 }
999
1273 return success; 1000 return success;
1274} 1001}
1275
1276 1002
1277/* 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
1278 * 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
1279 * good comments for those. 1005 * good comments for those.
1280 */ 1006 */
1281static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1282 "You grow no stronger.", 1008 "You grow no stronger.",
1283 "You grow no more agile.", 1009 "You grow no more agile.",
1284 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1285 "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."
1286 "You are no easier to look at.", 1014 "You are no easier to look at.",
1287 "no int",
1288 "no pow"
1289}; 1015};
1290 1016
1291int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1292cast_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)
1293{ 1025{
1294 object *force = NULL; 1026 object *force = 0;
1295 int i; 1027 int i;
1296 1028
1297 /* 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. */
1298 object *tmp = dir 1030 object *tmp = dir
1299 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1300 : op; 1032 : op;
1301 1033
1302 if (!tmp) 1034 if (!tmp)
1303 return 0; 1035 return 0;
1304 1036
1305 /* 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. */
1313 break; 1045 break;
1314 } 1046 }
1315 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1316 { 1048 {
1317 if (!silent) 1049 if (!silent)
1318 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
1319 return 0; 1053 return 0;
1320 } 1054 }
1321 } 1055 }
1322 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1323 if (force == NULL) 1060 if (force)
1324 {
1325 force = get_archetype (FORCE_NAME);
1326 force->subtype = FORCE_CHANGE_ABILITY;
1327 if (spell_ob->race)
1328 force->name = spell_ob->race;
1329 else
1330 force->name = spell_ob->name;
1331 force->name_pl = spell_ob->name;
1332 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1333
1334 } 1061 {
1335 else
1336 {
1337 int duration;
1338
1339 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) 1062 if (duration > force->duration)
1341 { 1063 {
1342 force->duration = duration; 1064 force->duration = duration;
1343 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.");
1344 } 1066 }
1345 else 1067 else
1346 {
1347 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.");
1348 } 1069
1349 return 1; 1070 return 1;
1350 } 1071 }
1351 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
1352 force->speed = 1.0; 1088 force->speed = 1.0;
1353 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1354 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1355 1091
1356 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1357 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1358 { 1094 {
1359 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1361 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);
1362 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1363 force->resist[i] = 100; 1099 force->resist[i] = 100;
1364 } 1100 }
1365 } 1101 }
1102
1366 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1367 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);
1368 1105
1369 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1370 { 1107 {
1371 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1372 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1373 { 1110 {
1374 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1375
1376 if (stat)
1377 { 1112 {
1378 sm = 0; 1113 sint8 sm = 0;
1379 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1380 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1381 1116
1382 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1383 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1384 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1385 if (sm < 0) 1120 force->stats.stat (i) = sm;
1386 sm = 0; 1121
1387 }
1388 set_attr_value (&force->stats, i, sm);
1389 if (!sm) 1122 if (!sm)
1390 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1391 } 1124 }
1392 } 1125 }
1393 } 1126 }
1394 1127
1395 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1396 1129
1397 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1398 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1399 1132
1400 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1401 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1402 1135
1403 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1404 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1405 { 1138 {
1406 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1414 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1415 1148
1416 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1417 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1418 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1419 return 1; 1153 return 1;
1420} 1154}
1421 1155
1422/* 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
1423 * 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
1424 * of the caster. 1158 * of the caster.
1425 */ 1159 */
1426
1427int 1160int
1428cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1429{ 1162{
1430 int i; 1163 int i;
1431 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1432 1165
1433 /* 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. */
1434 if (dir != 0) 1167 if (dir != 0)
1435 { 1168 {
1436 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1437 } 1173 }
1438 else 1174 else
1439 {
1440 tmp = op; 1175 tmp = op;
1441 }
1442 1176
1443 /* 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. */
1444 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1445 { 1179 {
1446 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1447 { 1181 {
1448 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1449 { 1183 {
1455 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);
1456 return 0; 1190 return 0;
1457 } 1191 }
1458 } 1192 }
1459 } 1193 }
1194
1460 if (force == NULL) 1195 if (force == NULL)
1461 { 1196 {
1462 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1463 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1464 if (spell_ob->race) 1199 if (spell_ob->race)
1485 return 0; 1220 return 0;
1486 } 1221 }
1487 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;
1488 force->speed = 1.0; 1223 force->speed = 1.0;
1489 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1490 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1491 1226
1492 if (!god) 1227 if (!god)
1493 { 1228 {
1494 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1495 } 1230 }
1496 else 1231 else
1497 { 1232 {
1498 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1499 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1500 {
1501 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1502 {
1503 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]);
1504 } 1237
1505 }
1506 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1507 1239
1508 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1509 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1510 1242
1526 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1527 tmp->update_stats (); 1259 tmp->update_stats ();
1528 return 1; 1260 return 1;
1529} 1261}
1530 1262
1531
1532
1533/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1534 * 1264 *
1535 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1536 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1537 * about 90% of that of the item itself. It uses the value of the
1538 * object before charisma adjustments, because the nuggets themselves
1539 * will be will be adjusted by charisma when sold.
1540 * 1267 *
1541 * 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
1542 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1543 * 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
1544 * to the max amount of small nuggets as you could get. 1271 * when sold.
1545 *
1546 * For example, if an item is worth 110 gold, you will get
1547 * 4 large nuggets, and from 0-10 small nuggets.
1548 * 1272 *
1549 * 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
1550 * 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
1551 * alchemied. 1275 * alchemised.
1552 */ 1276 */
1553
1554/* I didn't feel like passing these as arguements to the
1555 * two functions that need them. Real values are put in them
1556 * when the spell is cast, and these are freed when the spell
1557 * is finished.
1558 */
1559static object *small, *large;
1560
1561static void 1277static void
1562alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1563{ 1279{
1564 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1565 1281
1566 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1567 * 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
1568 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1569 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1570 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1571 * the stuff back to town. 1287 * the stuff back to town.
1572 */ 1288 */
1573 1289 if (obj->flag [FLAG_UNPAID])
1574 if (QUERY_FLAG (obj, FLAG_UNPAID))
1575 value = 0; 1290 value = 0;
1576 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1577 value /= 3; 1292 value /= 3;
1578 else 1293 else
1579 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1580 1295
1581 value /= 4; // fix by GHJ, don't understand, pcg
1582
1583 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1584 { 1297 total_value += value;
1585 int count;
1586 1298
1587 count = value / large->value;
1588 *large_nuggets += count;
1589 value -= (uint64) count *(uint64) large->value;
1590
1591 count = value / small->value;
1592 *small_nuggets += count;
1593 }
1594
1595 /* Turn 25 small nuggets into 1 large nugget. If the value
1596 * of large nuggets is not evenly divisable by the small nugget
1597 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1598 */
1599 if (*small_nuggets * small->value >= large->value)
1600 {
1601 (*large_nuggets)++;
1602 *small_nuggets -= large->value / small->value;
1603 if (*small_nuggets && large->value % small->value)
1604 (*small_nuggets)--;
1605 }
1606 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1300
1607 obj->destroy (); 1301 obj->destroy ();
1608} 1302}
1609 1303
1610static void
1611update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1612{
1613 object *tmp;
1614 int flag = 0;
1615
1616 /* Put any nuggets below the player, but we can only pass this
1617 * flag if we are on the same space as the player
1618 */
1619 if (x == op->x && y == op->y && op->map == m)
1620 flag = INS_BELOW_ORIGINATOR;
1621
1622 if (small_nuggets)
1623 {
1624 tmp = small->clone ();
1625 tmp->nrof = small_nuggets;
1626 m->insert (tmp, x, y, op, flag);
1627 }
1628
1629 if (large_nuggets)
1630 {
1631 tmp = large->clone ();
1632 tmp->nrof = large_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635}
1636
1637int 1304int
1638alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1639{ 1306{
1640 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1641 sint16 nx, ny;
1642 object *next, *tmp;
1643 maptile *mp;
1644
1645 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1646 return 0; 1308 return 0;
1647 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
1648 /* 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
1649 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1650 * in sight 1318 * in sight
1651 */ 1319 */
1652 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);
1653 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1654 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1655 1323
1324 int weight = 0;
1325
1656 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1657 { 1327 {
1658 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1659 { 1329 {
1330 uint64 value = 0;
1331
1660 nx = x; 1332 sint16 nx = x;
1661 ny = y; 1333 sint16 ny = y;
1662 1334
1663 mp = op->map; 1335 maptile *mp = op->map;
1664 1336
1665 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1666 1338
1667 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1668 continue; 1340 continue;
1669 1341
1670 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1672 * ground level effect. 1344 * ground level effect.
1673 */ 1345 */
1674 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1675 continue; 1347 continue;
1676 1348
1677 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1678 large_nuggets = 0;
1679
1680 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1681 { 1350 {
1682 next = tmp->above; 1351 next = tmp->above;
1352
1683 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1684 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1685 { 1355 {
1686
1687 if (tmp->inv) 1356 if (tmp->inv)
1688 { 1357 {
1689 object *next1, *tmp1; 1358 object *next1, *tmp1;
1690 1359
1691 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1692 { 1361 {
1693 next1 = tmp1->below; 1362 next1 = tmp1->below;
1694 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1695 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1696 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1697 } 1366 }
1698 } 1367 }
1368
1699 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1700 1370
1701 if (weight > weight_max) 1371 if (weight > weight_max)
1702 { 1372 break;
1703 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1704 large->destroy ();
1705 small->destroy ();
1706 return 1;
1707 } 1373 }
1708 } /* is alchemable object */
1709 } /* process all objects on this space */
1710
1711 /* Insert all the nuggets at one time. This probably saves time, but
1712 * it also prevents us from alcheming nuggets that were just created
1713 * with this spell.
1714 */ 1374 }
1715 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);
1716 } 1388 }
1717 }
1718 1389
1719 large->destroy (); 1390 if (weight > weight_max)
1720 small->destroy (); 1391 goto bailout;
1721 /* reset this so that if player standing on a big pile of stuff, 1392 }
1722 * it is redrawn properly. 1393 }
1723 */ 1394
1724 op->contr->ns->look_position = 0; 1395bailout:
1725 return 1; 1396 return 1;
1726} 1397}
1727
1728 1398
1729/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1730 * items. 1400 * items.
1731 */ 1401 */
1732int 1402int
1733remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1734{ 1404{
1735 object *tmp;
1736 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1737 1406
1738 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1739 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1740 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1741 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1742 { 1411 {
1743 was_one++; 1412 was_one++;
1413
1744 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1745 { 1415 {
1746 success++; 1416 success++;
1747 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1748 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1749 1419
1750 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1751 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1752 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1753 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1754 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1755 } 1426 }
1756 } 1427 }
1757 1428
1758 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1759 { 1430 {
1760 if (success) 1431 if (success)
1761 {
1762 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.");
1763 }
1764 else 1433 else
1765 { 1434 {
1766 if (was_one) 1435 if (was_one)
1767 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.");
1768 else 1437 else
1772 1441
1773 return success; 1442 return success;
1774} 1443}
1775 1444
1776/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1777
1778int 1446int
1779cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1780{ 1448{
1781 object *tmp; 1449 object *tmp;
1782 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1783 1451
1784 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));
1785
1786 if (num_ident < 1)
1787 num_ident = 1;
1788 1453
1789 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1790 { 1455 {
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1792 { 1457 {
1793 identify (tmp); 1458 identify (tmp);
1794 1459
1795 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1796 { 1461 {
1797 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));
1798 1463
1799 if (tmp->msg) 1464 if (tmp->msg)
1800 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804 } 1466 }
1805 1467
1806 num_ident--;
1807 success = 1;
1808 if (!num_ident) 1468 if (!--num_ident)
1809 break; 1469 break;
1810 } 1470 }
1811 } 1471 }
1812 1472
1813 /* 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
1814 * 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
1815 * was not fully used. 1475 * was not fully used.
1816 */ 1476 */
1817 if (num_ident) 1477 if (num_ident)
1818 { 1478 {
1819 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)
1820 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1821 { 1481 {
1822 identify (tmp); 1482 identify (tmp);
1823 1483
1824 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1825 { 1485 {
1826 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));
1827 1487
1828 if (tmp->msg) 1488 if (tmp->msg)
1829 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1830 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1831 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1832 }
1833
1834 esrv_send_item (op, tmp);
1835 } 1490 }
1836 1491
1837 num_ident--;
1838 success = 1;
1839 if (!num_ident) 1492 if (!--num_ident)
1840 break; 1493 break;
1841 } 1494 }
1842 } 1495 }
1843 1496
1844 if (!success) 1497 if (buf.empty ())
1845 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 }
1846 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1847 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1848 1508 return 1;
1849 return success; 1509 }
1850} 1510}
1851 1511
1852int 1512int
1853cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1854{ 1514{
1859 1519
1860 /* 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
1861 * doing it over and over again. 1521 * doing it over and over again.
1862 */ 1522 */
1863 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1864 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1865 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1866 1526
1867 if (!skill) 1527 if (!skill)
1868 skill = caster; 1528 skill = caster;
1869 1529
1870 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1871 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1872 { 1532 {
1873 m = op->map;
1874 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1875 if (mflags & P_OUT_OF_MAP)
1876 continue;
1877
1878 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1879 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1880 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1881 * down - that is easier than working up. 1536 * down - that is easier than working up.
1882 */ 1537 */
1883 1538
1884 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)
1885 last = tmp; 1540 last = tmp;
1886 1541
1887 /* 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
1888 * would happen. 1543 * would happen.
1889 */ 1544 */
1890 if (!last) 1545 if (!last)
1891 continue; 1546 continue;
1892 1547
1893 done_one = 0; 1548 done_one = 0;
1894 floor = 0; 1549 floor = 0;
1895 detect = NULL; 1550 detect = 0;
1896 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1897 { 1552 {
1898 /* show invisible */ 1553 /* show invisible */
1899 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1900 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1901 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1902 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1903 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1904 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
1905 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1906 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1907 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)
1908 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1909 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)))
1910 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1911 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)
1912 { 1578 {
1913 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
1914 done_one = 1; 1661 done_one = 1;
1915 } 1662 }
1916 } 1663 }
1917
1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1919 floor = 1;
1920
1921 /* All detections below this point don't descend beneath the floor,
1922 * so just continue on. We could be clever and look at the type of
1923 * detection to completely break out if we don't care about objects beneath
1924 * the floor, but once we get to the floor, not likely a very big issue anyways.
1925 */
1926 if (floor)
1927 continue;
1928
1929 /* I had thought about making detect magic and detect curse
1930 * show the flash the magic item like it does for detect monster.
1931 * however, if the object is within sight, this would then make it
1932 * difficult to see what object is magical/cursed, so the
1933 * effect wouldn't be as apparant.
1934 */
1935
1936 /* detect magic */
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1938 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1939 {
1940 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1941 /* make runes more visibile */
1942 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1943 tmp->stats.Cha /= 4;
1944 done_one = 1;
1945 }
1946 /* detect monster */
1947 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1948 {
1949 done_one = 2;
1950 if (!detect)
1951 detect = tmp;
1952 }
1953 /* Basically, if race is set in the spell, then the creatures race must
1954 * match that. if the spell race is set to GOD, then the gods opposing
1955 * race must match.
1956 */
1957 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1958 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1959 (strstr (spell->race, tmp->race))))
1960 {
1961 done_one = 2;
1962 if (!detect)
1963 detect = tmp;
1964 }
1965 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1966 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1967 {
1968 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1969 done_one = 1;
1970 }
1971 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1972 1665
1973 /* 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
1974 * where the magic is. 1667 * where the magic is.
1975 */ 1668 */
1976 if (done_one) 1669 if (done_one)
1977 { 1670 {
1978 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1979 1672
1980 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1981 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1982 { 1675 {
1983 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1984 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1985 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1986 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1987 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1988 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1989 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1990 } 1683 }
1991 1684
1992 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1993 } 1686 }
1994 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1995 1688
1996 1689
1997 /* 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 */
1998 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])
1999 { 1692 {
2000 done_one = 0; 1693 done_one = 0;
1694
2001 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2002 { 1696 {
2003 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2004 { 1698 {
2005 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])
2006 { 1700 {
2007 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2008 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2009 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2010 } 1705 }
2011 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2012 (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]))
2013 { 1709 {
2014 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2015 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1714 }
2018 } /* if item is not identified */ 1715 } /* if item is not identified */
2019 } /* for the players inventory */ 1716 } /* for the players inventory */
2020 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2021 return 1; 1719 return 1;
2022} 1720}
2023 1721
2024 1722
2025/** 1723/**
2038 1736
2039 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.");
2040 1738
2041 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2042 { 1740 {
2043 object *tmp;
2044
2045 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2046
2047 /* Explodes a fireball centered at player */
2048 tmp = get_archetype (EXPLODING_FIREBALL);
2049 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2050 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2051
2052 tmp->insert_at (victim);
2053 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2054 } 1744 }
2055 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2056 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.");
2057 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2058 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!");
2059 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2060 { 1750 {
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2085 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2086 1776
2087 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2088 { 1778 {
2089 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)
2090 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2091 break; 1781 break;
2092 } 1782 }
2093 1783
2094 1784
2095 /* 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
2096 * 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.
2097 */ 1787 */
2098 if (plyr == NULL) 1788 if (plyr == NULL)
2099 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)
2100 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2101 break; 1791 break;
2102 1792
2103 if (!plyr) 1793 if (!plyr)
2104 { 1794 {
2105 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2106 return 0; 1796 return 0;
2107 } 1797 }
2108 /* give sp */ 1798 /* give sp */
2109 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2110 { 1800 {
2111 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);
2112 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2113 return 1; 1803 return 1;
2114 } 1804 }
2115 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2116 else if (op != plyr) 1806 else if (op != plyr)
2117 { 1807 {
2122 if (rate > 95) 1812 if (rate > 95)
2123 rate = 95; 1813 rate = 95;
2124 1814
2125 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2126 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2127 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2128 { 1818 {
2129 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2130 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2131 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2132 if (sucked > 0) 1822 if (sucked > 0)
2133 { 1823 {
2134 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2135 } 1825 }
2136 } 1826 }
2137 return 1; 1827 return 1;
2138 } 1828 }
2139 return 0; 1829 return 0;
2181 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2182 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2183 * monsters either. 1873 * monsters either.
2184 */ 1874 */
2185 1875
2186 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2187 !(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))
2188 head->destroy (); 1880 head->destroy ();
2189 else 1881 else
2190 switch (head->type) 1882 switch (head->type)
2191 { 1883 {
2192 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
2193 if (op->level > head->level) 1890 if (op->level > head->level)
2194 head->destroy (); 1891 head->destroy ();
2195 1892
2196 break; 1893 break;
2197 1894
2208 break; 1905 break;
2209 } 1906 }
2210 } 1907 }
2211} 1908}
2212 1909
2213
2214
2215/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2216int 1911int
2217cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2218{ 1913{
2219 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2220 1915
2221 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2222 1917
2223 if (!god) 1918 if (!god)
2224 { 1919 {
2225 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!");
2226 return 0; 1921 return 0;
2227 } 1922 }
2228 1923
2229 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2230 { 1925 {
2231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2232 break; 1927 break;
2233 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2234 { 1929 {
2235 1930
2236 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2237 { 1932 {
2238 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);
2239 return 0; 1934 return 0;
2240 } 1935 }
2241 else 1936 else
2242 { 1937 {
2243 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2244 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2245 tmp->name = buf; 1940 tmp->name = buf;
2246 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2247 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2248 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2249 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2250 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);
2251 return 1; 1948 return 1;
2252 } 1949 }
2253 } 1950 }
2254 } 1951 }
2255 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!");
2256 return 0; 1954 return 0;
2257} 1955}
2258 1956
2259/* animate_weapon - 1957/* animate_weapon -
2260 * 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.
2264 * 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,
2265 * 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
2266 * 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
2267 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2268 */ 1966 */
2269
2270int 1967int
2271animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2272{ 1969{
2273 object *weapon, *tmp;
2274 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2275 int a, i; 1971 int a, i;
2276 sint16 x, y; 1972 sint16 x, y;
2277 maptile *m; 1973 maptile *m;
2278 materialtype_t *mt;
2279 1974
2280 if (!spell->other_arch) 1975 if (!spell->other_arch)
2281 { 1976 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2283 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);
2286 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2287 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2288 return 0; 1983 return 0;
2289 1984
2290 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2291 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2292 { 1987 {
2293 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2294 return 0; 1989 return 0;
2295 } 1990 }
2296 1991
2297 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2298 if (!dir) 1993 if (!dir)
2299 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);
2300 1995
2301 m = op->map; 1996 m = op->map;
2302 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2303 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2304 1999
2305 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2306 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)
2307 ((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))
2308 { 2003 {
2309 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2310 return 0; 2005 return 0;
2311 } 2006 }
2312 2007
2313 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2314 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2315 2010
2316 if (!weapon) 2011 if (!weapon)
2317 { 2012 {
2318 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!");
2319 return 0; 2014 return 0;
2320 } 2015 }
2016
2321 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2322 { 2018 {
2323 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2324 return 0; 2020 return 0;
2325 } 2021 }
2022
2326 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2327 { 2024 {
2328 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.");
2329 return 0; 2026 return 0;
2330 } 2027 }
2331 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2332 { 2030 {
2333 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));
2334 return 0; 2032 return 0;
2335 } 2033 }
2336 2034
2337 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2338 {
2339 tmp = get_split_ob (weapon, 1);
2340 esrv_send_item (op, weapon);
2341 weapon = tmp;
2342 }
2343 2036
2344 /* create the golem object */ 2037 /* create the golem object */
2345 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2346 2039
2347 /* 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 */
2348 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2349 SET_FLAG (tmp, FLAG_FRIENDLY);
2350 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2351 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2352 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2353 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2354 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2355 op->contr->ranges[range_golem] = tmp;
2356 op->contr->shoottype = range_golem;
2357 2048
2358 /* 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
2359 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2360 * used above. 2051 * used above.
2361 */ 2052 */
2362 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2363 weapon->remove (); 2054 weapon->remove ();
2364 insert_ob_in_ob (weapon, tmp); 2055
2365 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2366 /* 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,
2367 * 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
2368 * body_info, skills, etc) 2060 * body_info, skills, etc)
2369 */ 2061 */
2370 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2371 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2372 tmp->update_stats (); 2064 tmp->update_stats ();
2373 2065
2374 /* 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
2375 * 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 -
2376 * 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.
2396 2088
2397 /* attacktype */ 2089 /* attacktype */
2398 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2399 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2400 2092
2401 mt = NULL;
2402 if (op->materialname != NULL)
2403 mt = name_to_material (op->materialname);
2404 if (mt != NULL)
2405 {
2406 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2407 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2408 a = mt->save[0]; 2095
2409 } 2096 a = op->material->save[0];
2410 else 2097
2411 {
2412 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 5;
2414 a = 10;
2415 }
2416 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2417 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2418 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2419 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2420 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2426 2108
2427 /* 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 */
2428 2110
2429 if (a > 14) 2111 if (a > 14)
2430 a = 14; 2112 a = 14;
2113
2431 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));
2432 2115
2433 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2434 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)));
2435 2118
2445 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2446 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2447 } 2130 }
2448 2131
2449 /* 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. */
2450 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));
2451 2134
2452 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2453 tmp->direction = dir; 2136 tmp->direction = dir;
2454 2137
2455 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2459/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2460 2143
2461/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2462 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2463 */ 2146 */
2464
2465int 2147int
2466cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2467{ 2149{
2468 int success; 2150 int success;
2469 2151
2473 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2474 2156
2475 if (!success) 2157 if (!success)
2476 { 2158 {
2477 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2478 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2479 else 2161 else
2480 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2481 } 2163 }
2164
2482 return success; 2165 return success;
2483} 2166}
2484
2485
2486
2487
2488 2167
2489/* 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.
2490 * 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,
2491 * spell is the spell object itself. 2170 * spell is the spell object itself.
2492 */ 2171 */
2498 2177
2499 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2500 if (new_aura) 2179 if (new_aura)
2501 refresh = 1; 2180 refresh = 1;
2502 else 2181 else
2503 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2504 2183
2505 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);
2506 2185
2507 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);
2508 2187
2509 new_aura->set_owner (op);
2510 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2511 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2512 2190
2513 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2514 if (refresh) 2193 if (refresh)
2515 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.");
2516 else 2195 else
2517 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
2518 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2519 return 1; 2201 return 1;
2520} 2202}
2521
2522 2203
2523/* 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,
2524 * 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
2525 * around him. 2206 * around him.
2526 * Aura parameters: 2207 * Aura parameters:
2527 * duration: duration counter. 2208 * duration: duration counter.
2528 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2529 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2530 */ 2211 */
2531
2532void 2212void
2533move_aura (object *aura) 2213move_aura (object *aura)
2534{ 2214{
2535 int i, mflags;
2536 object *env;
2537 maptile *m;
2538
2539 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2540 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2541 2218
2542 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2543 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2544 */ 2221 */
2545 aura->remove (); 2222 aura->remove ();
2550 aura->destroy (); 2227 aura->destroy ();
2551 return; 2228 return;
2552 } 2229 }
2553 2230
2554 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2555 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2556 { 2233 {
2557 aura->destroy (); 2234 aura->destroy ();
2558 return; 2235 return;
2559 } 2236 }
2560 2237
2561 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2562 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2563 */ 2240 */
2564 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2565 2242
2566 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2567 { 2244 {
2568 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2569 2247
2570 nx = aura->x + freearr_x[i];
2571 ny = aura->y + freearr_y[i];
2572 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2573
2574 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2575 * 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
2576 * 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.
2577 */ 2251 */
2578 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)))
2579 { 2253 {
2580 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2581 2255
2582 if (aura->other_arch) 2256 if (aura->other_arch)
2583 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2584 } 2258 }
2585 } 2259 }
2586 2260
2587 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2588 aura->remove (); 2262 env->insert (aura);
2589 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2590} 2264}
2591 2265
2592/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2593 * op is the piece object. 2267 * op is the piece object.
2594 */ 2268 */
2595
2596void 2269void
2597move_peacemaker (object *op) 2270move_peacemaker (object *op)
2598{ 2271{
2599 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2600
2601 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2602 { 2273 {
2603 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2604 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2605 2276
2606 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2607 victim = tmp->head;
2608 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2609 continue; 2278 continue;
2610 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2611 continue; 2281 continue;
2282
2612 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2613 continue; 2284 continue;
2614 2285
2615 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2616 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2617 2288
2618 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2619 { 2290 {
2620 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2621 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2622 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2623 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2624#if 0 2296#if 0
2625 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2626 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2629 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2630 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2631 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2632#endif 2304#endif
2633 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2634 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2635 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2636 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2637 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2638 if (victim->name) 2311 if (victim->name)
2639 {
2640 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);
2641 } 2313 }
2642 }
2643 } 2314 }
2644} 2315}
2645
2646 2316
2647/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2648 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2649 */ 2319 */
2650
2651int 2320int
2652write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2653{ 2322{
2654 char rune[HUGE_BUF];
2655 object *tmp;
2656
2657 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2658 { 2324 {
2659 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2660 return 0; 2326 return 0;
2661 } 2327 }
2662 2328
2663 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2664 { 2330 {
2665 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.>");
2666 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);
2667 return 0; 2333 return 0;
2668 } 2334 }
2335
2669 if (!spell->other_arch) 2336 if (!spell->other_arch)
2670 return 0; 2337 return 0;
2671 tmp = arch_to_object (spell->other_arch);
2672 2338
2673 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2674 2340
2675 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2676 tmp->msg = rune; 2342 tmp->msg = msg;
2677 2343
2678 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2679 return 1; 2346 return 1;
2680} 2347}
2348

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