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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <spells.h> 29#include <spells.h>
32#include <sounds.h> 30#include <sounds.h>
33 31
34/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
60} 58}
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 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.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
81 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;
82 80
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
85 83
96 94
97 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
98 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
99 else 97 else
100 { 98 {
101 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));
102 return 0; 100 return 0;
103 } 101 }
104 102
105 if (!ncharges) 103 if (!ncharges)
106 ncharges = 1; 104 ncharges = 1;
107 105
108 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
109 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));
110 108
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
112 { 110 {
113 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
115 } 113 }
116 114
117 return 1; 115 return 1;
118} 116}
119 117
125 * great a plus, the default is used. 123 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
129 */ 127 */
130
131int 128int
132cast_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)
133{ 130{
134 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
135 const char *missile_name; 132 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 133
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
142 missile_name = tmp->race; 136 missile_name = tmp->race;
143 137
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 139
146 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
147 { 143 {
148 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);
149 return 0; 145 return 0;
150 } 146 }
151 147
152 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
153 149
154 if (stringarg) 150 if (spellparam)
155 { 151 {
156 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
158 { 154 {
159 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
160 156
161 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
163 break; 159 break;
164 160
165 if (!al) 161 if (!al)
166 { 162 {
167 missile->destroy (); 163 missile->destroy ();
168 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);
169 return 0; 165 return 0;
170 } 166 }
171 167
172 if (al->item->slaying) 168 if (al->item->slaying)
173 { 169 {
174 missile->destroy (); 170 missile->destroy ();
175 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);
176 return 0; 172 return 0;
177 } 173 }
178 174
179 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
180 /* 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 -
181 * 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
182 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
183 */ 179 */
184 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 181 missile_plus = 0;
186 } 182 }
187 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
188 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
189 } 185 }
190 186
191 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 188
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 191
199 if (missile->nrof < 1) 192 if (missile->nrof < 1)
201 194
202 missile->magic = missile_plus; 195 missile->magic = missile_plus;
203 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
204 missile->value = 0; 197 missile->value = 0;
205 198
206 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
207 200
208 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 ())
209 pick_up (op, missile); 202 pick_up (op, missile);
210 203
211 return 1; 204 return 1;
212} 205}
213 206
214 207
215/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
216 * 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*/
217int 210int
218cast_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)
219{ 212{
220 int food_value; 213 int food_value;
221 archetype *at = NULL; 214 archetype *at = NULL;
222 object *new_op; 215 object *new_op;
223 216
224 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);
225 218
226 if (stringarg) 219 if (spellparam)
227 { 220 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
229 if (at == NULL) 222 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
231 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 225 spellparam = NULL;
233 } 226 }
234 227
235 if (!stringarg) 228 if (!spellparam)
236 { 229 {
237 archetype *at_tmp; 230 archetype *at_tmp;
238 231
239 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
240 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
242 * 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
243 * to be altered from the donor. 236 * to be altered from the donor.
244 */ 237 */
245 238
246 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
248 { 241 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 243 {
251 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 246 * the item we have now, take it instead.
254 */ 247 */
255 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)))
256 at = at_tmp; 253 at = at_tmp;
257 } 254 }
258 } 255 }
259 } 256 }
257
260 /* 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
261 * know 259 * know
262 */ 260 */
263 if (!at) 261 if (!at)
264 { 262 {
265 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.");
266 return 0; 264 return 0;
267 } 265 }
268 266
269 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 268 new_op = at->instance ();
271 new_op->nrof = food_value; 269 new_op->nrof = food_value;
272 270
273 new_op->value = 0; 271 new_op->value = 0;
274 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
275 new_op->nrof = 1; 273 new_op->nrof = 1;
283{ 281{
284 int r, mflags, maxrange; 282 int r, mflags, maxrange;
285 object *tmp; 283 object *tmp;
286 maptile *m; 284 maptile *m;
287 285
288
289 if (!dir) 286 if (!dir)
290 { 287 {
291 examine_monster (op, op); 288 examine_monster (op, op);
292 return 1; 289 return 1;
293 } 290 }
291
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
296 { 294 {
297 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];
298 296
300 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
301 299
302 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
303 break; 301 break;
304 302
305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
306 { 304 {
307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
308 return 0; 306 return 0;
309 } 307 }
308
310 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
311 { 310 {
312 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)
313 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]))
314 { 313 {
315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
316 if (tmp->head != NULL) 315 if (tmp->head != NULL)
317 tmp = tmp->head; 316 tmp = tmp->head;
318 examine_monster (op, tmp); 317 examine_monster (op, tmp);
319 return 1; 318 return 1;
320 } 319 }
321 } 320 }
322 } 321 }
322
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 324 return 1;
325} 325}
326
327 326
328/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 328 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 332 * pl is invisible.
334 */ 333 */
335int 334int
336makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
337{ 336{
338
339 if (!pl->invisible) 337 if (!pl->invisible)
340 return 0; 338 return 0;
339
341 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
342 { 341 {
343 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
345 { 344 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
347 return 0; 346 return 0;
347
348 return 1; 348 return 1;
349 } 349 }
350
350 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 353 return 1;
354
353 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
354 if (!mon->race) 356 if (!mon->race)
355 return 0; 357 return 0;
358
356 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 360 return 1;
361
358 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
359 return 0; 363 return 0;
360 } 364 }
361 else 365 else
362 { 366 {
375 * normal applies. 379 * normal applies.
376 */ 380 */
377int 381int
378cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
379{ 383{
380 object *tmp;
381
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 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");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* 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
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
406 } 408 }
409
407 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
408 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!");
409 else 412 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 414
412 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
413 416
414 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
415 * harm to the player. 418 * harm to the player.
416 */ 419 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
418 if (tmp->enemy == op) 421 if (tmp->enemy == op)
419 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
420 return 1; 424 return 1;
421} 425}
422 426
423/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 428 */
425int 429int
426cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
427{ 431{
428 object *tmp, *next;
429 int range, i, j, mflags; 432 int range, i, j, mflags;
430 sint16 sx, sy; 433 sint16 sx, sy;
431 maptile *m; 434 maptile *m;
432
433 if (op->type != PLAYER)
434 return 0;
435 435
436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
437 437
438 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
439 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
445 445
446 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
447 continue; 447 continue;
448 448
449 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
450 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)
451 { 451 {
452 next = tmp->above; 452 next = tmp->above;
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 } 456 }
456 } 457 }
457 458
458 return 1; 459 return 1;
460 461
461void 462void
462execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
463{ 464{
464 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
465 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 468 else
469 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 // remove first so we do not call update_stats
471 op->remove ();
472 pl->enter_exit (op);
473 }
474 }
475 470
476 op->destroy (); 471 op->destroy ();
477} 472}
478 473
479/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
481 * time delay effect. 476 * time delay effect.
482 */ 477 */
483int 478int
484cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
485{ 480{
486 object *dummy; 481 if (!op->is_player ())
487 int time;
488
489 if (op->type != PLAYER)
490 return 0; 482 return 0;
491 483
492 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))
493 { 485 {
494 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.");
495 return 1; 487 return 1;
496 } 488 }
497 489
498 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
499 if (dummy == NULL)
500 {
501 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
502 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
503 return 0;
504 }
505 491
506 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));
507 if (time < 1)
508 time = 1;
509 493
510 /* 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
511 * 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
512 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
513 */ 497 */
514 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
515 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
516 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
517 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
518 502 dummy->slaying = op->contr->savebed_map;
519 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
520 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
521 */
522 EXIT_PATH (dummy) = op->contr->savebed_map;
523 EXIT_X (dummy) = op->contr->bed_x;
524 EXIT_Y (dummy) = op->contr->bed_y;
525 505
526 op->insert (dummy); 506 op->insert (dummy);
527 507
528 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.");
529 509
567} 547}
568 548
569int 549int
570perceive_self (object *op) 550perceive_self (object *op)
571{ 551{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
574 object *tmp;
575 int i;
576 554
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
577 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
578 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 565 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
582 567
583 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
584 569
585 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
587 else 572 else
588 { 573 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
591 if (tmp != NULL) 576 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
594 { 578 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 580 }
602 581
603 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 585 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
609 { 587 {
610 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
613 }
614 else 590 else
615 {
616 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";
617 } 592
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 593 break;
620 } 594 }
621 } 595 }
622 }
623 return 1;
624}
625 596
626/* int cast_create_town_portal (object *op, object *caster, int dir) 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651
652 /* Check to see if the map the player is currently on is a per player unique
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 598
874 return 1; 599 return 1;
875} 600}
876 601
877/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
903 628
904 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
905 (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) ||
906 ((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)))
907 { 632 {
908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
909 return 0; 634 return 0;
910 } 635 }
911 636
912 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
913 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
914 else if (spell_ob->race) 639 else if (spell_ob->race)
915 { 640 {
916 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
917 642
918 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 649 return 0;
925 } 650 }
926 651
927 tmp = arch_to_object (at); 652 tmp = at->instance ();
928 } 653 }
929 else 654 else
930 { 655 {
931 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);
932 return 0; 657 return 0;
937 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
938 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);
939 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);
940 tmp->range = 0; 665 tmp->range = 0;
941 } 666 }
942 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
943 { 668 {
944 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);
945 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
946 } 671 }
947 672
948 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])
949 { 674 {
950 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);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
952 } 677 }
953 678
954 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
955 { 680 {
956 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);
957 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
958 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
959 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
960 } 685 }
961 686
962 /* 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,
963 * 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
964 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
965 */ 690 */
966 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 692 tmp->set_owner (op);
968 693
969 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
971 696
972 name = tmp->name; 697 name = tmp->name;
973 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
974 { 699 {
975 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);
976 return 0; 701 return 0;
977 } 702 }
978 703
979 /* 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 */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
982 707
983 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
986 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1005 { 730 {
1006 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1008 733
1009 /* 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 */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1012 737
1013 } 738 }
1014 else 739 else
1015 posblocked = 1; 740 posblocked = 1;
1016 741
1022 ((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)
1023 { 748 {
1024 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1026 751
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1029 } 754 }
1030 else 755 else
1031 negblocked = 1; 756 negblocked = 1;
1032 } 757 }
1033 758
1034 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1035 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1036 761
1037 return 1; 762 return 1;
1038} 763}
1039 764
1040int 765int
1041dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1042{ 767{
1043 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1044 int mflags; 769 int mflags;
1045 maptile *m; 770 maptile *m;
1046 sint16 sx, sy; 771 sint16 sx, sy;
1048 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1049 return 0; 774 return 0;
1050 775
1051 if (!dir) 776 if (!dir)
1052 { 777 {
1053 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1054 return 0; 779 return 0;
1055 } 780 }
1056 781
1057 /* 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
1058 * ever, so put limits in. 783 * ever, so put limits in.
1059 */ 784 */
1060 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1061 786
1062 if (op->contr->count) 787 if (spellparam)
1063 { 788 {
789 int count = atoi (spellparam);
790
1064 if (op->contr->count > maxdist) 791 if (count > maxdist)
1065 { 792 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1067 return 0; 794 return 0;
1068 } 795 }
1069 796
1070 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1071 { 798 {
1072 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);
1073 800
1074 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1075 break; 802 break;
1076 803
1077 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)))
1078 break; 805 break;
1079 } 806 }
1080 807
1081 if (dist < op->contr->count) 808 if (dist < count)
1082 { 809 {
1083 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");
1084 op->contr->count = 0;
1085 return 0; 811 return 0;
1086 } 812 }
1087
1088 op->contr->count = 0;
1089 813
1090 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1093 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1135 break; 859 break;
1136 860
1137 } 861 }
1138 if (!dist) 862 if (!dist)
1139 { 863 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1141 return 0; 865 return 0;
1142 } 866 }
1143 } 867 }
1144 868
1145 /* Actually move the player now */ 869 /* Actually move the player now */
1146 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)))
1147 return 1; 871 return 1;
1148 872
1149 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
1150 return 1; 875 return 1;
1151} 876}
1152
1153 877
1154/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1155 * op is the caster. 879 * op is the caster.
1156 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1157 * spell is the spell object. 881 * spell is the spell object.
1164 object *poison; 888 object *poison;
1165 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1166 890
1167 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1168 892
1169 if (tmp == NULL) 893 if (!tmp)
1170 return 0; 894 return 0;
1171 895
1172 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1174 */ 898 */
1177 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;
1178 902
1179 if (heal) 903 if (heal)
1180 { 904 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 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.");
1184 }
1185 else 907 else
1186 { 908 {
1187 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 911 * on amount of damage healed.
1190 */ 912 */
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1193 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1194 917
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 920 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 922 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 924 else if (heal > 10)
1208 {
1209 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.");
1210 }
1211 else 926 else
1212 {
1213 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.");
1214 } 928
1215 success = 1; 929 success = 1;
1216 } 930 }
1217 } 931 }
932
1218 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1220 success = 1; 935 success = 1;
1221 936
1222 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1223 { 938 {
1224 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1225 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1226 if (poison) 941 if (poison)
1227 { 942 {
1228 success = 1; 943 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 945 poison->stats.food = 1;
1231 } 946 }
1232 } 947 }
948
1233 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1234 { 950 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1236 if (poison) 952 if (poison)
1237 { 953 {
1238 success = 1; 954 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 956 poison->duration = 1;
1241 } 957 }
1242 } 958 }
959
1243 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1244 { 961 {
1245 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1246 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 964 if (poison)
1248 { 965 {
1249 success = 1; 966 success = 1;
1250 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.");
1251 poison->stats.food = 1; 968 poison->stats.food = 1;
1252 } 969 }
1253 } 970 }
971
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 973 {
1256 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 977 success = 1;
1260 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!");
1261 } 979 }
980
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 982 {
1264 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 986 success = 1;
1268 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!");
1269 } 988 }
989
1270 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1271 { 991 {
1272 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1273 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1274 tmp->stats.food = 999; 994
1275 success = 1; 995 success = 1;
1276 /* 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 */
1277 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");
1278 } 998 }
999
1279 return success; 1000 return success;
1280} 1001}
1281
1282 1002
1283/* 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
1284 * 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
1285 * good comments for those. 1005 * good comments for those.
1286 */ 1006 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1008 "You grow no stronger.",
1289 "You grow no more agile.", 1009 "You grow no more agile.",
1290 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1291 "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."
1292 "You are no easier to look at.", 1014 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1015};
1296 1016
1297int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1298cast_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)
1299{ 1025{
1300 object *force = NULL; 1026 object *force = 0;
1301 int i; 1027 int i;
1302 1028
1303 /* 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. */
1304 object *tmp = dir 1030 object *tmp = dir
1305 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1306 : op; 1032 : op;
1307 1033
1308 if (!tmp) 1034 if (!tmp)
1309 return 0; 1035 return 0;
1310 1036
1311 /* 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. */
1319 break; 1045 break;
1320 } 1046 }
1321 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1322 { 1048 {
1323 if (!silent) 1049 if (!silent)
1324 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
1325 return 0; 1053 return 0;
1326 } 1054 }
1327 } 1055 }
1328 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1329 if (force == NULL) 1060 if (force)
1330 {
1331 force = get_archetype (FORCE_NAME);
1332 force->subtype = FORCE_CHANGE_ABILITY;
1333 if (spell_ob->race)
1334 force->name = spell_ob->race;
1335 else
1336 force->name = spell_ob->name;
1337 force->name_pl = spell_ob->name;
1338 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1339
1340 } 1061 {
1341 else
1342 {
1343 int duration;
1344
1345 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1346 if (duration > force->duration) 1062 if (duration > force->duration)
1347 { 1063 {
1348 force->duration = duration; 1064 force->duration = duration;
1349 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.");
1350 } 1066 }
1351 else 1067 else
1352 {
1353 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.");
1354 } 1069
1355 return 1; 1070 return 1;
1356 } 1071 }
1357 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
1358 force->speed = 1.0; 1088 force->speed = 1.0;
1359 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1361 1091
1362 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1363 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1364 { 1094 {
1365 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1367 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);
1368 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1369 force->resist[i] = 100; 1099 force->resist[i] = 100;
1370 } 1100 }
1371 } 1101 }
1102
1372 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1373 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);
1374 1105
1375 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1376 { 1107 {
1377 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1379 { 1110 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1112 {
1384 sm = 0; 1113 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1387 1116
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1391 if (sm < 0) 1120 force->stats.stat (i) = sm;
1392 sm = 0; 1121
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1122 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1124 }
1398 } 1125 }
1399 } 1126 }
1400 1127
1401 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1402 1129
1403 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1404 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1405 1132
1406 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1407 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1408 1135
1409 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1410 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1411 { 1138 {
1412 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1420 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1421 1148
1422 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1425 return 1; 1153 return 1;
1426} 1154}
1427 1155
1428/* 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
1429 * 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
1430 * of the caster. 1158 * of the caster.
1431 */ 1159 */
1432
1433int 1160int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1162{
1436 int i; 1163 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1438 1165
1439 /* 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. */
1440 if (dir != 0) 1167 if (dir != 0)
1441 { 1168 {
1442 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1443 } 1173 }
1444 else 1174 else
1445 {
1446 tmp = op; 1175 tmp = op;
1447 }
1448 1176
1449 /* 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. */
1450 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1451 { 1179 {
1452 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1453 { 1181 {
1454 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1455 { 1183 {
1461 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);
1462 return 0; 1190 return 0;
1463 } 1191 }
1464 } 1192 }
1465 } 1193 }
1194
1466 if (force == NULL) 1195 if (force == NULL)
1467 { 1196 {
1468 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1469 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1470 if (spell_ob->race) 1199 if (spell_ob->race)
1491 return 0; 1220 return 0;
1492 } 1221 }
1493 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;
1494 force->speed = 1.0; 1223 force->speed = 1.0;
1495 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1496 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1497 1226
1498 if (!god) 1227 if (!god)
1499 { 1228 {
1500 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1501 } 1230 }
1502 else 1231 else
1503 { 1232 {
1504 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1505 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1506 {
1507 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1508 {
1509 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]);
1510 } 1237
1511 }
1512 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1513 1239
1514 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1515 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1516 1242
1532 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1259 tmp->update_stats ();
1534 return 1; 1260 return 1;
1535} 1261}
1536 1262
1537
1538
1539/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1540 * 1264 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1543 * about 90% of that of the item itself. It uses the value of the
1544 * object before charisma adjustments, because the nuggets themselves
1545 * will be will be adjusted by charisma when sold.
1546 * 1267 *
1547 * 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
1548 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1549 * 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
1550 * to the max amount of small nuggets as you could get. 1271 * when sold.
1551 *
1552 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1272 *
1555 * 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
1556 * 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
1557 * alchemied. 1275 * alchemised.
1558 */ 1276 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1277static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1279{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1281
1572 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1287 * the stuff back to town.
1578 */ 1288 */
1579 1289 if (obj->flag [FLAG_UNPAID])
1580 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1290 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1292 value /= 3;
1584 else 1293 else
1585 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1586 1295
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1590 { 1297 total_value += value;
1591 int count;
1592 1298
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1300
1613 obj->destroy (); 1301 obj->destroy ();
1614} 1302}
1615 1303
1616static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1618{
1619 object *tmp;
1620 int flag = 0;
1621
1622 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player
1624 */
1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1627
1628 if (small_nuggets)
1629 {
1630 tmp = small->clone ();
1631 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634
1635 if (large_nuggets)
1636 {
1637 tmp = large->clone ();
1638 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag);
1640 }
1641}
1642
1643int 1304int
1644alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1645{ 1306{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1652 return 0; 1308 return 0;
1653 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
1654 /* 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
1655 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1318 * in sight
1657 */ 1319 */
1658 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);
1659 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1661 1323
1324 int weight = 0;
1325
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1327 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1329 {
1330 uint64 value = 0;
1331
1666 nx = x; 1332 sint16 nx = x;
1667 ny = y; 1333 sint16 ny = y;
1668 1334
1669 mp = op->map; 1335 maptile *mp = op->map;
1670 1336
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1338
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1340 continue;
1675 1341
1676 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1344 * ground level effect.
1679 */ 1345 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1347 continue;
1682 1348
1683 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1350 {
1688 next = tmp->above; 1351 next = tmp->above;
1352
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1691 { 1355 {
1692
1693 if (tmp->inv) 1356 if (tmp->inv)
1694 { 1357 {
1695 object *next1, *tmp1; 1358 object *next1, *tmp1;
1696 1359
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1361 {
1699 next1 = tmp1->below; 1362 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1703 } 1366 }
1704 } 1367 }
1368
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1706 1370
1707 if (weight > weight_max) 1371 if (weight > weight_max)
1708 { 1372 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1373 }
1714 } /* is alchemable object */
1715 } /* process all objects on this space */
1716
1717 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell.
1720 */ 1374 }
1721 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);
1722 } 1388 }
1723 }
1724 1389
1725 large->destroy (); 1390 if (weight > weight_max)
1726 small->destroy (); 1391 goto bailout;
1727 /* reset this so that if player standing on a big pile of stuff, 1392 }
1728 * it is redrawn properly. 1393 }
1729 */ 1394
1730 op->contr->ns->look_position = 0; 1395bailout:
1731 return 1; 1396 return 1;
1732} 1397}
1733
1734 1398
1735/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1736 * items. 1400 * items.
1737 */ 1401 */
1738int 1402int
1739remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1740{ 1404{
1741 object *tmp;
1742 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1743 1406
1744 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1745 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1746 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1747 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1748 { 1411 {
1749 was_one++; 1412 was_one++;
1413
1750 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1751 { 1415 {
1752 success++; 1416 success++;
1753 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1754 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1755 1419
1756 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1757 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1758 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1759 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1760 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1761 } 1426 }
1762 } 1427 }
1763 1428
1764 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1765 { 1430 {
1766 if (success) 1431 if (success)
1767 {
1768 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.");
1769 }
1770 else 1433 else
1771 { 1434 {
1772 if (was_one) 1435 if (was_one)
1773 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.");
1774 else 1437 else
1778 1441
1779 return success; 1442 return success;
1780} 1443}
1781 1444
1782/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1783
1784int 1446int
1785cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1786{ 1448{
1787 object *tmp; 1449 object *tmp;
1788 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1789 1451
1790 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));
1791
1792 if (num_ident < 1)
1793 num_ident = 1;
1794 1453
1795 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1796 { 1455 {
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1798 { 1457 {
1799 identify (tmp); 1458 identify (tmp);
1800 1459
1801 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1802 { 1461 {
1803 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));
1804 1463
1805 if (tmp->msg) 1464 if (tmp->msg)
1806 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1809 }
1810 } 1466 }
1811 1467
1812 num_ident--;
1813 success = 1;
1814 if (!num_ident) 1468 if (!--num_ident)
1815 break; 1469 break;
1816 } 1470 }
1817 } 1471 }
1818 1472
1819 /* 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
1820 * 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
1821 * was not fully used. 1475 * was not fully used.
1822 */ 1476 */
1823 if (num_ident) 1477 if (num_ident)
1824 { 1478 {
1825 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)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1827 { 1481 {
1828 identify (tmp); 1482 identify (tmp);
1829 1483
1830 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1831 { 1485 {
1832 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));
1833 1487
1834 if (tmp->msg) 1488 if (tmp->msg)
1835 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1838 }
1839
1840 esrv_send_item (op, tmp);
1841 } 1490 }
1842 1491
1843 num_ident--;
1844 success = 1;
1845 if (!num_ident) 1492 if (!--num_ident)
1846 break; 1493 break;
1847 } 1494 }
1848 } 1495 }
1849 1496
1850 if (!success) 1497 if (buf.empty ())
1851 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 }
1852 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1853 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1854 1508 return 1;
1855 return success; 1509 }
1856} 1510}
1857 1511
1858int 1512int
1859cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1860{ 1514{
1865 1519
1866 /* 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
1867 * doing it over and over again. 1521 * doing it over and over again.
1868 */ 1522 */
1869 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1870 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1871 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1872 1526
1873 if (!skill) 1527 if (!skill)
1874 skill = caster; 1528 skill = caster;
1875 1529
1876 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1877 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1878 { 1532 {
1879 m = op->map;
1880 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1881 if (mflags & P_OUT_OF_MAP)
1882 continue;
1883
1884 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1885 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1886 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1887 * down - that is easier than working up. 1536 * down - that is easier than working up.
1888 */ 1537 */
1889 1538
1890 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)
1891 last = tmp; 1540 last = tmp;
1892 1541
1893 /* 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
1894 * would happen. 1543 * would happen.
1895 */ 1544 */
1896 if (!last) 1545 if (!last)
1897 continue; 1546 continue;
1898 1547
1899 done_one = 0; 1548 done_one = 0;
1900 floor = 0; 1549 floor = 0;
1901 detect = NULL; 1550 detect = 0;
1902 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1903 { 1552 {
1904 /* show invisible */ 1553 /* show invisible */
1905 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1906 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1907 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1908 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1909 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1910 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
1911 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1912 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1913 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)
1914 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1915 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)))
1916 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1917 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)
1918 { 1578 {
1919 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
1920 done_one = 1; 1661 done_one = 1;
1921 } 1662 }
1922 } 1663 }
1923
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1925 floor = 1;
1926
1927 /* All detections below this point don't descend beneath the floor,
1928 * so just continue on. We could be clever and look at the type of
1929 * detection to completely break out if we don't care about objects beneath
1930 * the floor, but once we get to the floor, not likely a very big issue anyways.
1931 */
1932 if (floor)
1933 continue;
1934
1935 /* I had thought about making detect magic and detect curse
1936 * show the flash the magic item like it does for detect monster.
1937 * however, if the object is within sight, this would then make it
1938 * difficult to see what object is magical/cursed, so the
1939 * effect wouldn't be as apparant.
1940 */
1941
1942 /* detect magic */
1943 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1944 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1945 {
1946 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1947 /* make runes more visibile */
1948 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1949 tmp->stats.Cha /= 4;
1950 done_one = 1;
1951 }
1952 /* detect monster */
1953 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1954 {
1955 done_one = 2;
1956 if (!detect)
1957 detect = tmp;
1958 }
1959 /* Basically, if race is set in the spell, then the creatures race must
1960 * match that. if the spell race is set to GOD, then the gods opposing
1961 * race must match.
1962 */
1963 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1964 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1965 (strstr (spell->race, tmp->race))))
1966 {
1967 done_one = 2;
1968 if (!detect)
1969 detect = tmp;
1970 }
1971 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1972 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1973 {
1974 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1975 done_one = 1;
1976 }
1977 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1978 1665
1979 /* 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
1980 * where the magic is. 1667 * where the magic is.
1981 */ 1668 */
1982 if (done_one) 1669 if (done_one)
1983 { 1670 {
1984 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1985 1672
1986 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1987 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1988 { 1675 {
1989 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1990 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1991 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1992 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1993 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1994 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1995 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1996 } 1683 }
1997 1684
1998 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1999 } 1686 }
2000 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2001 1688
2002 1689
2003 /* 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 */
2004 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])
2005 { 1692 {
2006 done_one = 0; 1693 done_one = 0;
1694
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 { 1696 {
2009 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2010 { 1698 {
2011 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])
2012 { 1700 {
2013 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2014 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1705 }
2017 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2018 (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]))
2019 { 1709 {
2020 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2021 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2022 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2023 } 1714 }
2024 } /* if item is not identified */ 1715 } /* if item is not identified */
2025 } /* for the players inventory */ 1716 } /* for the players inventory */
2026 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2027 return 1; 1719 return 1;
2028} 1720}
2029 1721
2030 1722
2031/** 1723/**
2044 1736
2045 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.");
2046 1738
2047 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2048 { 1740 {
2049 object *tmp;
2050
2051 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2052
2053 /* Explodes a fireball centered at player */
2054 tmp = get_archetype (EXPLODING_FIREBALL);
2055 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2056 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2057
2058 tmp->insert_at (victim);
2059 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2060 } 1744 }
2061 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2062 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.");
2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2064 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!");
2065 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2066 { 1750 {
2067 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2092 1776
2093 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2094 { 1778 {
2095 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)
2096 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2097 break; 1781 break;
2098 } 1782 }
2099 1783
2100 1784
2101 /* 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
2102 * 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.
2103 */ 1787 */
2104 if (plyr == NULL) 1788 if (plyr == NULL)
2105 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)
2106 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2107 break; 1791 break;
2108 1792
2109 if (!plyr) 1793 if (!plyr)
2110 { 1794 {
2111 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2112 return 0; 1796 return 0;
2113 } 1797 }
2114 /* give sp */ 1798 /* give sp */
2115 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2116 { 1800 {
2117 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);
2118 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2119 return 1; 1803 return 1;
2120 } 1804 }
2121 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2122 else if (op != plyr) 1806 else if (op != plyr)
2123 { 1807 {
2128 if (rate > 95) 1812 if (rate > 95)
2129 rate = 95; 1813 rate = 95;
2130 1814
2131 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2132 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2133 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2134 { 1818 {
2135 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2136 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2137 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2138 if (sucked > 0) 1822 if (sucked > 0)
2139 { 1823 {
2140 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2141 } 1825 }
2142 } 1826 }
2143 return 1; 1827 return 1;
2144 } 1828 }
2145 return 0; 1829 return 0;
2187 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1873 * monsters either.
2190 */ 1874 */
2191 1875
2192 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2193 !(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))
2194 head->destroy (); 1880 head->destroy ();
2195 else 1881 else
2196 switch (head->type) 1882 switch (head->type)
2197 { 1883 {
2198 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
2199 if (op->level > head->level) 1890 if (op->level > head->level)
2200 head->destroy (); 1891 head->destroy ();
2201 1892
2202 break; 1893 break;
2203 1894
2214 break; 1905 break;
2215 } 1906 }
2216 } 1907 }
2217} 1908}
2218 1909
2219
2220
2221/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2222int 1911int
2223cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2224{ 1913{
2225 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2226 1915
2227 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2228 1917
2229 if (!god) 1918 if (!god)
2230 { 1919 {
2231 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!");
2232 return 0; 1921 return 0;
2233 } 1922 }
2234 1923
2235 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2236 { 1925 {
2237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2238 break; 1927 break;
2239 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2240 { 1929 {
2241 1930
2242 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2243 { 1932 {
2244 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);
2245 return 0; 1934 return 0;
2246 } 1935 }
2247 else 1936 else
2248 { 1937 {
2249 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2250 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2251 tmp->name = buf; 1940 tmp->name = buf;
2252 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2253 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2254 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2255 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2256 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);
2257 return 1; 1948 return 1;
2258 } 1949 }
2259 } 1950 }
2260 } 1951 }
2261 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!");
2262 return 0; 1954 return 0;
2263} 1955}
2264 1956
2265/* animate_weapon - 1957/* animate_weapon -
2266 * 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.
2270 * 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,
2271 * 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
2272 * 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
2273 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2274 */ 1966 */
2275
2276int 1967int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1969{
2279 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2281 int a, i; 1971 int a, i;
2282 sint16 x, y; 1972 sint16 x, y;
2283 maptile *m; 1973 maptile *m;
2284 materialtype_t *mt;
2285 1974
2286 if (!spell->other_arch) 1975 if (!spell->other_arch)
2287 { 1976 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 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);
2292 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2294 return 0; 1983 return 0;
2295 1984
2296 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2298 { 1987 {
2299 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2300 return 0; 1989 return 0;
2301 } 1990 }
2302 1991
2303 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2304 if (!dir) 1993 if (!dir)
2305 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);
2306 1995
2307 m = op->map; 1996 m = op->map;
2308 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2310 1999
2311 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2312 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)
2313 ((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))
2314 { 2003 {
2315 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2316 return 0; 2005 return 0;
2317 } 2006 }
2318 2007
2319 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2320 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2321 2010
2322 if (!weapon) 2011 if (!weapon)
2323 { 2012 {
2324 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!");
2325 return 0; 2014 return 0;
2326 } 2015 }
2016
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2328 { 2018 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2330 return 0; 2020 return 0;
2331 } 2021 }
2022
2332 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2333 { 2024 {
2334 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.");
2335 return 0; 2026 return 0;
2336 } 2027 }
2337 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2338 { 2030 {
2339 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));
2340 return 0; 2032 return 0;
2341 } 2033 }
2342 2034
2343 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2344 {
2345 tmp = get_split_ob (weapon, 1);
2346 esrv_send_item (op, weapon);
2347 weapon = tmp;
2348 }
2349 2036
2350 /* create the golem object */ 2037 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2352 2039
2353 /* 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 */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2048
2364 /* 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
2365 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2366 * used above. 2051 * used above.
2367 */ 2052 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2369 weapon->remove (); 2054 weapon->remove ();
2370 insert_ob_in_ob (weapon, tmp); 2055
2371 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2060 * body_info, skills, etc)
2375 */ 2061 */
2376 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2377 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2378 tmp->update_stats (); 2064 tmp->update_stats ();
2379 2065
2380 /* 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
2381 * 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 -
2382 * 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.
2402 2088
2403 /* attacktype */ 2089 /* attacktype */
2404 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2406 2092
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname);
2410 if (mt != NULL)
2411 {
2412 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2414 a = mt->save[0]; 2095
2415 } 2096 a = op->material->save[0];
2416 else 2097
2417 {
2418 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5;
2420 a = 10;
2421 }
2422 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2432 2108
2433 /* 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 */
2434 2110
2435 if (a > 14) 2111 if (a > 14)
2436 a = 14; 2112 a = 14;
2113
2437 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));
2438 2115
2439 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2440 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)));
2441 2118
2451 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2452 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2453 } 2130 }
2454 2131
2455 /* 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. */
2456 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));
2457 2134
2458 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2459 tmp->direction = dir; 2136 tmp->direction = dir;
2460 2137
2461 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2465/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2466 2143
2467/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2468 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2469 */ 2146 */
2470
2471int 2147int
2472cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2473{ 2149{
2474 int success; 2150 int success;
2475 2151
2479 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2480 2156
2481 if (!success) 2157 if (!success)
2482 { 2158 {
2483 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2484 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2485 else 2161 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2487 } 2163 }
2164
2488 return success; 2165 return success;
2489} 2166}
2490
2491
2492
2493
2494 2167
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2170 * spell is the spell object itself.
2498 */ 2171 */
2504 2177
2505 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2506 if (new_aura) 2179 if (new_aura)
2507 refresh = 1; 2180 refresh = 1;
2508 else 2181 else
2509 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2510 2183
2511 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);
2512 2185
2513 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);
2514 2187
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2518 2190
2519 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2520 if (refresh) 2193 if (refresh)
2521 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.");
2522 else 2195 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2525 return 1; 2201 return 1;
2526} 2202}
2527
2528 2203
2529/* 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,
2530 * 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
2531 * around him. 2206 * around him.
2532 * Aura parameters: 2207 * Aura parameters:
2533 * duration: duration counter. 2208 * duration: duration counter.
2534 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2535 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2536 */ 2211 */
2537
2538void 2212void
2539move_aura (object *aura) 2213move_aura (object *aura)
2540{ 2214{
2541 int i, mflags;
2542 object *env;
2543 maptile *m;
2544
2545 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2546 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2547 2218
2548 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2549 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2550 */ 2221 */
2551 aura->remove (); 2222 aura->remove ();
2556 aura->destroy (); 2227 aura->destroy ();
2557 return; 2228 return;
2558 } 2229 }
2559 2230
2560 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2561 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2562 { 2233 {
2563 aura->destroy (); 2234 aura->destroy ();
2564 return; 2235 return;
2565 } 2236 }
2566 2237
2567 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2568 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2569 */ 2240 */
2570 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2571 2242
2572 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2573 { 2244 {
2574 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2575 2247
2576 nx = aura->x + freearr_x[i];
2577 ny = aura->y + freearr_y[i];
2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2579
2580 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2581 * 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
2582 * 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.
2583 */ 2251 */
2584 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)))
2585 { 2253 {
2586 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2587 2255
2588 if (aura->other_arch) 2256 if (aura->other_arch)
2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2590 } 2258 }
2591 } 2259 }
2592 2260
2593 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2594 aura->remove (); 2262 env->insert (aura);
2595 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2596} 2264}
2597 2265
2598/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2599 * op is the piece object. 2267 * op is the piece object.
2600 */ 2268 */
2601
2602void 2269void
2603move_peacemaker (object *op) 2270move_peacemaker (object *op)
2604{ 2271{
2605 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2606
2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2608 { 2273 {
2609 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2610 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2611 2276
2612 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2613 victim = tmp->head;
2614 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue; 2278 continue;
2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2617 continue; 2281 continue;
2282
2618 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2619 continue; 2284 continue;
2620 2285
2621 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2622 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2623 2288
2624 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2625 { 2290 {
2626 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2627 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2628 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2629 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2630#if 0 2296#if 0
2631 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2632 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2635 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2636 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2637 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2638#endif 2304#endif
2639 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2641 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2642 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2643 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2644 if (victim->name) 2311 if (victim->name)
2645 {
2646 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);
2647 } 2313 }
2648 }
2649 } 2314 }
2650} 2315}
2651
2652 2316
2653/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2654 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2655 */ 2319 */
2656
2657int 2320int
2658write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2659{ 2322{
2660 char rune[HUGE_BUF];
2661 object *tmp;
2662
2663 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2664 { 2324 {
2665 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2666 return 0; 2326 return 0;
2667 } 2327 }
2668 2328
2669 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2670 { 2330 {
2671 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.>");
2672 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);
2673 return 0; 2333 return 0;
2674 } 2334 }
2335
2675 if (!spell->other_arch) 2336 if (!spell->other_arch)
2676 return 0; 2337 return 0;
2677 tmp = arch_to_object (spell->other_arch);
2678 2338
2679 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2680 2340
2681 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2682 tmp->msg = rune; 2342 tmp->msg = msg;
2683 2343
2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2685 return 1; 2346 return 1;
2686} 2347}
2348

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