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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.33 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 = archetype::get (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.
390 */ 392 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
392 /* max duration */ 395 /* limit duration */
393 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
394 op->invisible = 1000;
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_all_actives (tmp) 420 for_all_actives (tmp)
424/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 428 */
426int 429int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 431{
429 object *tmp, *next;
430 int range, i, j, mflags; 432 int range, i, j, mflags;
431 sint16 sx, sy; 433 sint16 sx, sy;
432 maptile *m; 434 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 435
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 437
439 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 445
447 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
448 continue; 447 continue;
449 448
450 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
451 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)
452 { 451 {
453 next = tmp->above; 452 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 456 }
457 } 457 }
458 458
459 return 1; 459 return 1;
461 461
462void 462void
463execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
464{ 464{
465 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 468 else
470 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 470
477 op->destroy (); 471 op->destroy ();
478} 472}
479 473
480/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
482 * time delay effect. 476 * time delay effect.
483 */ 477 */
484int 478int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 480{
487 object *dummy; 481 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 482 return 0;
492 483
493 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))
494 { 485 {
495 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.");
496 return 1; 487 return 1;
497 } 488 }
498 489
499 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 491
507 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));
508 if (time < 1)
509 time = 1;
510 493
511 /* 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
512 * 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
513 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
514 */ 497 */
515 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
519 502 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 505
527 op->insert (dummy); 506 op->insert (dummy);
528 507
529 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.");
530 509
568} 547}
569 548
570int 549int
571perceive_self (object *op) 550perceive_self (object *op)
572{ 551{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
575 object *tmp;
576 int i;
577 554
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
578 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
579 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 565 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
583 567
584 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
585 569
586 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
588 else 572 else
589 { 573 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
592 if (tmp != NULL) 576 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
595 { 578 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 580 }
603 581
604 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 585 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 587 {
611 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
614 }
615 else 590 else
616 {
617 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";
618 } 592
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 593 break;
621 } 594 }
622 } 595 }
623 }
624 return 1;
625}
626 596
627/* int cast_create_town_portal (object *op, object *caster, int dir) 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652
653 /* Check to see if the map the player is currently on is a per player unique
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 598
875 return 1; 599 return 1;
876} 600}
877 601
878/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
904 628
905 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (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) ||
907 ((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)))
908 { 632 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
910 return 0; 634 return 0;
911 } 635 }
912 636
913 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
915 else if (spell_ob->race) 639 else if (spell_ob->race)
916 { 640 {
917 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
918 642
919 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 649 return 0;
926 } 650 }
927 651
928 tmp = arch_to_object (at); 652 tmp = at->instance ();
929 } 653 }
930 else 654 else
931 { 655 {
932 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);
933 return 0; 657 return 0;
938 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
939 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);
940 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);
941 tmp->range = 0; 665 tmp->range = 0;
942 } 666 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
944 { 668 {
945 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);
946 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
947 } 671 }
948 672
949 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])
950 { 674 {
951 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);
952 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
953 } 677 }
954 678
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
956 { 680 {
957 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);
958 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
961 } 685 }
962 686
963 /* 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,
964 * 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
965 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
966 */ 690 */
967 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 692 tmp->set_owner (op);
969 693
970 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
972 696
973 name = tmp->name; 697 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
975 { 699 {
976 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);
977 return 0; 701 return 0;
978 } 702 }
979 703
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 707
984 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1006 { 730 {
1007 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1009 733
1010 /* 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 */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1013 737
1014 } 738 }
1015 else 739 else
1016 posblocked = 1; 740 posblocked = 1;
1017 741
1023 ((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)
1024 { 748 {
1025 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1027 751
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1030 } 754 }
1031 else 755 else
1032 negblocked = 1; 756 negblocked = 1;
1033 } 757 }
1034 758
1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1036 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1037 761
1038 return 1; 762 return 1;
1039} 763}
1040 764
1041int 765int
1042dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 767{
1044 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1045 int mflags; 769 int mflags;
1046 maptile *m; 770 maptile *m;
1047 sint16 sx, sy; 771 sint16 sx, sy;
1049 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1050 return 0; 774 return 0;
1051 775
1052 if (!dir) 776 if (!dir)
1053 { 777 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1055 return 0; 779 return 0;
1056 } 780 }
1057 781
1058 /* 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
1059 * ever, so put limits in. 783 * ever, so put limits in.
1060 */ 784 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 786
1063 if (op->contr->count) 787 if (spellparam)
1064 { 788 {
789 int count = atoi (spellparam);
790
1065 if (op->contr->count > maxdist) 791 if (count > maxdist)
1066 { 792 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1068 return 0; 794 return 0;
1069 } 795 }
1070 796
1071 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1072 { 798 {
1073 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);
1074 800
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 802 break;
1077 803
1078 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)))
1079 break; 805 break;
1080 } 806 }
1081 807
1082 if (dist < op->contr->count) 808 if (dist < count)
1083 { 809 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 811 return 0;
1087 } 812 }
1088
1089 op->contr->count = 0;
1090 813
1091 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1092 * 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,
1093 * 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
1094 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1136 break; 859 break;
1137 860
1138 } 861 }
1139 if (!dist) 862 if (!dist)
1140 { 863 {
1141 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1142 return 0; 865 return 0;
1143 } 866 }
1144 } 867 }
1145 868
1146 /* Actually move the player now */ 869 /* Actually move the player now */
1147 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)))
1148 return 1; 871 return 1;
1149 872
1150 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
1151 return 1; 875 return 1;
1152} 876}
1153
1154 877
1155/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1156 * op is the caster. 879 * op is the caster.
1157 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1158 * spell is the spell object. 881 * spell is the spell object.
1165 object *poison; 888 object *poison;
1166 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1167 890
1168 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1169 892
1170 if (tmp == NULL) 893 if (!tmp)
1171 return 0; 894 return 0;
1172 895
1173 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1175 */ 898 */
1178 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;
1179 902
1180 if (heal) 903 if (heal)
1181 { 904 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 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.");
1185 }
1186 else 907 else
1187 { 908 {
1188 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 911 * on amount of damage healed.
1191 */ 912 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1194 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1195 917
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 920 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 922 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 924 else if (heal > 10)
1209 {
1210 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.");
1211 }
1212 else 926 else
1213 {
1214 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.");
1215 } 928
1216 success = 1; 929 success = 1;
1217 } 930 }
1218 } 931 }
932
1219 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1221 success = 1; 935 success = 1;
1222 936
1223 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1224 { 938 {
1225 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1226 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1227 if (poison) 941 if (poison)
1228 { 942 {
1229 success = 1; 943 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 945 poison->stats.food = 1;
1232 } 946 }
1233 } 947 }
948
1234 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1235 { 950 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1237 if (poison) 952 if (poison)
1238 { 953 {
1239 success = 1; 954 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 956 poison->duration = 1;
1242 } 957 }
1243 } 958 }
959
1244 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1245 { 961 {
1246 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1247 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 964 if (poison)
1249 { 965 {
1250 success = 1; 966 success = 1;
1251 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.");
1252 poison->stats.food = 1; 968 poison->stats.food = 1;
1253 } 969 }
1254 } 970 }
971
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 973 {
1257 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 977 success = 1;
1261 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!");
1262 } 979 }
980
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 982 {
1265 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 986 success = 1;
1269 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!");
1270 } 988 }
989
1271 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1272 { 991 {
1273 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1274 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1275 tmp->stats.food = 999; 994
1276 success = 1; 995 success = 1;
1277 /* 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 */
1278 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");
1279 } 998 }
999
1280 return success; 1000 return success;
1281} 1001}
1282
1283 1002
1284/* 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
1285 * 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
1286 * good comments for those. 1005 * good comments for those.
1287 */ 1006 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1008 "You grow no stronger.",
1290 "You grow no more agile.", 1009 "You grow no more agile.",
1291 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1292 "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."
1293 "You are no easier to look at.", 1014 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1015};
1297 1016
1298int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1299cast_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)
1300{ 1025{
1301 object *force = NULL; 1026 object *force = 0;
1302 int i; 1027 int i;
1303 1028
1304 /* 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. */
1305 object *tmp = dir 1030 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1307 : op; 1032 : op;
1308 1033
1309 if (!tmp) 1034 if (!tmp)
1310 return 0; 1035 return 0;
1311 1036
1312 /* 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. */
1320 break; 1045 break;
1321 } 1046 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 { 1048 {
1324 if (!silent) 1049 if (!silent)
1325 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
1326 return 0; 1053 return 0;
1327 } 1054 }
1328 } 1055 }
1329 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1330 if (force == NULL) 1060 if (force)
1331 {
1332 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY;
1334 if (spell_ob->race)
1335 force->name = spell_ob->race;
1336 else
1337 force->name = spell_ob->name;
1338 force->name_pl = spell_ob->name;
1339 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1340
1341 } 1061 {
1342 else
1343 {
1344 int duration;
1345
1346 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1347 if (duration > force->duration) 1062 if (duration > force->duration)
1348 { 1063 {
1349 force->duration = duration; 1064 force->duration = duration;
1350 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.");
1351 } 1066 }
1352 else 1067 else
1353 {
1354 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.");
1355 } 1069
1356 return 1; 1070 return 1;
1357 } 1071 }
1358 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 = archetype::get (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
1359 force->speed = 1.0; 1088 force->speed = 1.0;
1360 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1362 1091
1363 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1364 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1365 {
1366 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1367 {
1368 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1369 if (force->resist[i] > 100) 1096
1370 force->resist[i] = 100;
1371 }
1372 }
1373 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1374 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1375 1099
1376 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1377 { 1101 {
1378 /* Stat adjustment spells */ 1102 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1103 for (i = 0; i < NUM_STATS; i++)
1380 { 1104 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1105 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1106 {
1385 sm = 0; 1107 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1108 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1109 sm += rndm (1, 3);
1388 1110
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1111 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1112 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1113
1392 if (sm < 0) 1114 force->stats.stat (i) = sm;
1393 sm = 0; 1115
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1116 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1117 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1118 }
1399 } 1119 }
1400 } 1120 }
1401 1121
1402 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1403 1123
1404 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1405 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1406 1126
1407 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1408 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1409 1129
1410 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1411 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1412 { 1132 {
1413 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1421 force->attacktype = spell_ob->attacktype; 1141 force->attacktype = spell_ob->attacktype;
1422 1142
1423 insert_ob_in_ob (force, tmp); 1143 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1144 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1145 tmp->update_stats ();
1146
1426 return 1; 1147 return 1;
1427} 1148}
1428 1149
1429/* This used to be part of cast_change_ability, but it really didn't make 1150/* This used to be part of cast_change_ability, but it really didn't make
1430 * a lot of sense, since most of the values it derives are from the god 1151 * a lot of sense, since most of the values it derives are from the god
1431 * of the caster. 1152 * of the caster.
1432 */ 1153 */
1433
1434int 1154int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1156{
1437 int i; 1157 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1439 1159
1440 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1160 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1441 if (dir != 0) 1161 if (dir != 0)
1442 { 1162 {
1443 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1444 } 1167 }
1445 else 1168 else
1446 {
1447 tmp = op; 1169 tmp = op;
1448 }
1449 1170
1450 /* If we've already got a force of this type, don't add a new one. */ 1171 /* If we've already got a force of this type, don't add a new one. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1452 { 1173 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 { 1175 {
1455 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1456 { 1177 {
1462 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1463 return 0; 1184 return 0;
1464 } 1185 }
1465 } 1186 }
1466 } 1187 }
1188
1467 if (force == NULL) 1189 if (force == NULL)
1468 { 1190 {
1469 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race) 1193 if (spell_ob->race)
1472 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1473 else 1195 else
1474 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1489 { 1211 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1491 } 1213 }
1492 return 0; 1214 return 0;
1493 } 1215 }
1216
1494 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1495 force->speed = 1.0; 1218 force->speed = 1.0;
1496 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1497 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1498 1221
1499 if (!god) 1222 if (!god)
1500 { 1223 {
1501 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1502 } 1225 }
1503 else 1226 else
1504 { 1227 {
1505 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1506 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1507 {
1508 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1509 {
1510 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1511 } 1232
1512 }
1513 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1514 1234
1515 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1516 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1517 1237
1533 insert_ob_in_ob (force, tmp); 1253 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1254 tmp->update_stats ();
1535 return 1; 1255 return 1;
1536} 1256}
1537 1257
1538
1539
1540/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1541 * 1259 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1262 *
1548 * Large nuggets are worth 25 gp each (base). You will always get 1263 * The value of the gold nuggets being about 90% of that of the item
1549 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1550 * Small nuggets are worth 1 gp each (base). You will get from 0 1265 * because the nuggets themselves will be will be adjusted by charisma
1551 * to the max amount of small nuggets as you could get. 1266 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1267 *
1556 * There is also a chance (1:30) that you will get nothing at all 1268 * There is also a chance (1:30) that you will get nothing at all
1557 * for the object. There is also a maximum weight that will be 1269 * for the object. There is also a maximum weight that will be
1558 * alchemied. 1270 * alchemised.
1559 */ 1271 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1272static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1274{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1276
1573 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1574 * make it so that it isn't worth it to alchemy money, sell 1278 * make it so that it isn't worth it to alchemy money, sell
1575 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1282 * the stuff back to town.
1579 */ 1283 */
1580 1284 if (obj->flag [FLAG_UNPAID])
1581 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1285 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1287 value /= 3;
1585 else 1288 else
1586 value = (value * 9) / 10; 1289 value = value * 9 / 10;
1587 1290
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1291 if (obj->value > 0 && rndm (0, 29))
1591 { 1292 total_value += value;
1592 int count;
1593 1293
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1294 total_weight += obj->total_weight ();
1295
1614 obj->destroy (); 1296 obj->destroy ();
1615} 1297}
1616 1298
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1299int
1645alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1646{ 1301{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1653 return 0; 1303 return 0;
1654 1304
1305 archetype *nugget[3];
1306
1307 nugget[0] = archetype::find (shstr_pyrite3);
1308 nugget[1] = archetype::find (shstr_pyrite2);
1309 nugget[2] = archetype::find (shstr_pyrite);
1310
1655 /* Put a maximum weight of items that can be alchemied. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1656 * some, and also prevents people from alcheming every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1313 * in sight
1658 */ 1314 */
1659 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1315 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1660 weight_max *= 1000; 1316 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1317 uint64 value_max = duration * 1000;
1662 1318
1319 int weight = 0;
1320
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1321 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1322 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1323 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1324 {
1325 uint64 value = 0;
1326
1667 nx = x; 1327 sint16 nx = x;
1668 ny = y; 1328 sint16 ny = y;
1669 1329
1670 mp = op->map; 1330 maptile *mp = op->map;
1671 1331
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1332 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1333
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1334 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1335 continue;
1676 1336
1677 /* Treat alchemy a little differently - most spell effects 1337 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1339 * ground level effect.
1680 */ 1340 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1341 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1342 continue;
1683 1343
1684 small_nuggets = 0; 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1345 {
1689 next = tmp->above; 1346 next = tmp->above;
1347
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1692 { 1350 {
1693
1694 if (tmp->inv) 1351 if (tmp->inv)
1695 { 1352 {
1696 object *next1, *tmp1; 1353 object *next1, *tmp1;
1697 1354
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1356 {
1700 next1 = tmp1->below; 1357 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1360 alchemy_object (tmp1, value, weight);
1704 } 1361 }
1705 } 1362 }
1363
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1364 alchemy_object (tmp, value, weight);
1707 1365
1708 if (weight > weight_max) 1366 if (weight > weight_max)
1709 { 1367 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1368 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1369 }
1722 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1370
1371 value -= rndm (value >> 4);
1372 value = min (value, value_max);
1373
1374 for (int i = 0; i < array_length (nugget); ++i)
1375 if (int nrof = value / nugget [i]->value)
1376 {
1377 value -= nrof * nugget[i]->value;
1378
1379 object *tmp = nugget[i]->instance ();
1380 tmp->nrof = nrof;
1381 tmp->flag [FLAG_IDENTIFIED] = true;
1382 op->map->insert (tmp, x, y, op, 0);
1723 } 1383 }
1724 }
1725 1384
1726 large->destroy (); 1385 if (weight > weight_max)
1727 small->destroy (); 1386 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1387 }
1729 * it is redrawn properly. 1388 }
1730 */ 1389
1731 op->contr->ns->look_position = 0; 1390bailout:
1732 return 1; 1391 return 1;
1733} 1392}
1734
1735 1393
1736/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1737 * items. 1395 * items.
1738 */ 1396 */
1739int 1397int
1740remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1741{ 1399{
1742 object *tmp;
1743 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1744 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1745 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1749 { 1410 {
1750 was_one++; 1411 ++was_one;
1412
1751 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1752 { 1414 {
1753 success++; 1415 ++success;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1755 CLEAR_FLAG (tmp, FLAG_DAMNED);
1756 1417
1757 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1761 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1762 } 1425 }
1763 } 1426 }
1764 1427
1765 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1766 { 1429 {
1767 if (success) 1430 if (success)
1768 { 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1769 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1770 }
1771 else 1432 else
1772 { 1433 {
1773 if (was_one) 1434 if (was_one)
1774 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1775 else 1436 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1777 } 1438 }
1778 } 1439 }
1779 1440
1780 return success; 1441 return success;
1781} 1442}
1782 1443
1783/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1784
1785int 1445int
1786cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1787{ 1447{
1788 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1789 int success = 0, num_ident;
1790 1449
1791 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1792 1451
1793 if (num_ident < 1) 1452 op->splay_marked ();
1794 num_ident = 1;
1795 1453
1796 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1797 { 1455 {
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1799 { 1457 {
1800 identify (tmp); 1458 identify (tmp);
1801 1459
1802 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1803 { 1461 {
1804 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));
1805 1463
1806 if (tmp->msg) 1464 if (tmp->msg)
1807 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 } 1466 }
1812 1467
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1468 if (!--num_ident)
1816 break; 1469 break;
1817 } 1470 }
1818 } 1471 }
1819 1472
1820 /* 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
1821 * 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
1822 * was not fully used. 1475 * was not fully used.
1823 */ 1476 */
1824 if (num_ident) 1477 if (num_ident)
1825 { 1478 {
1826 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1828 { 1481 {
1829 identify (tmp); 1482 identify (tmp);
1830 1483
1831 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1832 { 1485 {
1833 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));
1834 1487
1835 if (tmp->msg) 1488 if (tmp->msg)
1836 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 } 1490 }
1843 1491
1844 num_ident--;
1845 success = 1;
1846 if (!num_ident) 1492 if (!--num_ident)
1847 break; 1493 break;
1848 } 1494 }
1849 } 1495 }
1850 1496
1851 if (!success) 1497 if (buf.empty ())
1852 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 }
1853 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1854 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1855 1508 return 1;
1856 return success; 1509 }
1857} 1510}
1858 1511
1859int 1512int
1860cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1861{ 1514{
1862 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1863 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1864 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1865 maptile *m; 1518 maptile *m;
1866 1519
1867 /* 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
1868 * doing it over and over again. 1521 * doing it over and over again.
1869 */ 1522 */
1870 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1873 1526
1874 if (!skill) 1527 if (!skill)
1875 skill = caster; 1528 skill = caster;
1876 1529
1877 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1878 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1879 { 1532 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up. 1536 * down - that is easier than working up.
1889 */ 1537 */
1890 1538
1891 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)
1892 last = tmp; 1540 last = tmp;
1893 1541
1894 /* 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
1895 * would happen. 1543 * would happen.
1896 */ 1544 */
1897 if (!last) 1545 if (!last)
1898 continue; 1546 continue;
1899 1547
1900 done_one = 0; 1548 done_one = 0;
1901 floor = 0; 1549 floor = 0;
1902 detect = NULL; 1550 detect = 0;
1903 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1904 { 1552 {
1905 /* show invisible */ 1553 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1907 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1910 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1911 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
1912 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1914 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)
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1916 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)))
1917 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1918 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)
1919 { 1578 {
1920 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
1921 done_one = 1; 1661 done_one = 1;
1922 } 1662 }
1923 } 1663 }
1924
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1;
1927
1928 /* All detections below this point don't descend beneath the floor,
1929 * so just continue on. We could be clever and look at the type of
1930 * detection to completely break out if we don't care about objects beneath
1931 * the floor, but once we get to the floor, not likely a very big issue anyways.
1932 */
1933 if (floor)
1934 continue;
1935
1936 /* I had thought about making detect magic and detect curse
1937 * show the flash the magic item like it does for detect monster.
1938 * however, if the object is within sight, this would then make it
1939 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant.
1941 */
1942
1943 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4;
1951 done_one = 1;
1952 }
1953 /* detect monster */
1954 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1955 {
1956 done_one = 2;
1957 if (!detect)
1958 detect = tmp;
1959 }
1960 /* Basically, if race is set in the spell, then the creatures race must
1961 * match that. if the spell race is set to GOD, then the gods opposing
1962 * race must match.
1963 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1966 (strstr (spell->race, tmp->race))))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1;
1977 }
1978 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1979 1665
1980 /* 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
1981 * where the magic is. 1667 * where the magic is.
1982 */ 1668 */
1983 if (done_one) 1669 if (done_one)
1984 { 1670 {
1985 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1986 1672
1987 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1989 { 1675 {
1990 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1997 } 1683 }
1998 1684
1999 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2000 } 1686 }
2001 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2002 1688
2003 1689
2004 /* 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 */
2005 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])
2006 { 1692 {
2007 done_one = 0; 1693 done_one = 0;
1694
2008 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 { 1696 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2011 { 1698 {
2012 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])
2013 { 1700 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1705 }
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2019 (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]))
2020 { 1709 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2023 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2024 } 1714 }
2025 } /* if item is not identified */ 1715 } /* if item is not identified */
2026 } /* for the players inventory */ 1716 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2028 return 1; 1719 return 1;
2029} 1720}
2030 1721
2031 1722
2032/** 1723/**
2045 1736
2046 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.");
2047 1738
2048 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 { 1740 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2061 } 1744 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 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.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 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!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 { 1750 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2092 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2093 1776
2094 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2095 { 1778 {
2096 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)
2097 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2098 break; 1781 break;
2099 } 1782 }
2100 1783
2101 1784
2102 /* 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
2103 * 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.
2104 */ 1787 */
2105 if (plyr == NULL) 1788 if (plyr == NULL)
2106 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)
2107 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2108 break; 1791 break;
2109 1792
2110 if (!plyr) 1793 if (!plyr)
2111 { 1794 {
2112 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2113 return 0; 1796 return 0;
2114 } 1797 }
2115 /* give sp */ 1798 /* give sp */
2116 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2117 { 1800 {
2118 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);
2119 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2120 return 1; 1803 return 1;
2121 } 1804 }
2122 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr) 1806 else if (op != plyr)
2124 { 1807 {
2129 if (rate > 95) 1812 if (rate > 95)
2130 rate = 95; 1813 rate = 95;
2131 1814
2132 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2133 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2134 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2135 { 1818 {
2136 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2139 if (sucked > 0) 1822 if (sucked > 0)
2140 { 1823 {
2141 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2142 } 1825 }
2143 } 1826 }
2144 return 1; 1827 return 1;
2145 } 1828 }
2146 return 0; 1829 return 0;
2188 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1873 * monsters either.
2191 */ 1874 */
2192 1875
2193 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2194 !(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))
2195 head->destroy (); 1880 head->destroy ();
2196 else 1881 else
2197 switch (head->type) 1882 switch (head->type)
2198 { 1883 {
2199 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
2200 if (op->level > head->level) 1890 if (op->level > head->level)
2201 head->destroy (); 1891 head->destroy ();
2202 1892
2203 break; 1893 break;
2204 1894
2215 break; 1905 break;
2216 } 1906 }
2217 } 1907 }
2218} 1908}
2219 1909
2220
2221
2222/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2223int 1911int
2224cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2225{ 1913{
2226 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2227 1915
2228 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2229 1917
2230 if (!god) 1918 if (!god)
2231 { 1919 {
2232 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!");
2233 return 0; 1921 return 0;
2234 } 1922 }
2235 1923
2236 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2237 { 1925 {
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2239 break; 1927 break;
2240 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2241 { 1929 {
2242 1930
2243 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2244 { 1932 {
2245 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);
2246 return 0; 1934 return 0;
2247 } 1935 }
2248 else 1936 else
2249 { 1937 {
2250 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf; 1940 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2254 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2255 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2257 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);
2258 return 1; 1948 return 1;
2259 } 1949 }
2260 } 1950 }
2261 } 1951 }
2262 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!");
2263 return 0; 1954 return 0;
2264} 1955}
2265 1956
2266/* animate_weapon - 1957/* animate_weapon -
2267 * 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.
2271 * 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,
2272 * 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
2273 * 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
2274 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2275 */ 1966 */
2276
2277int 1967int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1969{
2280 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2282 int a, i; 1971 int a, i;
2283 sint16 x, y; 1972 sint16 x, y;
2284 maptile *m; 1973 maptile *m;
2285 materialtype_t *mt;
2286 1974
2287 if (!spell->other_arch) 1975 if (!spell->other_arch)
2288 { 1976 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 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);
2293 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2295 return 0; 1983 return 0;
2296 1984
2297 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2299 { 1987 {
2300 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2301 return 0; 1989 return 0;
2302 } 1990 }
2303 1991
2304 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2305 if (!dir) 1993 if (!dir)
2306 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);
2307 1995
2308 m = op->map; 1996 m = op->map;
2309 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2311 1999
2312 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2313 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)
2314 ((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))
2315 { 2003 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2317 return 0; 2005 return 0;
2318 } 2006 }
2319 2007
2320 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2321 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2322 2010
2323 if (!weapon) 2011 if (!weapon)
2324 { 2012 {
2325 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!");
2326 return 0; 2014 return 0;
2327 } 2015 }
2016
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2329 { 2018 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2331 return 0; 2020 return 0;
2332 } 2021 }
2022
2333 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2334 { 2024 {
2335 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.");
2336 return 0; 2026 return 0;
2337 } 2027 }
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2339 { 2030 {
2340 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));
2341 return 0; 2032 return 0;
2342 } 2033 }
2343 2034
2344 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350 2036
2351 /* create the golem object */ 2037 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2353 2039
2354 /* 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 */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2356 SET_FLAG (tmp, FLAG_FRIENDLY);
2357 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2358 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2359 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2360 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2361 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2362 op->contr->ranges[range_golem] = tmp;
2363 op->contr->shoottype = range_golem;
2364 2048
2365 /* 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
2366 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2367 * used above. 2051 * used above.
2368 */ 2052 */
2369 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2370 weapon->remove (); 2054 weapon->remove ();
2371 insert_ob_in_ob (weapon, tmp); 2055
2372 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2373 /* 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,
2374 * 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
2375 * body_info, skills, etc) 2060 * body_info, skills, etc)
2376 */ 2061 */
2377 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2378 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2379 tmp->update_stats (); 2064 tmp->update_stats ();
2380 2065
2381 /* 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
2382 * 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 -
2383 * 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.
2403 2088
2404 /* attacktype */ 2089 /* attacktype */
2405 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2406 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2407 2092
2408 mt = NULL;
2409 if (op->materialname != NULL)
2410 mt = name_to_material (op->materialname);
2411 if (mt != NULL)
2412 {
2413 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2414 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2415 a = mt->save[0]; 2095
2416 } 2096 a = op->material->save[0];
2417 else 2097
2418 {
2419 for (i = 0; i < NROFATTACKS; i++)
2420 tmp->resist[i] = 5;
2421 a = 10;
2422 }
2423 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2424 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2425 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2426 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2427 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2433 2108
2434 /* 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 */
2435 2110
2436 if (a > 14) 2111 if (a > 14)
2437 a = 14; 2112 a = 14;
2113
2438 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.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2439 2115
2440 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2441 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2442 2118
2443 if (!spell->race) 2119 if (!spell->race)
2444 { 2120 {
2445 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2446 tmp->name = buf; 2122 tmp->name = buf;
2452 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2453 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2454 } 2130 }
2455 2131
2456 /* 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. */
2457 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));
2458 2134
2459 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2460 tmp->direction = dir; 2136 tmp->direction = dir;
2461 2137
2462 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2466/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2467 2143
2468/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2469 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2470 */ 2146 */
2471
2472int 2147int
2473cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2474{ 2149{
2475 int success; 2150 int success;
2476 2151
2480 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2481 2156
2482 if (!success) 2157 if (!success)
2483 { 2158 {
2484 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2486 else 2161 else
2487 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2488 } 2163 }
2164
2489 return success; 2165 return success;
2490} 2166}
2491
2492
2493
2494
2495 2167
2496/* 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.
2497 * 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,
2498 * spell is the spell object itself. 2170 * spell is the spell object itself.
2499 */ 2171 */
2505 2177
2506 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2507 if (new_aura) 2179 if (new_aura)
2508 refresh = 1; 2180 refresh = 1;
2509 else 2181 else
2510 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2511 2183
2512 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);
2513 2185
2514 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);
2515 2187
2516 new_aura->set_owner (op);
2517 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2518 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2519 2190
2520 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2521 if (refresh) 2193 if (refresh)
2522 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.");
2523 else 2195 else
2524 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
2525 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2526 return 1; 2201 return 1;
2527} 2202}
2528
2529 2203
2530/* 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,
2531 * 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
2532 * around him. 2206 * around him.
2533 * Aura parameters: 2207 * Aura parameters:
2534 * duration: duration counter. 2208 * duration: duration counter.
2535 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2536 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2537 */ 2211 */
2538
2539void 2212void
2540move_aura (object *aura) 2213move_aura (object *aura)
2541{ 2214{
2542 int i, mflags;
2543 object *env;
2544 maptile *m;
2545
2546 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2547 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2548 2218
2549 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2550 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2551 */ 2221 */
2552 aura->remove (); 2222 aura->remove ();
2557 aura->destroy (); 2227 aura->destroy ();
2558 return; 2228 return;
2559 } 2229 }
2560 2230
2561 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2562 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2563 { 2233 {
2564 aura->destroy (); 2234 aura->destroy ();
2565 return; 2235 return;
2566 } 2236 }
2567 2237
2568 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2569 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2570 */ 2240 */
2571 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2572 2242
2573 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2574 { 2244 {
2575 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2576 2247
2577 nx = aura->x + freearr_x[i];
2578 ny = aura->y + freearr_y[i];
2579 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2580
2581 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2582 * 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
2583 * 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.
2584 */ 2251 */
2585 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)))
2586 { 2253 {
2587 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2588 2255
2589 if (aura->other_arch) 2256 if (aura->other_arch)
2590 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2591 } 2258 }
2592 } 2259 }
2593 2260
2594 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2595 aura->remove (); 2262 env->insert (aura);
2596 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2597} 2264}
2598 2265
2599/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2600 * op is the piece object. 2267 * op is the piece object.
2601 */ 2268 */
2602
2603void 2269void
2604move_peacemaker (object *op) 2270move_peacemaker (object *op)
2605{ 2271{
2606 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2607
2608 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2609 { 2273 {
2610 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2611 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2612 2276
2613 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2614 victim = tmp->head;
2615 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2616 continue; 2278 continue;
2617 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2618 continue; 2281 continue;
2282
2619 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2620 continue; 2284 continue;
2621 2285
2622 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2623 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2624 2288
2625 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2626 { 2290 {
2627 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2628 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2629 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2630 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2631#if 0 2296#if 0
2632 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2633 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2636 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2637 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2638 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2639#endif 2304#endif
2640 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2641 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2642 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2643 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2644 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2645 if (victim->name) 2311 if (victim->name)
2646 {
2647 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);
2648 } 2313 }
2649 }
2650 } 2314 }
2651} 2315}
2652
2653 2316
2654/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2655 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2656 */ 2319 */
2657
2658int 2320int
2659write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2660{ 2322{
2661 char rune[HUGE_BUF];
2662 object *tmp;
2663
2664 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2665 { 2324 {
2666 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2667 return 0; 2326 return 0;
2668 } 2327 }
2669 2328
2670 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2671 { 2330 {
2672 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.>");
2673 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);
2674 return 0; 2333 return 0;
2675 } 2334 }
2335
2676 if (!spell->other_arch) 2336 if (!spell->other_arch)
2677 return 0; 2337 return 0;
2678 tmp = arch_to_object (spell->other_arch);
2679 2338
2680 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2681 2340
2682 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2683 tmp->msg = rune; 2342 tmp->msg = msg;
2684 2343
2685 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2686 return 1; 2346 return 1;
2687} 2347}
2348

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