ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.54 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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>
58} 58}
59 59
60int 60int
61recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
62{ 62{
63 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 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.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
79 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;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 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));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 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));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_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)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 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);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 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);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 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);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 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 ())
207 pick_up (op, missile); 202 pick_up (op, missile);
208 203
209 return 1; 204 return 1;
210} 205}
211 206
212 207
213/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
214 * 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*/
215int 210int
216cast_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)
217{ 212{
218 int food_value; 213 int food_value;
219 archetype *at = NULL; 214 archetype *at = NULL;
220 object *new_op; 215 object *new_op;
221 216
222 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);
223 218
224 if (stringarg) 219 if (spellparam)
225 { 220 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 222 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 225 spellparam = NULL;
231 } 226 }
232 227
233 if (!stringarg) 228 if (!spellparam)
234 { 229 {
235 archetype *at_tmp; 230 archetype *at_tmp;
236 231
237 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
240 * 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
241 * to be altered from the donor. 236 * to be altered from the donor.
242 */ 237 */
243 238
244 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
246 { 241 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 243 {
249 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 246 * the item we have now, take it instead.
252 */ 247 */
253 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)))
254 at = at_tmp; 253 at = at_tmp;
255 } 254 }
256 } 255 }
257 } 256 }
257
258 /* 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
259 * know 259 * know
260 */ 260 */
261 if (!at) 261 if (!at)
262 { 262 {
263 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.");
264 return 0; 264 return 0;
265 } 265 }
266 266
267 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 268 new_op = at->instance ();
269 new_op->nrof = food_value; 269 new_op->nrof = food_value;
270 270
271 new_op->value = 0; 271 new_op->value = 0;
272 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
273 new_op->nrof = 1; 273 new_op->nrof = 1;
281{ 281{
282 int r, mflags, maxrange; 282 int r, mflags, maxrange;
283 object *tmp; 283 object *tmp;
284 maptile *m; 284 maptile *m;
285 285
286
287 if (!dir) 286 if (!dir)
288 { 287 {
289 examine_monster (op, op); 288 examine_monster (op, op);
290 return 1; 289 return 1;
291 } 290 }
291
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
294 { 294 {
295 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];
296 296
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 299
300 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
301 break; 301 break;
302 302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 306 return 0;
307 } 307 }
308
308 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
309 { 310 {
310 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)
311 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]))
312 { 313 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 315 if (tmp->head != NULL)
315 tmp = tmp->head; 316 tmp = tmp->head;
316 examine_monster (op, tmp); 317 examine_monster (op, tmp);
317 return 1; 318 return 1;
318 } 319 }
319 } 320 }
320 } 321 }
322
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 324 return 1;
323} 325}
324
325 326
326/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 328 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 332 * pl is invisible.
332 */ 333 */
333int 334int
334makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
335{ 336{
336
337 if (!pl->invisible) 337 if (!pl->invisible)
338 return 0; 338 return 0;
339
339 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
340 { 341 {
341 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
343 { 344 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
345 return 0; 346 return 0;
347
346 return 1; 348 return 1;
347 } 349 }
350
348 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 353 return 1;
354
351 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
352 if (!mon->race) 356 if (!mon->race)
353 return 0; 357 return 0;
358
354 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 360 return 1;
361
356 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
357 return 0; 363 return 0;
358 } 364 }
359 else 365 else
360 { 366 {
375int 381int
376cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
377{ 383{
378 if (op->invisible > 1000) 384 if (op->invisible > 1000)
379 { 385 {
380 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");
381 return 0; 387 return 0;
382 } 388 }
383 389
384 /* 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
385 * and if statement or two. 391 * and if statement or two.
386 */ 392 */
387 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
388 /* max duration */ 395 /* limit duration */
389 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 397
392 if (op->type == PLAYER) 398 if (op->type == PLAYER)
393 { 399 {
394 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
395 401
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
398 else 404 else
399 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
400 406
401 op->contr->hidden = 0; 407 op->contr->hidden = 0;
421/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 428 */
423int 429int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 431{
426 object *tmp, *next;
427 int range, i, j, mflags; 432 int range, i, j, mflags;
428 sint16 sx, sy; 433 sint16 sx, sy;
429 maptile *m; 434 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 435
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 437
436 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 445
444 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
445 continue; 447 continue;
446 448
447 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
448 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)
449 { 451 {
450 next = tmp->above; 452 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 456 }
454 } 457 }
455 458
456 return 1; 459 return 1;
458 461
459void 462void
460execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
461{ 464{
462 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 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.");
466 else 468 else
467 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
479 * time delay effect. 476 * time delay effect.
480 */ 477 */
481int 478int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 480{
484 object *dummy; 481 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 482 return 0;
489 483
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 485 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 487 return 1;
494 } 488 }
495 489
496 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 491
504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
505 if (time < 1)
506 time = 1;
507 493
508 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
509 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
510 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
511 */ 497 */
512 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
516 502 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 505
524 op->insert (dummy); 506 op->insert (dummy);
525 507
526 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.");
527 509
565} 547}
566 548
567int 549int
568perceive_self (object *op) 550perceive_self (object *op)
569{ 551{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 554
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
576 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
577 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 565 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
581 567
582 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
583 569
584 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
586 else 572 else
587 { 573 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 575
591 if (tmp) 576 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 580 }
596 581
597 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 585 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 587 {
604 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
606 else 590 else
607 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";
608 592
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 593 break;
611 } 594 }
612 } 595 }
613 } 596
597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614 598
615 return 1; 599 return 1;
616} 600}
617 601
618/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
644 628
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (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) ||
647 ((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)))
648 { 632 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
650 return 0; 634 return 0;
651 } 635 }
652 636
653 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 639 else if (spell_ob->race)
656 { 640 {
657 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
658 642
659 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 649 return 0;
666 } 650 }
667 651
668 tmp = arch_to_object (at); 652 tmp = at->instance ();
669 } 653 }
670 else 654 else
671 { 655 {
672 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);
673 return 0; 657 return 0;
678 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
679 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);
680 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);
681 tmp->range = 0; 665 tmp->range = 0;
682 } 666 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
684 { 668 {
685 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);
686 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
687 } 671 }
688 672
689 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])
690 { 674 {
691 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);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
693 } 677 }
694 678
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 680 {
697 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);
698 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
701 } 685 }
702 686
703 /* 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,
704 * 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
705 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
706 */ 690 */
707 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op); 692 tmp->set_owner (op);
709 693
710 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
712 696
713 name = tmp->name; 697 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
715 { 699 {
716 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);
717 return 0; 701 return 0;
718 } 702 }
719 703
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 707
724 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
746 { 730 {
747 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
749 733
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
753 737
754 } 738 }
755 else 739 else
756 posblocked = 1; 740 posblocked = 1;
757 741
763 ((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)
764 { 748 {
765 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
767 751
768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
770 } 754 }
771 else 755 else
772 negblocked = 1; 756 negblocked = 1;
773 } 757 }
774 758
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
777 761
778 return 1; 762 return 1;
779} 763}
780 764
781int 765int
782dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 767{
784 uint32 dist, maxdist; 768 uint32 dist, maxdist;
785 int mflags; 769 int mflags;
786 maptile *m; 770 maptile *m;
787 sint16 sx, sy; 771 sint16 sx, sy;
789 if (op->type != PLAYER) 773 if (op->type != PLAYER)
790 return 0; 774 return 0;
791 775
792 if (!dir) 776 if (!dir)
793 { 777 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
795 return 0; 779 return 0;
796 } 780 }
797 781
798 /* 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
799 * ever, so put limits in. 783 * ever, so put limits in.
800 */ 784 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 786
803 if (op->contr->count) 787 if (spellparam)
804 { 788 {
789 int count = atoi (spellparam);
790
805 if (op->contr->count > maxdist) 791 if (count > maxdist)
806 { 792 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
808 return 0; 794 return 0;
809 } 795 }
810 796
811 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
812 { 798 {
813 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);
814 800
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 802 break;
817 803
818 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)))
819 break; 805 break;
820 } 806 }
821 807
822 if (dist < op->contr->count) 808 if (dist < count)
823 { 809 {
824 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");
825 op->contr->count = 0;
826 return 0; 811 return 0;
827 } 812 }
828
829 op->contr->count = 0;
830 813
831 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
832 * 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,
833 * 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
834 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
876 break; 859 break;
877 860
878 } 861 }
879 if (!dist) 862 if (!dist)
880 { 863 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
882 return 0; 865 return 0;
883 } 866 }
884 } 867 }
885 868
886 /* Actually move the player now */ 869 /* Actually move the player now */
887 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)))
888 return 1; 871 return 1;
889 872
890 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
891 return 1; 875 return 1;
892} 876}
893
894 877
895/* cast_heal: Heals something. 878/* cast_heal: Heals something.
896 * op is the caster. 879 * op is the caster.
897 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
898 * spell is the spell object. 881 * spell is the spell object.
925 { 908 {
926 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 911 * on amount of damage healed.
929 */ 912 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
932 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
933 917
934 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 920 else if (heal > 50)
945 success = 1; 929 success = 1;
946 } 930 }
947 } 931 }
948 932
949 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
951 success = 1; 935 success = 1;
952 936
953 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
954 { 938 {
955 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
957 if (poison) 941 if (poison)
958 { 942 {
959 success = 1; 943 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 946 }
963 } 947 }
964 948
965 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
966 { 950 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 952 if (poison)
969 { 953 {
970 success = 1; 954 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 956 poison->duration = 1;
973 } 957 }
974 } 958 }
975 959
976 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
977 { 961 {
978 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
980 if (poison) 964 if (poison)
981 { 965 {
982 success = 1; 966 success = 1;
983 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.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 986 success = 1;
1003 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!");
1004 } 988 }
1005 989
1006 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 991 {
1008 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1009 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1010 tmp->stats.food = 999; 994
1011 success = 1; 995 success = 1;
1012 /* 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 */
1013 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");
1014 } 998 }
1015 999
1016 return success; 1000 return success;
1017} 1001}
1018
1019 1002
1020/* 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
1021 * 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
1022 * good comments for those. 1005 * good comments for those.
1023 */ 1006 */
1024static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1025 "You grow no stronger.", 1008 "You grow no stronger.",
1026 "You grow no more agile.", 1009 "You grow no more agile.",
1027 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1028 "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."
1029 "You are no easier to look at.", 1014 "You are no easier to look at.",
1030 "no int",
1031 "no pow"
1032}; 1015};
1033 1016
1034int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1035cast_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)
1036{ 1025{
1037 object *force = NULL; 1026 object *force = 0;
1038 int i; 1027 int i;
1039 1028
1040 /* 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. */
1041 object *tmp = dir 1030 object *tmp = dir
1042 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1043 : op; 1032 : op;
1044 1033
1045 if (!tmp) 1034 if (!tmp)
1046 return 0; 1035 return 0;
1047 1036
1048 /* 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. */
1056 break; 1045 break;
1057 } 1046 }
1058 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1059 { 1048 {
1060 if (!silent) 1049 if (!silent)
1061 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
1062 return 0; 1053 return 0;
1063 } 1054 }
1064 } 1055 }
1065 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1066 if (force == NULL) 1060 if (force)
1067 {
1068 force = get_archetype (FORCE_NAME);
1069 force->subtype = FORCE_CHANGE_ABILITY;
1070 if (spell_ob->race)
1071 force->name = spell_ob->race;
1072 else
1073 force->name = spell_ob->name;
1074 force->name_pl = spell_ob->name;
1075 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1076
1077 } 1061 {
1078 else
1079 {
1080 int duration;
1081
1082 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1083 if (duration > force->duration) 1062 if (duration > force->duration)
1084 { 1063 {
1085 force->duration = duration; 1064 force->duration = duration;
1086 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.");
1087 } 1066 }
1088 else 1067 else
1089 {
1090 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.");
1091 } 1069
1092 return 1; 1070 return 1;
1093 } 1071 }
1094 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
1095 force->speed = 1.0; 1088 force->speed = 1.0;
1096 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1097 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1098 1091
1099 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1100 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1101 {
1102 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1103 {
1104 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));
1105 if (force->resist[i] > 100) 1096
1106 force->resist[i] = 100;
1107 }
1108 }
1109 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1110 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);
1111 1099
1112 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1113 { 1101 {
1131 } 1119 }
1132 } 1120 }
1133 1121
1134 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1135 1123
1136 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1137 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1138 1126
1139 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1140 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1141 1129
1142 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1143 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1144 { 1132 {
1145 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1153 force->attacktype = spell_ob->attacktype; 1141 force->attacktype = spell_ob->attacktype;
1154 1142
1155 insert_ob_in_ob (force, tmp); 1143 insert_ob_in_ob (force, tmp);
1156 change_abil (tmp, force); /* Mostly to display any messages */ 1144 change_abil (tmp, force); /* Mostly to display any messages */
1157 tmp->update_stats (); 1145 tmp->update_stats ();
1146
1158 return 1; 1147 return 1;
1159} 1148}
1160 1149
1161/* 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
1162 * 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
1163 * of the caster. 1152 * of the caster.
1164 */ 1153 */
1165
1166int 1154int
1167cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1168{ 1156{
1169 int i; 1157 int i;
1170 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1171 1159
1172 /* 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. */
1173 if (dir != 0) 1161 if (dir != 0)
1174 { 1162 {
1175 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1176 } 1167 }
1177 else 1168 else
1178 {
1179 tmp = op; 1169 tmp = op;
1180 }
1181 1170
1182 /* 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. */
1183 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1184 { 1173 {
1185 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1186 { 1175 {
1187 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1188 { 1177 {
1194 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);
1195 return 0; 1184 return 0;
1196 } 1185 }
1197 } 1186 }
1198 } 1187 }
1188
1199 if (force == NULL) 1189 if (force == NULL)
1200 { 1190 {
1201 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1193 if (spell_ob->race)
1204 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1205 else 1195 else
1206 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1221 { 1211 {
1222 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.");
1223 } 1213 }
1224 return 0; 1214 return 0;
1225 } 1215 }
1216
1226 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;
1227 force->speed = 1.0; 1218 force->speed = 1.0;
1228 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1229 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1230 1221
1231 if (!god) 1222 if (!god)
1232 { 1223 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1234 } 1225 }
1235 else 1226 else
1236 { 1227 {
1237 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1238 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1239 {
1240 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1241 {
1242 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]);
1243 } 1232
1244 }
1245 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1246 1234
1247 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1248 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1249 1237
1268} 1256}
1269 1257
1270/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1271 * 1259 *
1272 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1273 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1274 * about 90% of that of the item itself. It uses the value of the
1275 * object before charisma adjustments, because the nuggets themselves
1276 * will be will be adjusted by charisma when sold.
1277 * 1262 *
1278 * 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
1279 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1280 * 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
1281 * to the max amount of small nuggets as you could get. 1266 * when sold.
1282 *
1283 * For example, if an item is worth 110 gold, you will get
1284 * 4 large nuggets, and from 0-10 small nuggets.
1285 * 1267 *
1286 * 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
1287 * 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
1288 * alchemised. 1270 * alchemised.
1289 */ 1271 */
1290static void 1272static void
1291alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1292{ 1274{
1293 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1294 1276
1295 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1296 * 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
1297 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1298 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1299 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1300 * the stuff back to town. 1282 * the stuff back to town.
1301 */ 1283 */
1302 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1303 value = 0; 1285 value = 0;
1304 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1305 value /= 3; 1287 value /= 3;
1306 else 1288 else
1307 value = value * 9 / 10; 1289 value = value * 9 / 10;
1312 total_weight += obj->total_weight (); 1294 total_weight += obj->total_weight ();
1313 1295
1314 obj->destroy (); 1296 obj->destroy ();
1315} 1297}
1316 1298
1317static void
1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1319{
1320 int flag = 0;
1321
1322 /* Put any nuggets below the player, but we can only pass this
1323 * flag if we are on the same space as the player
1324 */
1325 if (x == op->x && y == op->y && op->map == m)
1326 flag = INS_BELOW_ORIGINATOR;
1327
1328 if (small_nuggets)
1329 {
1330 object *tmp = small->clone ();
1331 tmp->nrof = small_nuggets;
1332 m->insert (tmp, x, y, op, flag);
1333 }
1334
1335 if (large_nuggets)
1336 {
1337 object *tmp = large->clone ();
1338 tmp->nrof = large_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1345}
1346
1347int 1299int
1348alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1349{ 1301{
1350 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1351 return 0; 1303 return 0;
1352 1304
1353 object *large = get_archetype ("largenugget"); 1305 archetype *nugget[3];
1354 object *small = get_archetype ("smallnugget"); 1306
1307 nugget[0] = archetype::find (shstr_pyrite3);
1308 nugget[1] = archetype::find (shstr_pyrite2);
1309 nugget[2] = archetype::find (shstr_pyrite);
1355 1310
1356 /* Put a maximum weight of items that can be alchemised. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1357 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1358 * in sight 1313 * in sight
1359 */ 1314 */
1388 1343
1389 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1390 { 1345 {
1391 next = tmp->above; 1346 next = tmp->above;
1392 1347
1393 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1394 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1395 { 1350 {
1396 if (tmp->inv) 1351 if (tmp->inv)
1397 { 1352 {
1398 object *next1, *tmp1; 1353 object *next1, *tmp1;
1399 1354
1400 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1401 { 1356 {
1402 next1 = tmp1->below; 1357 next1 = tmp1->below;
1403 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1404 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1405 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1406 } 1361 }
1407 } 1362 }
1408 1363
1409 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1411 if (weight > weight_max) 1366 if (weight > weight_max)
1412 break; 1367 break;
1413 } 1368 }
1414 } 1369 }
1415 1370
1371 value -= rndm (value >> 4);
1416 value = min (value, value_max); 1372 value = min (value, value_max);
1417 1373
1418 uint64 count = value / large->value; 1374 for (int i = 0; i < array_length (nugget); ++i)
1419 int large_nuggets = count; 1375 if (int nrof = value / nugget [i]->value)
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1424
1425 /* Insert all the nuggets at one time. This probably saves time, but
1426 * it also prevents us from alcheming nuggets that were just created
1427 * with this spell.
1428 */ 1376 {
1429 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1383 }
1430 1384
1431 if (weight > weight_max) 1385 if (weight > weight_max)
1432 goto bailout; 1386 goto bailout;
1433 } 1387 }
1434 } 1388 }
1435 1389
1436bailout: 1390bailout:
1437 large->destroy ();
1438 small->destroy ();
1439 return 1; 1391 return 1;
1440} 1392}
1441
1442 1393
1443/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1444 * items. 1395 * items.
1445 */ 1396 */
1446int 1397int
1447remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1448{ 1399{
1449 object *tmp;
1450 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1451 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
1452 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1453 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1454 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1455 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1456 { 1410 {
1457 was_one++; 1411 ++was_one;
1412
1458 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1459 { 1414 {
1460 success++; 1415 ++success;
1461 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1462 CLEAR_FLAG (tmp, FLAG_DAMNED);
1463 1417
1464 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1465 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1466 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1467 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1468 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1469 } 1425 }
1470 } 1426 }
1471 1427
1472 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1473 { 1429 {
1474 if (success) 1430 if (success)
1475 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1476 else 1432 else
1477 { 1433 {
1478 if (was_one) 1434 if (was_one)
1479 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.>");
1480 else 1436 else
1481 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.>");
1482 } 1438 }
1483 } 1439 }
1484 1440
1485 return success; 1441 return success;
1486} 1442}
1487 1443
1488/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1489
1490int 1445int
1491cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1492{ 1447{
1493 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1494 int success = 0, num_ident;
1495 1449
1496 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));
1497 1451
1498 if (num_ident < 1) 1452 op->splay_marked ();
1499 num_ident = 1;
1500 1453
1501 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1502 { 1455 {
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1504 { 1457 {
1505 identify (tmp); 1458 identify (tmp);
1506 1459
1507 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1508 { 1461 {
1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1510 1463
1511 if (tmp->msg) 1464 if (tmp->msg)
1512 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1515 }
1516 } 1466 }
1517 1467
1518 num_ident--;
1519 success = 1;
1520 if (!num_ident) 1468 if (!--num_ident)
1521 break; 1469 break;
1522 } 1470 }
1523 } 1471 }
1524 1472
1525 /* 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
1526 * 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
1527 * was not fully used. 1475 * was not fully used.
1528 */ 1476 */
1529 if (num_ident) 1477 if (num_ident)
1530 { 1478 {
1531 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1533 { 1481 {
1534 identify (tmp); 1482 identify (tmp);
1535 1483
1536 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1537 { 1485 {
1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1539 1487
1540 if (tmp->msg) 1488 if (tmp->msg)
1541 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1544 }
1545
1546 esrv_send_item (op, tmp);
1547 } 1490 }
1548 1491
1549 num_ident--;
1550 success = 1;
1551 if (!num_ident) 1492 if (!--num_ident)
1552 break; 1493 break;
1553 } 1494 }
1554 } 1495 }
1555 1496
1556 if (!success) 1497 if (buf.empty ())
1557 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 }
1558 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1559 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1560 1508 return 1;
1561 return success; 1509 }
1562} 1510}
1563 1511
1564int 1512int
1565cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1566{ 1514{
1567 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1568 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1569 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1570 maptile *m; 1518 maptile *m;
1571 1519
1572 /* 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
1573 * doing it over and over again. 1521 * doing it over and over again.
1574 */ 1522 */
1575 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1576 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1577 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1578 1526
1579 if (!skill) 1527 if (!skill)
1580 skill = caster; 1528 skill = caster;
1581 1529
1582 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1583 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1584 { 1532 {
1585 m = op->map;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1589
1590 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1591 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1592 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1593 * down - that is easier than working up. 1536 * down - that is easier than working up.
1594 */ 1537 */
1595 1538
1596 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)
1597 last = tmp; 1540 last = tmp;
1598 1541
1599 /* 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
1600 * would happen. 1543 * would happen.
1601 */ 1544 */
1602 if (!last) 1545 if (!last)
1603 continue; 1546 continue;
1604 1547
1605 done_one = 0; 1548 done_one = 0;
1606 floor = 0; 1549 floor = 0;
1607 detect = NULL; 1550 detect = 0;
1608 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1609 { 1552 {
1610 /* show invisible */ 1553 /* show invisible */
1611 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1612 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1613 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1614 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1615 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1616 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
1617 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1618 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1619 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)
1620 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1621 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)))
1622 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1623 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)
1624 { 1578 {
1625 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
1626 done_one = 1; 1661 done_one = 1;
1627 } 1662 }
1628 } 1663 }
1629
1630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1631 floor = 1;
1632
1633 /* All detections below this point don't descend beneath the floor,
1634 * so just continue on. We could be clever and look at the type of
1635 * detection to completely break out if we don't care about objects beneath
1636 * the floor, but once we get to the floor, not likely a very big issue anyways.
1637 */
1638 if (floor)
1639 continue;
1640
1641 /* I had thought about making detect magic and detect curse
1642 * show the flash the magic item like it does for detect monster.
1643 * however, if the object is within sight, this would then make it
1644 * difficult to see what object is magical/cursed, so the
1645 * effect wouldn't be as apparant.
1646 */
1647
1648 /* detect magic */
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1650 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1653 /* make runes more visibile */
1654 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1655 tmp->stats.Cha /= 4;
1656 done_one = 1;
1657 }
1658 /* detect monster */
1659 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1660 {
1661 done_one = 2;
1662 if (!detect)
1663 detect = tmp;
1664 }
1665 /* Basically, if race is set in the spell, then the creatures race must
1666 * match that. if the spell race is set to GOD, then the gods opposing
1667 * race must match.
1668 */
1669 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1670 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1671 (strstr (spell->race, tmp->race))))
1672 {
1673 done_one = 2;
1674 if (!detect)
1675 detect = tmp;
1676 }
1677 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1678 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1679 {
1680 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1681 done_one = 1;
1682 }
1683 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1684 1665
1685 /* 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
1686 * where the magic is. 1667 * where the magic is.
1687 */ 1668 */
1688 if (done_one) 1669 if (done_one)
1689 { 1670 {
1690 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1691 1672
1692 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1693 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1694 { 1675 {
1695 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1696 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1697 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1698 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1699 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1700 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1701 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1702 } 1683 }
1703 1684
1704 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1705 } 1686 }
1706 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1707 1688
1708 1689
1709 /* 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 */
1710 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])
1711 { 1692 {
1712 done_one = 0; 1693 done_one = 0;
1694
1713 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1714 { 1696 {
1715 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1716 { 1698 {
1717 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])
1718 { 1700 {
1719 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1720 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1721 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1722 } 1705 }
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1724 (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]))
1725 { 1709 {
1726 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1727 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1714 }
1730 } /* if item is not identified */ 1715 } /* if item is not identified */
1731 } /* for the players inventory */ 1716 } /* for the players inventory */
1732 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1733 return 1; 1719 return 1;
1734} 1720}
1735 1721
1736 1722
1737/** 1723/**
1750 1736
1751 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.");
1752 1738
1753 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1754 { 1740 {
1755 object *tmp;
1756
1757 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1758
1759 /* Explodes a fireball centered at player */
1760 tmp = get_archetype (EXPLODING_FIREBALL);
1761 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1762 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1763
1764 tmp->insert_at (victim);
1765 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1766 } 1744 }
1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1768 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.");
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1770 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!");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1772 { 1750 {
1773 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1797 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1798 1776
1799 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1800 { 1778 {
1801 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)
1802 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1803 break; 1781 break;
1804 } 1782 }
1805 1783
1806 1784
1807 /* 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
1808 * 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.
1809 */ 1787 */
1810 if (plyr == NULL) 1788 if (plyr == NULL)
1811 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)
1812 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1813 break; 1791 break;
1814 1792
1815 if (!plyr) 1793 if (!plyr)
1816 { 1794 {
1817 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1818 return 0; 1796 return 0;
1819 } 1797 }
1820 /* give sp */ 1798 /* give sp */
1821 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1822 { 1800 {
1823 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);
1824 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1825 return 1; 1803 return 1;
1826 } 1804 }
1827 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1828 else if (op != plyr) 1806 else if (op != plyr)
1829 { 1807 {
1834 if (rate > 95) 1812 if (rate > 95)
1835 rate = 95; 1813 rate = 95;
1836 1814
1837 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1838 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1839 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1840 { 1818 {
1841 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1842 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1843 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1844 if (sucked > 0) 1822 if (sucked > 0)
1845 { 1823 {
1846 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1847 } 1825 }
1848 } 1826 }
1849 return 1; 1827 return 1;
1850 } 1828 }
1851 return 0; 1829 return 0;
1895 * monsters either. 1873 * monsters either.
1896 */ 1874 */
1897 1875
1898 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1899 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1900 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1901 && (op->level > head->level)) 1879 && (op->level > head->level))
1902 head->destroy (); 1880 head->destroy ();
1903 else 1881 else
1904 switch (head->type) 1882 switch (head->type)
1905 { 1883 {
1906 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1907 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1908 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1909 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1910 continue; 1888 continue;
1911 1889
1912 if (op->level > head->level) 1890 if (op->level > head->level)
1913 head->destroy (); 1891 head->destroy ();
1914 1892
1927 break; 1905 break;
1928 } 1906 }
1929 } 1907 }
1930} 1908}
1931 1909
1932
1933
1934/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1935int 1911int
1936cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1937{ 1913{
1938 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1939 1915
1940 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1941 1917
1942 if (!god) 1918 if (!god)
1943 { 1919 {
1944 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!");
1945 return 0; 1921 return 0;
1946 } 1922 }
1947 1923
1948 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1949 { 1925 {
1950 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1951 break; 1927 break;
1952 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1953 { 1929 {
1954 1930
1955 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1956 { 1932 {
1957 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);
1958 return 0; 1934 return 0;
1959 } 1935 }
1960 else 1936 else
1961 { 1937 {
1962 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1963 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1964 tmp->name = buf; 1940 tmp->name = buf;
1965 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1966 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1967 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1968 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1969 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);
1970 return 1; 1948 return 1;
1971 } 1949 }
1972 } 1950 }
1973 } 1951 }
1974 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!");
1975 return 0; 1954 return 0;
1976} 1955}
1977 1956
1978/* animate_weapon - 1957/* animate_weapon -
1979 * 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.
1986 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1987 */ 1966 */
1988int 1967int
1989animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1990{ 1969{
1991 object *weapon, *tmp;
1992 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1993 int a, i; 1971 int a, i;
1994 sint16 x, y; 1972 sint16 x, y;
1995 maptile *m; 1973 maptile *m;
1996 materialtype_t *mt;
1997 1974
1998 if (!spell->other_arch) 1975 if (!spell->other_arch)
1999 { 1976 {
2000 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2001 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);
2012 return 0; 1989 return 0;
2013 } 1990 }
2014 1991
2015 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2016 if (!dir) 1993 if (!dir)
2017 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);
2018 1995
2019 m = op->map; 1996 m = op->map;
2020 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2021 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2022 1999
2023 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2024 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)
2025 ((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))
2026 { 2003 {
2027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2028 return 0; 2005 return 0;
2029 } 2006 }
2030 2007
2031 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2032 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2033 2010
2034 if (!weapon) 2011 if (!weapon)
2035 { 2012 {
2036 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!");
2037 return 0; 2014 return 0;
2038 } 2015 }
2016
2039 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2040 { 2018 {
2041 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2042 return 0; 2020 return 0;
2043 } 2021 }
2022
2044 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2045 { 2024 {
2046 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.");
2047 return 0; 2026 return 0;
2048 } 2027 }
2049 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2050 { 2030 {
2051 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));
2052 return 0; 2032 return 0;
2053 } 2033 }
2054 2034
2055 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2056 {
2057 tmp = get_split_ob (weapon, 1);
2058 esrv_send_item (op, weapon);
2059 weapon = tmp;
2060 }
2061 2036
2062 /* create the golem object */ 2037 /* create the golem object */
2063 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2064 2039
2065 /* 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 */
2066 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2067 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2068 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2069 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2070 tmp->set_owner (op); 2045 tmp->set_owner (op);
2071 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2072 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2073 2048
2074 /* 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
2075 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2076 * used above. 2051 * used above.
2077 */ 2052 */
2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2079 weapon->remove (); 2054 weapon->remove ();
2080 2055
2081 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2082 esrv_send_item (op, weapon); 2057
2083 /* 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,
2084 * 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
2085 * body_info, skills, etc) 2060 * body_info, skills, etc)
2086 */ 2061 */
2087 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2088 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2089 tmp->update_stats (); 2064 tmp->update_stats ();
2090 2065
2091 /* 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
2092 * 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 -
2093 * 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.
2113 2088
2114 /* attacktype */ 2089 /* attacktype */
2115 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2116 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2117 2092
2118 mt = NULL;
2119 if (op->materialname != NULL)
2120 mt = name_to_material (op->materialname);
2121 if (mt != NULL)
2122 {
2123 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2124 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2125 a = mt->save[0]; 2095
2126 } 2096 a = op->material->save[0];
2127 else 2097
2128 {
2129 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 5;
2131 a = 10;
2132 }
2133 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2134 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2135 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2136 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2137 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2143 2108
2144 /* 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 */
2145 2110
2146 if (a > 14) 2111 if (a > 14)
2147 a = 14; 2112 a = 14;
2113
2148 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));
2149 2115
2150 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2151 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)));
2152 2118
2153 if (!spell->race) 2119 if (!spell->race)
2154 { 2120 {
2155 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2156 tmp->name = buf; 2122 tmp->name = buf;
2162 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2163 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2164 } 2130 }
2165 2131
2166 /* 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. */
2167 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));
2168 2134
2169 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2170 tmp->direction = dir; 2136 tmp->direction = dir;
2171 2137
2172 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2176/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2177 2143
2178/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2179 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2180 */ 2146 */
2181
2182int 2147int
2183cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2184{ 2149{
2185 int success; 2150 int success;
2186 2151
2190 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2191 2156
2192 if (!success) 2157 if (!success)
2193 { 2158 {
2194 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2195 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2196 else 2161 else
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2198 } 2163 }
2164
2199 return success; 2165 return success;
2200} 2166}
2201
2202
2203
2204
2205 2167
2206/* 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.
2207 * 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,
2208 * spell is the spell object itself. 2170 * spell is the spell object itself.
2209 */ 2171 */
2215 2177
2216 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2217 if (new_aura) 2179 if (new_aura)
2218 refresh = 1; 2180 refresh = 1;
2219 else 2181 else
2220 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2221 2183
2222 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);
2223 2185
2224 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);
2225 2187
2226 new_aura->set_owner (op);
2227 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2228 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2229 2190
2230 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2231 if (refresh) 2193 if (refresh)
2232 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.");
2233 else 2195 else
2234 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
2235 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2236 return 1; 2201 return 1;
2237} 2202}
2238
2239 2203
2240/* 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,
2241 * 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
2242 * around him. 2206 * around him.
2243 * Aura parameters: 2207 * Aura parameters:
2244 * duration: duration counter. 2208 * duration: duration counter.
2245 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2246 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2247 */ 2211 */
2248
2249void 2212void
2250move_aura (object *aura) 2213move_aura (object *aura)
2251{ 2214{
2252 int i, mflags;
2253 object *env;
2254 maptile *m;
2255
2256 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2257 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2258 2218
2259 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2260 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2261 */ 2221 */
2262 aura->remove (); 2222 aura->remove ();
2267 aura->destroy (); 2227 aura->destroy ();
2268 return; 2228 return;
2269 } 2229 }
2270 2230
2271 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2272 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2273 { 2233 {
2274 aura->destroy (); 2234 aura->destroy ();
2275 return; 2235 return;
2276 } 2236 }
2277 2237
2278 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2279 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2280 */ 2240 */
2281 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2282 2242
2283 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2284 { 2244 {
2285 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2286 2247
2287 nx = aura->x + freearr_x[i];
2288 ny = aura->y + freearr_y[i];
2289 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2290
2291 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2292 * 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
2293 * 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.
2294 */ 2251 */
2295 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)))
2296 { 2253 {
2297 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2298 2255
2299 if (aura->other_arch) 2256 if (aura->other_arch)
2300 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2301 } 2258 }
2302 } 2259 }
2303 2260
2304 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2305 aura->remove (); 2262 env->insert (aura);
2306 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2307} 2264}
2308 2265
2309/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2310 * op is the piece object. 2267 * op is the piece object.
2311 */ 2268 */
2312
2313void 2269void
2314move_peacemaker (object *op) 2270move_peacemaker (object *op)
2315{ 2271{
2316 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2317
2318 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2319 { 2273 {
2320 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2321 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2322 2276
2323 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2324 victim = tmp->head;
2325 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2326 continue; 2278 continue;
2327 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2328 continue; 2281 continue;
2282
2329 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2330 continue; 2284 continue;
2331 2285
2332 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2333 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2334 2288
2335 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2336 { 2290 {
2337 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2338 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2339 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2340 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2341#if 0 2296#if 0
2342 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2343 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2346 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2347 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2348 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2349#endif 2304#endif
2350 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2351 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2352 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2353 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2354 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2355 if (victim->name) 2311 if (victim->name)
2356 {
2357 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);
2358 } 2313 }
2359 }
2360 } 2314 }
2361} 2315}
2362
2363 2316
2364/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2365 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2366 */ 2319 */
2367
2368int 2320int
2369write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2370{ 2322{
2371 char rune[HUGE_BUF];
2372 object *tmp;
2373
2374 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2375 { 2324 {
2376 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2377 return 0; 2326 return 0;
2378 } 2327 }
2379 2328
2380 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2381 { 2330 {
2382 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.>");
2383 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);
2384 return 0; 2333 return 0;
2385 } 2334 }
2335
2386 if (!spell->other_arch) 2336 if (!spell->other_arch)
2387 return 0; 2337 return 0;
2388 tmp = arch_to_object (spell->other_arch);
2389 2338
2390 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2391 2340
2392 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2393 tmp->msg = rune; 2342 tmp->msg = msg;
2394 2343
2395 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2396 return 1; 2346 return 1;
2397} 2347}
2348

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines