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 1.56 by root, Mon Jun 4 12:19:09 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->archname, "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
1029 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1030 "You are no easier to look at.", 1014 "You are no easier to look at.",
1031}; 1015};
1032 1016
1033int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1034cast_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)
1035{ 1025{
1036 object *force = NULL; 1026 object *force = 0;
1037 int i; 1027 int i;
1038 1028
1039 /* 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. */
1040 object *tmp = dir 1030 object *tmp = dir
1041 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1042 : op; 1032 : op;
1043 1033
1044 if (!tmp) 1034 if (!tmp)
1045 return 0; 1035 return 0;
1046 1036
1047 /* 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. */
1055 break; 1045 break;
1056 } 1046 }
1057 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1058 { 1048 {
1059 if (!silent) 1049 if (!silent)
1060 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
1061 return 0; 1053 return 0;
1062 } 1054 }
1063 } 1055 }
1064 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1065 if (force == NULL) 1060 if (force)
1066 {
1067 force = get_archetype (FORCE_NAME);
1068 force->subtype = FORCE_CHANGE_ABILITY;
1069 if (spell_ob->race)
1070 force->name = spell_ob->race;
1071 else
1072 force->name = spell_ob->name;
1073 force->name_pl = spell_ob->name;
1074 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1075
1076 } 1061 {
1077 else
1078 {
1079 int duration;
1080
1081 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1082 if (duration > force->duration) 1062 if (duration > force->duration)
1083 { 1063 {
1084 force->duration = duration; 1064 force->duration = duration;
1085 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.");
1086 } 1066 }
1087 else 1067 else
1088 {
1089 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.");
1090 }
1091 1069
1092 return 1; 1070 return 1;
1093 } 1071 }
1094 1072
1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 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
1096 force->speed = 1.0; 1088 force->speed = 1.0;
1097 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1098 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1099 1091
1100 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1101 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1102 {
1103 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1104 {
1105 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));
1106 if (force->resist[i] > 100)
1107 force->resist[i] = 100;
1108 }
1109 }
1110 1096
1111 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1112 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);
1113 1099
1114 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1133 } 1119 }
1134 } 1120 }
1135 1121
1136 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1137 1123
1138 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1139 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1140 1126
1141 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1142 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1143 1129
1144 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1145 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1146 { 1132 {
1147 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1167 */ 1153 */
1168int 1154int
1169cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1170{ 1156{
1171 int i; 1157 int i;
1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1173 1159
1174 /* 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. */
1175 if (dir != 0) 1161 if (dir != 0)
1176 { 1162 {
1177 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1178 } 1167 }
1179 else 1168 else
1180 {
1181 tmp = op; 1169 tmp = op;
1182 }
1183 1170
1184 /* 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. */
1185 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1186 { 1173 {
1187 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1188 { 1175 {
1189 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1190 { 1177 {
1196 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);
1197 return 0; 1184 return 0;
1198 } 1185 }
1199 } 1186 }
1200 } 1187 }
1188
1201 if (force == NULL) 1189 if (force == NULL)
1202 { 1190 {
1203 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1204 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1205 if (spell_ob->race) 1193 if (spell_ob->race)
1206 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1207 else 1195 else
1208 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1223 { 1211 {
1224 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.");
1225 } 1213 }
1226 return 0; 1214 return 0;
1227 } 1215 }
1216
1228 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;
1229 force->speed = 1.0; 1218 force->speed = 1.0;
1230 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1231 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1232 1221
1233 if (!god) 1222 if (!god)
1234 { 1223 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1236 } 1225 }
1237 else 1226 else
1238 { 1227 {
1239 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1240 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1241 {
1242 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1243 {
1244 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]);
1245 } 1232
1246 }
1247 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1248 1234
1249 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1250 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1251 1237
1270} 1256}
1271 1257
1272/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1273 * 1259 *
1274 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1275 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1276 * about 90% of that of the item itself. It uses the value of the
1277 * object before charisma adjustments, because the nuggets themselves
1278 * will be will be adjusted by charisma when sold.
1279 * 1262 *
1280 * 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
1281 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1282 * 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
1283 * to the max amount of small nuggets as you could get. 1266 * when sold.
1284 *
1285 * For example, if an item is worth 110 gold, you will get
1286 * 4 large nuggets, and from 0-10 small nuggets.
1287 * 1267 *
1288 * 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
1289 * 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
1290 * alchemised. 1270 * alchemised.
1291 */ 1271 */
1292static void 1272static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1274{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1276
1297 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1298 * 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
1299 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1282 * the stuff back to town.
1303 */ 1283 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1285 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1287 value /= 3;
1308 else 1288 else
1309 value = value * 9 / 10; 1289 value = value * 9 / 10;
1314 total_weight += obj->total_weight (); 1294 total_weight += obj->total_weight ();
1315 1295
1316 obj->destroy (); 1296 obj->destroy ();
1317} 1297}
1318 1298
1319static void
1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1321{
1322 int flag = 0;
1323
1324 /* Put any nuggets below the player, but we can only pass this
1325 * flag if we are on the same space as the player
1326 */
1327 if (x == op->x && y == op->y && op->map == m)
1328 flag = INS_BELOW_ORIGINATOR;
1329
1330 if (small_nuggets)
1331 {
1332 object *tmp = small->clone ();
1333 tmp->nrof = small_nuggets;
1334 m->insert (tmp, x, y, op, flag);
1335 }
1336
1337 if (large_nuggets)
1338 {
1339 object *tmp = large->clone ();
1340 tmp->nrof = large_nuggets;
1341 m->insert (tmp, x, y, op, flag);
1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1347}
1348
1349int 1299int
1350alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1351{ 1301{
1352 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1353 return 0; 1303 return 0;
1354 1304
1355 object *large = get_archetype ("largenugget"); 1305 archetype *nugget[3];
1356 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);
1357 1310
1358 /* 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
1359 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1360 * in sight 1313 * in sight
1361 */ 1314 */
1390 1343
1391 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)
1392 { 1345 {
1393 next = tmp->above; 1346 next = tmp->above;
1394 1347
1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1397 { 1350 {
1398 if (tmp->inv) 1351 if (tmp->inv)
1399 { 1352 {
1400 object *next1, *tmp1; 1353 object *next1, *tmp1;
1401 1354
1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1403 { 1356 {
1404 next1 = tmp1->below; 1357 next1 = tmp1->below;
1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1407 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1408 } 1361 }
1409 } 1362 }
1410 1363
1411 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1413 if (weight > weight_max) 1366 if (weight > weight_max)
1414 break; 1367 break;
1415 } 1368 }
1416 } 1369 }
1417 1370
1371 value -= rndm (value >> 4);
1418 value = min (value, value_max); 1372 value = min (value, value_max);
1419 1373
1420 uint64 count = value / large->value; 1374 for (int i = 0; i < array_length (nugget); ++i)
1421 int large_nuggets = count; 1375 if (int nrof = value / nugget [i]->value)
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1426
1427 /* Insert all the nuggets at one time. This probably saves time, but
1428 * it also prevents us from alcheming nuggets that were just created
1429 * with this spell.
1430 */ 1376 {
1431 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 }
1432 1384
1433 if (weight > weight_max) 1385 if (weight > weight_max)
1434 goto bailout; 1386 goto bailout;
1435 } 1387 }
1436 } 1388 }
1437 1389
1438bailout: 1390bailout:
1439 large->destroy ();
1440 small->destroy ();
1441 return 1; 1391 return 1;
1442} 1392}
1443
1444 1393
1445/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1446 * items. 1395 * items.
1447 */ 1396 */
1448int 1397int
1449remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1450{ 1399{
1451 object *tmp;
1452 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1453 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
1454 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1458 { 1410 {
1459 was_one++; 1411 ++was_one;
1412
1460 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1461 { 1414 {
1462 success++; 1415 ++success;
1463 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1464 CLEAR_FLAG (tmp, FLAG_DAMNED);
1465 1417
1466 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1467 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1468 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1469 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1470 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1471 } 1425 }
1472 } 1426 }
1473 1427
1474 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1475 { 1429 {
1476 if (success) 1430 if (success)
1477 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.>");
1478 else 1432 else
1479 { 1433 {
1480 if (was_one) 1434 if (was_one)
1481 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.>");
1482 else 1436 else
1483 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.>");
1484 } 1438 }
1485 } 1439 }
1486 1440
1487 return success; 1441 return success;
1488} 1442}
1489 1443
1490/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1491
1492int 1445int
1493cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1494{ 1447{
1495 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1496 int success = 0, num_ident;
1497 1449
1498 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));
1499 1451
1500 if (num_ident < 1) 1452 op->splay_marked ();
1501 num_ident = 1;
1502 1453
1503 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1504 { 1455 {
1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1506 { 1457 {
1507 identify (tmp); 1458 identify (tmp);
1508 1459
1509 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1510 { 1461 {
1511 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));
1512 1463
1513 if (tmp->msg) 1464 if (tmp->msg)
1514 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1517 }
1518 } 1466 }
1519 1467
1520 num_ident--;
1521 success = 1;
1522 if (!num_ident) 1468 if (!--num_ident)
1523 break; 1469 break;
1524 } 1470 }
1525 } 1471 }
1526 1472
1527 /* 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
1528 * 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
1529 * was not fully used. 1475 * was not fully used.
1530 */ 1476 */
1531 if (num_ident) 1477 if (num_ident)
1532 { 1478 {
1533 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)
1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1535 { 1481 {
1536 identify (tmp); 1482 identify (tmp);
1537 1483
1538 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1539 { 1485 {
1540 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));
1541 1487
1542 if (tmp->msg) 1488 if (tmp->msg)
1543 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1546 }
1547
1548 esrv_send_item (op, tmp);
1549 } 1490 }
1550 1491
1551 num_ident--;
1552 success = 1;
1553 if (!num_ident) 1492 if (!--num_ident)
1554 break; 1493 break;
1555 } 1494 }
1556 } 1495 }
1557 1496
1558 if (!success) 1497 if (buf.empty ())
1559 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 }
1560 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1561 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1562 1508 return 1;
1563 return success; 1509 }
1564} 1510}
1565 1511
1566int 1512int
1567cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1568{ 1514{
1569 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1570 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1571 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1572 maptile *m; 1518 maptile *m;
1573 1519
1574 /* 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
1575 * doing it over and over again. 1521 * doing it over and over again.
1576 */ 1522 */
1577 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1578 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1579 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1580 1526
1581 if (!skill) 1527 if (!skill)
1582 skill = caster; 1528 skill = caster;
1583 1529
1584 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1585 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1586 { 1532 {
1587 m = op->map;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1593 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1594 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1595 * down - that is easier than working up. 1536 * down - that is easier than working up.
1596 */ 1537 */
1597 1538
1598 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)
1599 last = tmp; 1540 last = tmp;
1600 1541
1601 /* 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
1602 * would happen. 1543 * would happen.
1603 */ 1544 */
1604 if (!last) 1545 if (!last)
1605 continue; 1546 continue;
1606 1547
1607 done_one = 0; 1548 done_one = 0;
1608 floor = 0; 1549 floor = 0;
1609 detect = NULL; 1550 detect = 0;
1610 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1611 { 1552 {
1612 /* show invisible */ 1553 /* show invisible */
1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1614 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1617 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1618 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
1619 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1620 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1621 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)
1622 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1623 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)))
1624 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1625 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)
1626 { 1578 {
1627 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
1628 done_one = 1; 1661 done_one = 1;
1629 } 1662 }
1630 } 1663 }
1631
1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1633 floor = 1;
1634
1635 /* All detections below this point don't descend beneath the floor,
1636 * so just continue on. We could be clever and look at the type of
1637 * detection to completely break out if we don't care about objects beneath
1638 * the floor, but once we get to the floor, not likely a very big issue anyways.
1639 */
1640 if (floor)
1641 continue;
1642
1643 /* I had thought about making detect magic and detect curse
1644 * show the flash the magic item like it does for detect monster.
1645 * however, if the object is within sight, this would then make it
1646 * difficult to see what object is magical/cursed, so the
1647 * effect wouldn't be as apparant.
1648 */
1649
1650 /* detect magic */
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1652 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1653 {
1654 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1655 /* make runes more visibile */
1656 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1657 tmp->stats.Cha /= 4;
1658 done_one = 1;
1659 }
1660 /* detect monster */
1661 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1662 {
1663 done_one = 2;
1664 if (!detect)
1665 detect = tmp;
1666 }
1667 /* Basically, if race is set in the spell, then the creatures race must
1668 * match that. if the spell race is set to GOD, then the gods opposing
1669 * race must match.
1670 */
1671 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1672 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1673 (strstr (spell->race, tmp->race))))
1674 {
1675 done_one = 2;
1676 if (!detect)
1677 detect = tmp;
1678 }
1679 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1680 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1681 {
1682 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1683 done_one = 1;
1684 }
1685 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1686 1665
1687 /* 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
1688 * where the magic is. 1667 * where the magic is.
1689 */ 1668 */
1690 if (done_one) 1669 if (done_one)
1691 { 1670 {
1692 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1693 1672
1694 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1695 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1696 { 1675 {
1697 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1698 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1699 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1700 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1701 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1704 } 1683 }
1705 1684
1706 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1707 } 1686 }
1708 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1709 1688
1710 1689
1711 /* 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 */
1712 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])
1713 { 1692 {
1714 done_one = 0; 1693 done_one = 0;
1694
1715 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1716 { 1696 {
1717 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1718 { 1698 {
1719 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])
1720 { 1700 {
1721 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1722 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1723 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1724 } 1705 }
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1726 (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]))
1727 { 1709 {
1728 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1729 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1730 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1731 } 1714 }
1732 } /* if item is not identified */ 1715 } /* if item is not identified */
1733 } /* for the players inventory */ 1716 } /* for the players inventory */
1734 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1735 return 1; 1719 return 1;
1736} 1720}
1737 1721
1738 1722
1739/** 1723/**
1752 1736
1753 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.");
1754 1738
1755 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1756 { 1740 {
1757 object *tmp;
1758
1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1760
1761 /* Explodes a fireball centered at player */
1762 tmp = get_archetype (EXPLODING_FIREBALL);
1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1765
1766 tmp->insert_at (victim);
1767 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1768 } 1744 }
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1770 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.");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1772 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!");
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1774 { 1750 {
1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1799 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1800 1776
1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1802 { 1778 {
1803 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)
1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1805 break; 1781 break;
1806 } 1782 }
1807 1783
1808 1784
1809 /* 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
1810 * 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.
1811 */ 1787 */
1812 if (plyr == NULL) 1788 if (plyr == NULL)
1813 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)
1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1815 break; 1791 break;
1816 1792
1817 if (!plyr) 1793 if (!plyr)
1818 { 1794 {
1819 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1820 return 0; 1796 return 0;
1821 } 1797 }
1822 /* give sp */ 1798 /* give sp */
1823 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1824 { 1800 {
1825 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);
1826 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1827 return 1; 1803 return 1;
1828 } 1804 }
1829 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1830 else if (op != plyr) 1806 else if (op != plyr)
1831 { 1807 {
1836 if (rate > 95) 1812 if (rate > 95)
1837 rate = 95; 1813 rate = 95;
1838 1814
1839 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1840 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1841 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1842 { 1818 {
1843 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1844 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1845 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1846 if (sucked > 0) 1822 if (sucked > 0)
1847 { 1823 {
1848 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1849 } 1825 }
1850 } 1826 }
1851 return 1; 1827 return 1;
1852 } 1828 }
1853 return 0; 1829 return 0;
1897 * monsters either. 1873 * monsters either.
1898 */ 1874 */
1899 1875
1900 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1901 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1902 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1903 && (op->level > head->level)) 1879 && (op->level > head->level))
1904 head->destroy (); 1880 head->destroy ();
1905 else 1881 else
1906 switch (head->type) 1882 switch (head->type)
1907 { 1883 {
1908 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1912 continue; 1888 continue;
1913 1889
1914 if (op->level > head->level) 1890 if (op->level > head->level)
1915 head->destroy (); 1891 head->destroy ();
1916 1892
1929 break; 1905 break;
1930 } 1906 }
1931 } 1907 }
1932} 1908}
1933 1909
1934
1935
1936/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1937int 1911int
1938cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1939{ 1913{
1940 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1941 1915
1942 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1943 1917
1944 if (!god) 1918 if (!god)
1945 { 1919 {
1946 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!");
1947 return 0; 1921 return 0;
1948 } 1922 }
1949 1923
1950 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1951 { 1925 {
1952 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1953 break; 1927 break;
1954 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1955 { 1929 {
1956 1930
1957 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1958 { 1932 {
1959 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);
1960 return 0; 1934 return 0;
1961 } 1935 }
1962 else 1936 else
1963 { 1937 {
1964 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1965 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1966 tmp->name = buf; 1940 tmp->name = buf;
1967 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1968 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1969 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1970 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1971 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);
1972 return 1; 1948 return 1;
1973 } 1949 }
1974 } 1950 }
1975 } 1951 }
1976 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!");
1977 return 0; 1954 return 0;
1978} 1955}
1979 1956
1980/* animate_weapon - 1957/* animate_weapon -
1981 * 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.
1988 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1989 */ 1966 */
1990int 1967int
1991animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1992{ 1969{
1993 object *weapon, *tmp;
1994 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1995 int a, i; 1971 int a, i;
1996 sint16 x, y; 1972 sint16 x, y;
1997 maptile *m; 1973 maptile *m;
1998 materialtype_t *mt;
1999 1974
2000 if (!spell->other_arch) 1975 if (!spell->other_arch)
2001 { 1976 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2003 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);
2014 return 0; 1989 return 0;
2015 } 1990 }
2016 1991
2017 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2018 if (!dir) 1993 if (!dir)
2019 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);
2020 1995
2021 m = op->map; 1996 m = op->map;
2022 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2023 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2024 1999
2025 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2026 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)
2027 ((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))
2028 { 2003 {
2029 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2030 return 0; 2005 return 0;
2031 } 2006 }
2032 2007
2033 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2034 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2035 2010
2036 if (!weapon) 2011 if (!weapon)
2037 { 2012 {
2038 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!");
2039 return 0; 2014 return 0;
2040 } 2015 }
2016
2041 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2042 { 2018 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2044 return 0; 2020 return 0;
2045 } 2021 }
2022
2046 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2047 { 2024 {
2048 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.");
2049 return 0; 2026 return 0;
2050 } 2027 }
2051 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2052 { 2030 {
2053 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));
2054 return 0; 2032 return 0;
2055 } 2033 }
2056 2034
2057 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2058 {
2059 tmp = get_split_ob (weapon, 1);
2060 esrv_send_item (op, weapon);
2061 weapon = tmp;
2062 }
2063 2036
2064 /* create the golem object */ 2037 /* create the golem object */
2065 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2066 2039
2067 /* 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 */
2068 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2069 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2070 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2071 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2072 tmp->set_owner (op); 2045 tmp->set_owner (op);
2073 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2074 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2075 2048
2076 /* 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
2077 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2078 * used above. 2051 * used above.
2079 */ 2052 */
2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2081 weapon->remove (); 2054 weapon->remove ();
2082 2055
2083 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2084 esrv_send_item (op, weapon); 2057
2085 /* 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,
2086 * 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
2087 * body_info, skills, etc) 2060 * body_info, skills, etc)
2088 */ 2061 */
2089 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2090 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2091 tmp->update_stats (); 2064 tmp->update_stats ();
2092 2065
2093 /* 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
2094 * 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 -
2095 * 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.
2115 2088
2116 /* attacktype */ 2089 /* attacktype */
2117 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2118 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2119 2092
2120 mt = NULL;
2121 if (op->materialname != NULL)
2122 mt = name_to_material (op->materialname);
2123 if (mt != NULL)
2124 {
2125 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2126 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2127 a = mt->save[0]; 2095
2128 } 2096 a = op->material->save[0];
2129 else 2097
2130 {
2131 for (i = 0; i < NROFATTACKS; i++)
2132 tmp->resist[i] = 5;
2133 a = 10;
2134 }
2135 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2136 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2137 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2138 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2145 2108
2146 /* 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 */
2147 2110
2148 if (a > 14) 2111 if (a > 14)
2149 a = 14; 2112 a = 14;
2113
2150 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));
2151 2115
2152 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2153 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)));
2154 2118
2155 if (!spell->race) 2119 if (!spell->race)
2156 { 2120 {
2157 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2158 tmp->name = buf; 2122 tmp->name = buf;
2164 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2166 } 2130 }
2167 2131
2168 /* 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. */
2169 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));
2170 2134
2171 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2172 tmp->direction = dir; 2136 tmp->direction = dir;
2173 2137
2174 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2178/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2179 2143
2180/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2181 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2182 */ 2146 */
2183
2184int 2147int
2185cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2186{ 2149{
2187 int success; 2150 int success;
2188 2151
2192 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2193 2156
2194 if (!success) 2157 if (!success)
2195 { 2158 {
2196 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2198 else 2161 else
2199 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2200 } 2163 }
2164
2201 return success; 2165 return success;
2202} 2166}
2203
2204
2205
2206
2207 2167
2208/* 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.
2209 * 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,
2210 * spell is the spell object itself. 2170 * spell is the spell object itself.
2211 */ 2171 */
2217 2177
2218 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2219 if (new_aura) 2179 if (new_aura)
2220 refresh = 1; 2180 refresh = 1;
2221 else 2181 else
2222 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2223 2183
2224 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);
2225 2185
2226 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);
2227 2187
2228 new_aura->set_owner (op);
2229 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2230 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2231 2190
2232 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2233 if (refresh) 2193 if (refresh)
2234 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.");
2235 else 2195 else
2236 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
2237 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2238 return 1; 2201 return 1;
2239} 2202}
2240
2241 2203
2242/* 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,
2243 * 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
2244 * around him. 2206 * around him.
2245 * Aura parameters: 2207 * Aura parameters:
2246 * duration: duration counter. 2208 * duration: duration counter.
2247 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2248 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2249 */ 2211 */
2250
2251void 2212void
2252move_aura (object *aura) 2213move_aura (object *aura)
2253{ 2214{
2254 int i, mflags;
2255 object *env;
2256 maptile *m;
2257
2258 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2259 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2260 2218
2261 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2262 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2263 */ 2221 */
2264 aura->remove (); 2222 aura->remove ();
2269 aura->destroy (); 2227 aura->destroy ();
2270 return; 2228 return;
2271 } 2229 }
2272 2230
2273 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2274 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2275 { 2233 {
2276 aura->destroy (); 2234 aura->destroy ();
2277 return; 2235 return;
2278 } 2236 }
2279 2237
2280 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2281 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2282 */ 2240 */
2283 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2284 2242
2285 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2286 { 2244 {
2287 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2288 2247
2289 nx = aura->x + freearr_x[i];
2290 ny = aura->y + freearr_y[i];
2291 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2292
2293 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2294 * 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
2295 * 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.
2296 */ 2251 */
2297 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)))
2298 { 2253 {
2299 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2300 2255
2301 if (aura->other_arch) 2256 if (aura->other_arch)
2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2303 } 2258 }
2304 } 2259 }
2305 2260
2306 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2307 aura->remove (); 2262 env->insert (aura);
2308 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2309} 2264}
2310 2265
2311/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2312 * op is the piece object. 2267 * op is the piece object.
2313 */ 2268 */
2314
2315void 2269void
2316move_peacemaker (object *op) 2270move_peacemaker (object *op)
2317{ 2271{
2318 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2319
2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2321 { 2273 {
2322 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2323 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2324 2276
2325 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2326 victim = tmp->head;
2327 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2328 continue; 2278 continue;
2329 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2330 continue; 2281 continue;
2282
2331 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2332 continue; 2284 continue;
2333 2285
2334 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2335 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2336 2288
2337 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2338 { 2290 {
2339 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2340 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2341 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2342 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2343#if 0 2296#if 0
2344 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2345 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2348 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2349 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2350 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2351#endif 2304#endif
2352 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2353 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2354 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2355 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2356 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2357 if (victim->name) 2311 if (victim->name)
2358 {
2359 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);
2360 } 2313 }
2361 }
2362 } 2314 }
2363} 2315}
2364
2365 2316
2366/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2367 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2368 */ 2319 */
2369
2370int 2320int
2371write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2372{ 2322{
2373 char rune[HUGE_BUF];
2374 object *tmp;
2375
2376 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2377 { 2324 {
2378 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2379 return 0; 2326 return 0;
2380 } 2327 }
2381 2328
2382 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2383 { 2330 {
2384 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.>");
2385 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);
2386 return 0; 2333 return 0;
2387 } 2334 }
2335
2388 if (!spell->other_arch) 2336 if (!spell->other_arch)
2389 return 0; 2337 return 0;
2390 tmp = arch_to_object (spell->other_arch);
2391 2338
2392 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2393 2340
2394 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2395 tmp->msg = rune; 2342 tmp->msg = msg;
2396 2343
2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2398 return 1; 2346 return 1;
2399} 2347}
2348

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines