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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 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.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 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));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
78 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;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 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));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 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));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_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)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 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);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 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);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 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);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 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 ())
205 pick_up (op, missile); 202 pick_up (op, missile);
206 203
207 return 1; 204 return 1;
208} 205}
209 206
210 207
211/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
212 * 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*/
213int 210int
214cast_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)
215{ 212{
216 int food_value; 213 int food_value;
217 archetype *at = NULL; 214 archetype *at = NULL;
218 object *new_op; 215 object *new_op;
219 216
220 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);
221 218
222 if (stringarg) 219 if (spellparam)
223 { 220 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 222 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 225 spellparam = NULL;
229 } 226 }
230 227
231 if (!stringarg) 228 if (!spellparam)
232 { 229 {
233 archetype *at_tmp; 230 archetype *at_tmp;
234 231
235 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
261 /* 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
262 * know 259 * know
263 */ 260 */
264 if (!at) 261 if (!at)
265 { 262 {
266 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.");
267 return 0; 264 return 0;
268 } 265 }
269 266
270 food_value /= at->stats.food; 267 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 268 new_op = at->instance ();
272 new_op->nrof = food_value; 269 new_op->nrof = food_value;
273 270
274 new_op->value = 0; 271 new_op->value = 0;
275 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
276 new_op->nrof = 1; 273 new_op->nrof = 1;
284{ 281{
285 int r, mflags, maxrange; 282 int r, mflags, maxrange;
286 object *tmp; 283 object *tmp;
287 maptile *m; 284 maptile *m;
288 285
289
290 if (!dir) 286 if (!dir)
291 { 287 {
292 examine_monster (op, op); 288 examine_monster (op, op);
293 return 1; 289 return 1;
294 } 290 }
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 299
304 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
305 break; 301 break;
306 302
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 304 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 306 return 0;
311 } 307 }
308
312 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
313 { 310 {
314 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)
315 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]))
316 { 313 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 315 if (tmp->head != NULL)
319 tmp = tmp->head; 316 tmp = tmp->head;
320 examine_monster (op, tmp); 317 examine_monster (op, tmp);
335 * pl is invisible. 332 * pl is invisible.
336 */ 333 */
337int 334int
338makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
339{ 336{
340
341 if (!pl->invisible) 337 if (!pl->invisible)
342 return 0; 338 return 0;
339
343 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
344 { 341 {
345 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
347 { 344 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
349 return 0; 346 return 0;
347
350 return 1; 348 return 1;
351 } 349 }
350
352 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 353 return 1;
354
355 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
356 if (!mon->race) 356 if (!mon->race)
357 return 0; 357 return 0;
358
358 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 360 return 1;
361
360 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
361 return 0; 363 return 0;
362 } 364 }
363 else 365 else
364 { 366 {
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 391 * and if statement or two.
390 */ 392 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
392 /* max duration */ 395 /* limit duration */
393 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 428 */
427int 429int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 431{
430 object *tmp, *next;
431 int range, i, j, mflags; 432 int range, i, j, mflags;
432 sint16 sx, sy; 433 sint16 sx, sy;
433 maptile *m; 434 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 435
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 437
440 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 445
448 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
449 continue; 447 continue;
450 448
451 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
452 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)
453 { 451 {
454 next = tmp->above; 452 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 456 }
458 } 457 }
459 458
460 return 1; 459 return 1;
462 461
463void 462void
464execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
465{ 464{
466 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 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.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
481/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
483 * time delay effect. 476 * time delay effect.
484 */ 477 */
485int 478int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 480{
488 object *dummy; 481 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 482 return 0;
493 483
494 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))
495 { 485 {
496 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.");
497 return 1; 487 return 1;
498 } 488 }
499 489
500 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
501 if (dummy == NULL)
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0;
506 }
507 491
508 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));
509 if (time < 1)
510 time = 1;
511 493
512 /* 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
513 * 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
514 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
515 */ 497 */
516 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
520 502 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
523 */
524 EXIT_PATH (dummy) = op->contr->savebed_map;
525 EXIT_X (dummy) = op->contr->bed_x;
526 EXIT_Y (dummy) = op->contr->bed_y;
527 505
528 op->insert (dummy); 506 op->insert (dummy);
529 507
530 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.");
531 509
570 548
571int 549int
572perceive_self (object *op) 550perceive_self (object *op)
573{ 551{
574 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
576 554
577 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 556
579 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
580 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 562
583 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
585 else 565 else
586 buf << "You worship no god.\n"; 566 buf << " - You worship no god.\n";
587 567
588 object *tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
589 569
590 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 571 buf << " - You feel very mundane. ";
592 else 572 else
593 { 573 {
594 buf << "You have: " << cp << ".\n"; 574 buf << " - You have: " << cp << ".\n";
595 575
596 if (tmp) 576 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 580 }
601 581
602 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 585 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 587 {
608 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 589 buf << " - Your metabolism isn't focused on anything.\n";
610 else 590 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 592
613 break; 593 break;
614 } 594 }
615 } 595 }
616 596
617 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 598
621 return 1; 599 return 1;
622} 600}
623 601
624/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
650 628
651 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
652 (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) ||
653 ((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)))
654 { 632 {
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
656 return 0; 634 return 0;
657 } 635 }
658 636
659 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 639 else if (spell_ob->race)
662 { 640 {
663 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
664 642
665 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 649 return 0;
672 } 650 }
673 651
674 tmp = arch_to_object (at); 652 tmp = at->instance ();
675 } 653 }
676 else 654 else
677 { 655 {
678 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);
679 return 0; 657 return 0;
684 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
685 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);
686 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);
687 tmp->range = 0; 665 tmp->range = 0;
688 } 666 }
689 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
690 { 668 {
691 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);
692 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
693 } 671 }
694 672
695 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])
696 { 674 {
697 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);
698 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
699 } 677 }
700 678
701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
702 { 680 {
703 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);
704 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
705 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
706 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
707 } 685 }
708 686
709 /* 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,
710 * 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
711 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
712 */ 690 */
713 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 692 tmp->set_owner (op);
715 693
716 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
718 696
719 name = tmp->name; 697 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 699 {
722 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);
723 return 0; 701 return 0;
724 } 702 }
725 703
726 /* 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 */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 707
730 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
753 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
755 733
756 /* 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 */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
759 737
760 } 738 }
761 else 739 else
762 posblocked = 1; 740 posblocked = 1;
763 741
770 { 748 {
771 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
773 751
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
776 } 754 }
777 else 755 else
778 negblocked = 1; 756 negblocked = 1;
779 } 757 }
780 758
781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
782 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
783 761
784 return 1; 762 return 1;
785} 763}
786 764
787int 765int
788dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 767{
790 uint32 dist, maxdist; 768 uint32 dist, maxdist;
791 int mflags; 769 int mflags;
792 maptile *m; 770 maptile *m;
793 sint16 sx, sy; 771 sint16 sx, sy;
795 if (op->type != PLAYER) 773 if (op->type != PLAYER)
796 return 0; 774 return 0;
797 775
798 if (!dir) 776 if (!dir)
799 { 777 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
801 return 0; 779 return 0;
802 } 780 }
803 781
804 /* 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
805 * ever, so put limits in. 783 * ever, so put limits in.
806 */ 784 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 786
809 if (op->contr->count) 787 if (spellparam)
810 { 788 {
789 int count = atoi (spellparam);
790
811 if (op->contr->count > maxdist) 791 if (count > maxdist)
812 { 792 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
814 return 0; 794 return 0;
815 } 795 }
816 796
817 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
818 { 798 {
819 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);
820 800
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 802 break;
823 803
824 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)))
825 break; 805 break;
826 } 806 }
827 807
828 if (dist < op->contr->count) 808 if (dist < count)
829 { 809 {
830 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");
831 op->contr->count = 0;
832 return 0; 811 return 0;
833 } 812 }
834
835 op->contr->count = 0;
836 813
837 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
838 * 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,
839 * 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
840 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
882 break; 859 break;
883 860
884 } 861 }
885 if (!dist) 862 if (!dist)
886 { 863 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
888 return 0; 865 return 0;
889 } 866 }
890 } 867 }
891 868
892 /* Actually move the player now */ 869 /* Actually move the player now */
893 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)))
894 return 1; 871 return 1;
895 872
896 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
897 return 1; 875 return 1;
898} 876}
899
900 877
901/* cast_heal: Heals something. 878/* cast_heal: Heals something.
902 * op is the caster. 879 * op is the caster.
903 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
904 * spell is the spell object. 881 * spell is the spell object.
931 { 908 {
932 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 911 * on amount of damage healed.
935 */ 912 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
938 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
939 917
940 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 920 else if (heal > 50)
951 success = 1; 929 success = 1;
952 } 930 }
953 } 931 }
954 932
955 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
957 success = 1; 935 success = 1;
958 936
959 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
960 { 938 {
961 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
963 if (poison) 941 if (poison)
964 { 942 {
965 success = 1; 943 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 946 }
969 } 947 }
970 948
971 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
972 { 950 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 952 if (poison)
975 { 953 {
976 success = 1; 954 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 956 poison->duration = 1;
979 } 957 }
980 } 958 }
981 959
982 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
983 { 961 {
984 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
986 if (poison) 964 if (poison)
987 { 965 {
988 success = 1; 966 success = 1;
989 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.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 986 success = 1;
1009 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!");
1010 } 988 }
1011 989
1012 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 991 {
1014 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1015 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1016 tmp->stats.food = 999; 994
1017 success = 1; 995 success = 1;
1018 /* 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 */
1019 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");
1020 } 998 }
1021 999
1035 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1014 "You are no easier to look at.",
1037}; 1015};
1038 1016
1039int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1040cast_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)
1041{ 1025{
1042 object *force = NULL; 1026 object *force = 0;
1043 int i; 1027 int i;
1044 1028
1045 /* 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. */
1046 object *tmp = dir 1030 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1032 : op;
1049 1033
1050 if (!tmp) 1034 if (!tmp)
1051 return 0; 1035 return 0;
1052 1036
1053 /* 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. */
1061 break; 1045 break;
1062 } 1046 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1048 {
1065 if (!silent) 1049 if (!silent)
1066 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
1067 return 0; 1053 return 0;
1068 } 1054 }
1069 } 1055 }
1070 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1071 if (force == NULL) 1060 if (force)
1072 {
1073 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY;
1075 if (spell_ob->race)
1076 force->name = spell_ob->race;
1077 else
1078 force->name = spell_ob->name;
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1061 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1062 if (duration > force->duration)
1089 { 1063 {
1090 force->duration = duration; 1064 force->duration = duration;
1091 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.");
1092 } 1066 }
1093 else 1067 else
1094 {
1095 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.");
1096 }
1097 1069
1098 return 1; 1070 return 1;
1099 } 1071 }
1100 1072
1101 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
1102 force->speed = 1.0; 1088 force->speed = 1.0;
1103 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1105 1091
1106 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1107 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1108 {
1109 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1110 {
1111 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));
1112 if (force->resist[i] > 100)
1113 force->resist[i] = 100;
1114 }
1115 }
1116 1096
1117 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1118 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);
1119 1099
1120 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1139 } 1119 }
1140 } 1120 }
1141 1121
1142 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1143 1123
1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1145 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1146 1126
1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1148 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1149 1129
1150 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1151 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1152 { 1132 {
1153 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1173 */ 1153 */
1174int 1154int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1156{
1177 int i; 1157 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1159
1180 /* 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. */
1181 if (dir != 0) 1161 if (dir != 0)
1182 { 1162 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1184 } 1167 }
1185 else 1168 else
1186 {
1187 tmp = op; 1169 tmp = op;
1188 }
1189 1170
1190 /* 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. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1173 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1175 {
1195 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1196 { 1177 {
1202 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);
1203 return 0; 1184 return 0;
1204 } 1185 }
1205 } 1186 }
1206 } 1187 }
1188
1207 if (force == NULL) 1189 if (force == NULL)
1208 { 1190 {
1209 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1193 if (spell_ob->race)
1212 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1213 else 1195 else
1214 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1229 { 1211 {
1230 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.");
1231 } 1213 }
1232 return 0; 1214 return 0;
1233 } 1215 }
1216
1234 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;
1235 force->speed = 1.0; 1218 force->speed = 1.0;
1236 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1238 1221
1239 if (!god) 1222 if (!god)
1240 { 1223 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1225 }
1243 else 1226 else
1244 { 1227 {
1245 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1249 {
1250 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]);
1251 } 1232
1252 }
1253 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1254 1234
1255 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1257 1237
1276} 1256}
1277 1257
1278/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1279 * 1259 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1262 *
1286 * 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
1287 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1288 * 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
1289 * to the max amount of small nuggets as you could get. 1266 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1267 *
1294 * 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
1295 * 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
1296 * alchemised. 1270 * alchemised.
1297 */ 1271 */
1298static void 1272static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1274{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1276
1303 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1304 * 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
1305 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1282 * the stuff back to town.
1309 */ 1283 */
1310 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1311 value = 0; 1285 value = 0;
1312 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1313 value /= 3; 1287 value /= 3;
1314 else 1288 else
1315 value = value * 9 / 10; 1289 value = value * 9 / 10;
1320 total_weight += obj->total_weight (); 1294 total_weight += obj->total_weight ();
1321 1295
1322 obj->destroy (); 1296 obj->destroy ();
1323} 1297}
1324 1298
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1299int
1356alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1357{ 1301{
1358 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1359 return 0; 1303 return 0;
1360 1304
1361 object *large = get_archetype ("largenugget"); 1305 archetype *nugget[3];
1362 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);
1363 1310
1364 /* 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
1365 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1313 * in sight
1367 */ 1314 */
1396 1343
1397 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)
1398 { 1345 {
1399 next = tmp->above; 1346 next = tmp->above;
1400 1347
1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1403 { 1350 {
1404 if (tmp->inv) 1351 if (tmp->inv)
1405 { 1352 {
1406 object *next1, *tmp1; 1353 object *next1, *tmp1;
1407 1354
1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1409 { 1356 {
1410 next1 = tmp1->below; 1357 next1 = tmp1->below;
1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1413 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1414 } 1361 }
1415 } 1362 }
1416 1363
1417 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1419 if (weight > weight_max) 1366 if (weight > weight_max)
1420 break; 1367 break;
1421 } 1368 }
1422 } 1369 }
1423 1370
1371 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1372 value = min (value, value_max);
1425 1373
1426 uint64 count = value / large->value; 1374 for (int i = 0; i < array_length (nugget); ++i)
1427 int large_nuggets = count; 1375 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1376 {
1437 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 }
1438 1384
1439 if (weight > weight_max) 1385 if (weight > weight_max)
1440 goto bailout; 1386 goto bailout;
1441 } 1387 }
1442 } 1388 }
1443 1389
1444bailout: 1390bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1391 return 1;
1448} 1392}
1449
1450 1393
1451/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1452 * items. 1395 * items.
1453 */ 1396 */
1454int 1397int
1455remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1456{ 1399{
1457 object *tmp;
1458 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1459 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
1460 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1410 {
1465 was_one++; 1411 ++was_one;
1412
1466 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1467 { 1414 {
1468 success++; 1415 ++success;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1470 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1417
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1425 }
1478 } 1426 }
1479 1427
1480 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1481 { 1429 {
1482 if (success) 1430 if (success)
1483 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.>");
1484 else 1432 else
1485 { 1433 {
1486 if (was_one) 1434 if (was_one)
1487 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.>");
1488 else 1436 else
1489 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.>");
1490 } 1438 }
1491 } 1439 }
1492 1440
1493 return success; 1441 return success;
1494} 1442}
1495 1443
1496/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1497
1498int 1445int
1499cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1500{ 1447{
1501 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1502 int success = 0, num_ident;
1503 1449
1504 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));
1505 1451
1506 if (num_ident < 1) 1452 op->splay_marked ();
1507 num_ident = 1;
1508 1453
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1455 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1512 { 1457 {
1513 identify (tmp); 1458 identify (tmp);
1514 1459
1515 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1516 { 1461 {
1517 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));
1518 1463
1519 if (tmp->msg) 1464 if (tmp->msg)
1520 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524 } 1466 }
1525 1467
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1468 if (!--num_ident)
1529 break; 1469 break;
1530 } 1470 }
1531 } 1471 }
1532 1472
1533 /* 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
1534 * 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
1535 * was not fully used. 1475 * was not fully used.
1536 */ 1476 */
1537 if (num_ident) 1477 if (num_ident)
1538 { 1478 {
1539 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)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1541 { 1481 {
1542 identify (tmp); 1482 identify (tmp);
1543 1483
1544 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1545 { 1485 {
1546 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));
1547 1487
1548 if (tmp->msg) 1488 if (tmp->msg)
1549 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 } 1490 }
1556 1491
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1492 if (!--num_ident)
1560 break; 1493 break;
1561 } 1494 }
1562 } 1495 }
1563 1496
1564 if (!success) 1497 if (buf.empty ())
1565 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 }
1566 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1567 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1568 1508 return 1;
1569 return success; 1509 }
1570} 1510}
1571 1511
1572int 1512int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1514{
1575 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1576 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1577 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1578 maptile *m; 1518 maptile *m;
1579 1519
1580 /* 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
1581 * doing it over and over again. 1521 * doing it over and over again.
1582 */ 1522 */
1583 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1526
1587 if (!skill) 1527 if (!skill)
1588 skill = caster; 1528 skill = caster;
1589 1529
1590 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1591 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1592 { 1532 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1536 * down - that is easier than working up.
1602 */ 1537 */
1603 1538
1604 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)
1605 last = tmp; 1540 last = tmp;
1606 1541
1607 /* 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
1608 * would happen. 1543 * would happen.
1609 */ 1544 */
1610 if (!last) 1545 if (!last)
1611 continue; 1546 continue;
1612 1547
1613 done_one = 0; 1548 done_one = 0;
1614 floor = 0; 1549 floor = 0;
1615 detect = NULL; 1550 detect = 0;
1616 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1552 {
1618 /* show invisible */ 1553 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1620 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1623 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1624 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
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1627 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)
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1629 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)))
1630 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1631 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)
1632 { 1578 {
1633 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
1634 done_one = 1; 1661 done_one = 1;
1635 } 1662 }
1636 } 1663 }
1637
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1;
1640
1641 /* All detections below this point don't descend beneath the floor,
1642 * so just continue on. We could be clever and look at the type of
1643 * detection to completely break out if we don't care about objects beneath
1644 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */
1646 if (floor)
1647 continue;
1648
1649 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant.
1654 */
1655
1656 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4;
1664 done_one = 1;
1665 }
1666 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 {
1669 done_one = 2;
1670 if (!detect)
1671 detect = tmp;
1672 }
1673 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match.
1676 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1679 (strstr (spell->race, tmp->race))))
1680 {
1681 done_one = 2;
1682 if (!detect)
1683 detect = tmp;
1684 }
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1;
1690 }
1691 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1692 1665
1693 /* 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
1694 * where the magic is. 1667 * where the magic is.
1695 */ 1668 */
1696 if (done_one) 1669 if (done_one)
1697 { 1670 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1699 1672
1700 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1702 { 1675 {
1703 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1710 } 1683 }
1711 1684
1712 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1713 } 1686 }
1714 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1715 1688
1716 1689
1717 /* 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 */
1718 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])
1719 { 1692 {
1720 done_one = 0; 1693 done_one = 0;
1694
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1696 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1724 { 1698 {
1725 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])
1726 { 1700 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1705 }
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1732 (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]))
1733 { 1709 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1714 }
1738 } /* if item is not identified */ 1715 } /* if item is not identified */
1739 } /* for the players inventory */ 1716 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1741 return 1; 1719 return 1;
1742} 1720}
1743 1721
1744 1722
1745/** 1723/**
1758 1736
1759 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.");
1760 1738
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1740 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1766
1767 /* Explodes a fireball centered at player */
1768 tmp = get_archetype (EXPLODING_FIREBALL);
1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1771
1772 tmp->insert_at (victim);
1773 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1774 } 1744 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1776 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.");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 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!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1750 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1805 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1806 1776
1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1808 { 1778 {
1809 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)
1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1811 break; 1781 break;
1812 } 1782 }
1813 1783
1814 1784
1815 /* 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
1816 * 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.
1817 */ 1787 */
1818 if (plyr == NULL) 1788 if (plyr == NULL)
1819 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)
1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1821 break; 1791 break;
1822 1792
1823 if (!plyr) 1793 if (!plyr)
1824 { 1794 {
1825 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1826 return 0; 1796 return 0;
1827 } 1797 }
1828 /* give sp */ 1798 /* give sp */
1829 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1830 { 1800 {
1831 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);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1803 return 1;
1834 } 1804 }
1835 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1806 else if (op != plyr)
1837 { 1807 {
1842 if (rate > 95) 1812 if (rate > 95)
1843 rate = 95; 1813 rate = 95;
1844 1814
1845 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1846 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1847 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1848 { 1818 {
1849 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1852 if (sucked > 0) 1822 if (sucked > 0)
1853 { 1823 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1825 }
1856 } 1826 }
1857 return 1; 1827 return 1;
1858 } 1828 }
1859 return 0; 1829 return 0;
1903 * monsters either. 1873 * monsters either.
1904 */ 1874 */
1905 1875
1906 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1907 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1908 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1909 && (op->level > head->level)) 1879 && (op->level > head->level))
1910 head->destroy (); 1880 head->destroy ();
1911 else 1881 else
1912 switch (head->type) 1882 switch (head->type)
1913 { 1883 {
1914 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1918 continue; 1888 continue;
1919 1889
1920 if (op->level > head->level) 1890 if (op->level > head->level)
1921 head->destroy (); 1891 head->destroy ();
1922 1892
1935 break; 1905 break;
1936 } 1906 }
1937 } 1907 }
1938} 1908}
1939 1909
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1943int 1911int
1944cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1945{ 1913{
1946 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1947 1915
1948 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1949 1917
1950 if (!god) 1918 if (!god)
1951 { 1919 {
1952 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!");
1953 return 0; 1921 return 0;
1954 } 1922 }
1955 1923
1956 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1957 { 1925 {
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1959 break; 1927 break;
1960 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1961 { 1929 {
1962 1930
1963 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1964 { 1932 {
1965 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);
1966 return 0; 1934 return 0;
1967 } 1935 }
1968 else 1936 else
1969 { 1937 {
1970 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1940 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1975 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1977 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);
1978 return 1; 1948 return 1;
1979 } 1949 }
1980 } 1950 }
1981 } 1951 }
1982 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!");
1983 return 0; 1954 return 0;
1984} 1955}
1985 1956
1986/* animate_weapon - 1957/* animate_weapon -
1987 * 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.
1994 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1995 */ 1966 */
1996int 1967int
1997animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1998{ 1969{
1999 object *weapon, *tmp;
2000 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2001 int a, i; 1971 int a, i;
2002 sint16 x, y; 1972 sint16 x, y;
2003 maptile *m; 1973 maptile *m;
2004 1974
2019 return 0; 1989 return 0;
2020 } 1990 }
2021 1991
2022 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2023 if (!dir) 1993 if (!dir)
2024 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);
2025 1995
2026 m = op->map; 1996 m = op->map;
2027 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2029 1999
2030 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2031 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)
2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 { 2003 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2035 return 0; 2005 return 0;
2036 } 2006 }
2037 2007
2038 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2039 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2040 2010
2041 if (!weapon) 2011 if (!weapon)
2042 { 2012 {
2043 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!");
2044 return 0; 2014 return 0;
2045 } 2015 }
2016
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2018 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2049 return 0; 2020 return 0;
2050 } 2021 }
2022
2051 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2052 { 2024 {
2053 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.");
2054 return 0; 2026 return 0;
2055 } 2027 }
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2057 { 2030 {
2058 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));
2059 return 0; 2032 return 0;
2060 } 2033 }
2061 2034
2062 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2036
2069 /* create the golem object */ 2037 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2071 2039
2072 /* 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 */
2073 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2074 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2075 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2076 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2077 tmp->set_owner (op); 2045 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2080 2048
2081 /* 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
2082 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2083 * used above. 2051 * used above.
2084 */ 2052 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2086 weapon->remove (); 2054 weapon->remove ();
2087 2055
2088 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2057
2090 /* 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,
2091 * 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
2092 * body_info, skills, etc) 2060 * body_info, skills, etc)
2093 */ 2061 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2095 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2096 tmp->update_stats (); 2064 tmp->update_stats ();
2097 2065
2098 /* 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
2099 * 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 -
2100 * 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.
2120 2088
2121 /* attacktype */ 2089 /* attacktype */
2122 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2123 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2124 2092
2125 if (materialtype_t *mt = name_to_material (op->materialname))
2126 {
2127 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2128 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2129 a = mt->save[0]; 2095
2130 } 2096 a = op->material->save[0];
2131 else
2132 {
2133 for (i = 0; i < NROFATTACKS; i++)
2134 tmp->resist[i] = 5;
2135 a = 10;
2136 }
2137 2097
2138 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2139 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2140 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2141 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2149 /* 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 */
2150 2110
2151 if (a > 14) 2111 if (a > 14)
2152 a = 14; 2112 a = 14;
2153 2113
2154 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));
2155 2115
2156 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2157 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)));
2158 2118
2159 if (!spell->race) 2119 if (!spell->race)
2160 { 2120 {
2161 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2162 tmp->name = buf; 2122 tmp->name = buf;
2168 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2130 }
2171 2131
2172 /* 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. */
2173 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));
2174 2134
2175 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2176 tmp->direction = dir; 2136 tmp->direction = dir;
2177 2137
2178 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2183 2143
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2186 */ 2146 */
2187
2188int 2147int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2149{
2191 int success; 2150 int success;
2192 2151
2196 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2197 2156
2198 if (!success) 2157 if (!success)
2199 { 2158 {
2200 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2202 else 2161 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2204 } 2163 }
2164
2205 return success; 2165 return success;
2206} 2166}
2207
2208
2209
2210
2211 2167
2212/* 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.
2213 * 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,
2214 * spell is the spell object itself. 2170 * spell is the spell object itself.
2215 */ 2171 */
2221 2177
2222 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2223 if (new_aura) 2179 if (new_aura)
2224 refresh = 1; 2180 refresh = 1;
2225 else 2181 else
2226 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2227 2183
2228 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);
2229 2185
2230 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);
2231 2187
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2235 2190
2236 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2237 if (refresh) 2193 if (refresh)
2238 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.");
2239 else 2195 else
2240 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
2241 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2242 return 1; 2201 return 1;
2243} 2202}
2244
2245 2203
2246/* 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,
2247 * 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
2248 * around him. 2206 * around him.
2249 * Aura parameters: 2207 * Aura parameters:
2250 * duration: duration counter. 2208 * duration: duration counter.
2251 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2253 */ 2211 */
2254
2255void 2212void
2256move_aura (object *aura) 2213move_aura (object *aura)
2257{ 2214{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2263 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2264 2218
2265 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2267 */ 2221 */
2268 aura->remove (); 2222 aura->remove ();
2273 aura->destroy (); 2227 aura->destroy ();
2274 return; 2228 return;
2275 } 2229 }
2276 2230
2277 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2279 { 2233 {
2280 aura->destroy (); 2234 aura->destroy ();
2281 return; 2235 return;
2282 } 2236 }
2283 2237
2284 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2286 */ 2240 */
2287 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2288 2242
2289 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2290 { 2244 {
2291 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2292 2247
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2298 * 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
2299 * 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.
2300 */ 2251 */
2301 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)))
2302 { 2253 {
2303 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2304 2255
2305 if (aura->other_arch) 2256 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2307 } 2258 }
2308 } 2259 }
2309 2260
2310 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2311 aura->remove (); 2262 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2313} 2264}
2314 2265
2315/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2316 * op is the piece object. 2267 * op is the piece object.
2317 */ 2268 */
2318
2319void 2269void
2320move_peacemaker (object *op) 2270move_peacemaker (object *op)
2321{ 2271{
2322 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2273 {
2326 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2327 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2328 2276
2329 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2278 continue;
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2334 continue; 2281 continue;
2282
2335 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2336 continue; 2284 continue;
2337 2285
2338 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2340 2288
2341 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2290 {
2343 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2344 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2347#if 0 2296#if 0
2348 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2352 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2353 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2354 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2355#endif 2304#endif
2356 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2361 if (victim->name) 2311 if (victim->name)
2362 {
2363 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);
2364 } 2313 }
2365 }
2366 } 2314 }
2367} 2315}
2368
2369 2316
2370/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2372 */ 2319 */
2373
2374int 2320int
2375write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2376{ 2322{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2381 { 2324 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2383 return 0; 2326 return 0;
2384 } 2327 }
2385 2328
2386 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2387 { 2330 {
2388 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.>");
2389 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);
2390 return 0; 2333 return 0;
2391 } 2334 }
2335
2392 if (!spell->other_arch) 2336 if (!spell->other_arch)
2393 return 0; 2337 return 0;
2394 tmp = arch_to_object (spell->other_arch);
2395 2338
2396 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2397 2340
2398 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2342 tmp->msg = msg;
2400 2343
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2402 return 1; 2346 return 1;
2403} 2347}
2348

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