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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
59} 58}
60 59
61int 60int
62recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
63{ 62{
64 object *wand, *tmp;
65 int ncharges; 63 int ncharges;
66 64
67 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
68 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
69 { 68 {
70 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.");
71 return 0; 70 return 0;
72 } 71 }
72
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 74 {
75 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));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 77 wand->destroy ();
79 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
80 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;
81 80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
84 83
95 94
96 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
98 else 97 else
99 { 98 {
100 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));
101 return 0; 100 return 0;
102 } 101 }
103 102
104 if (!ncharges) 103 if (!ncharges)
105 ncharges = 1; 104 ncharges = 1;
106 105
107 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
108 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));
109 108
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
111 { 110 {
112 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
114 } 113 }
115 114
116 return 1; 115 return 1;
117} 116}
118 117
124 * great a plus, the default is used. 123 * great a plus, the default is used.
125 * 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
126 * 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
127 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
128 */ 127 */
129
130int 128int
131cast_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)
132{ 130{
133 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
134 const char *missile_name; 132 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 133
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
141 missile_name = tmp->race; 136 missile_name = tmp->race;
142 137
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 139
145 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
146 { 143 {
147 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);
148 return 0; 145 return 0;
149 } 146 }
150 147
151 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
152 149
153 if (stringarg) 150 if (spellparam)
154 { 151 {
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
166 missile->destroy (); 163 missile->destroy ();
167 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);
168 return 0; 165 return 0;
169 } 166 }
170 167
171 if (al->item->slaying) 168 if (al->item->slaying)
172 { 169 {
173 missile->destroy (); 170 missile->destroy ();
174 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);
175 return 0; 172 return 0;
176 } 173 }
177 174
178 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
179 /* 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 -
180 * 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
181 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
182 */ 179 */
183 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 181 missile_plus = 0;
185 } 182 }
186 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
188 } 185 }
189 186
190 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 188
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 191
198 if (missile->nrof < 1) 192 if (missile->nrof < 1)
200 194
201 missile->magic = missile_plus; 195 missile->magic = missile_plus;
202 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
203 missile->value = 0; 197 missile->value = 0;
204 198
205 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
206 200
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
208 pick_up (op, missile); 206 pick_up (op, missile);
209 207
210 return 1; 208 return 1;
211} 209}
212 210
213
214/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
216int 213int
217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
218{ 215{
219 int food_value; 216 int food_value;
220 archetype *at = NULL; 217 archetype *at = NULL;
221 object *new_op; 218 object *new_op;
222 219
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 221
225 if (stringarg) 222 if (spellparam)
226 { 223 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 225 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 228 spellparam = NULL;
232 } 229 }
233 230
234 if (!stringarg) 231 if (!spellparam)
235 { 232 {
236 archetype *at_tmp; 233 archetype *at_tmp;
237 234
238 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
241 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 239 * to be altered from the donor.
243 */ 240 */
244 241
245 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
247 { 244 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 246 {
250 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 249 * the item we have now, take it instead.
253 */ 250 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
255 at = at_tmp; 256 at = at_tmp;
256 } 257 }
257 } 258 }
258 } 259 }
260
259 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
260 * know 262 * know
261 */ 263 */
262 if (!at) 264 if (!at)
263 { 265 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
265 return 0; 267 return 0;
266 } 268 }
267 269
268 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 271 new_op = at->instance ();
270 new_op->nrof = food_value; 272 new_op->nrof = food_value;
271 273
272 new_op->value = 0; 274 new_op->value = 0;
273 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
274 new_op->nrof = 1; 276 new_op->nrof = 1;
282{ 284{
283 int r, mflags, maxrange; 285 int r, mflags, maxrange;
284 object *tmp; 286 object *tmp;
285 maptile *m; 287 maptile *m;
286 288
287
288 if (!dir) 289 if (!dir)
289 { 290 {
290 examine_monster (op, op); 291 examine_monster (op, op);
291 return 1; 292 return 1;
292 } 293 }
294
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
295 { 297 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 299
299 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
300 302
301 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
302 break; 304 break;
303 305
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
305 { 307 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 309 return 0;
308 } 310 }
311
309 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
310 { 313 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 { 316 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 318 if (tmp->head != NULL)
316 tmp = tmp->head; 319 tmp = tmp->head;
317 examine_monster (op, tmp); 320 examine_monster (op, tmp);
318 return 1; 321 return 1;
319 } 322 }
320 } 323 }
321 } 324 }
325
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 327 return 1;
324} 328}
325
326 329
327/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 331 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 335 * pl is invisible.
333 */ 336 */
334int 337int
335makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
336{ 339{
337
338 if (!pl->invisible) 340 if (!pl->invisible)
339 return 0; 341 return 0;
342
340 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
341 { 344 {
342 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
344 { 347 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
346 return 0; 349 return 0;
350
347 return 1; 351 return 1;
348 } 352 }
353
349 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 356 return 1;
357
352 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
353 if (!mon->race) 359 if (!mon->race)
354 return 0; 360 return 0;
361
355 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 363 return 1;
364
357 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
358 return 0; 366 return 0;
359 } 367 }
360 else 368 else
361 { 369 {
374 * normal applies. 382 * normal applies.
375 */ 383 */
376int 384int
377cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
378{ 386{
379 object *tmp;
380
381 if (op->invisible > 1000) 387 if (op->invisible > 1000)
382 { 388 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 390 return 0;
385 } 391 }
386 392
387 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 394 * and if statement or two.
389 */ 395 */
390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
391 /* max duration */ 398 /* limit duration */
392 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
393 op->invisible = 1000;
394 400
395 if (op->type == PLAYER) 401 if (op->type == PLAYER)
396 { 402 {
397 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
398 404
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
401 else 407 else
402 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
403 409
404 op->contr->hidden = 0; 410 op->contr->hidden = 0;
405 } 411 }
412
406 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 415 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 417
411 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
412 419
413 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
414 * harm to the player. 421 * harm to the player.
415 */ 422 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
417 if (tmp->enemy == op) 424 if (tmp->enemy == op)
418 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
419 return 1; 427 return 1;
420} 428}
421 429
422/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 431 */
424int 432int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 434{
427 object *tmp, *next;
428 int range, i, j, mflags; 435 int range, i, j, mflags;
429 sint16 sx, sy; 436 sint16 sx, sy;
430 maptile *m; 437 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 438
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 440
437 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 448
445 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
446 continue; 450 continue;
447 451
448 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 454 {
451 next = tmp->above; 455 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 459 }
455 } 460 }
456 461
457 return 1; 462 return 1;
459 464
460void 465void
461execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
462{ 467{
463 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 471 else
468 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 }
474 473
475 op->destroy (); 474 op->destroy ();
476} 475}
477 476
478/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
480 * time delay effect. 479 * time delay effect.
481 */ 480 */
482int 481int
483cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
484{ 483{
485 object *dummy; 484 if (!op->is_player ())
486 int time;
487
488 if (op->type != PLAYER)
489 return 0; 485 return 0;
490 486
491 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
492 { 488 {
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1; 490 return 1;
495 } 491 }
496 492
497 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
498 if (dummy == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504 494
505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
506 if (time < 1)
507 time = 1;
508 496
509 /* value of speed really doesn't make much difference, as long as it is 497 /* value of speed really doesn't make much difference, as long as it is
510 * positive. Lower value may be useful so that the problem doesn't 498 * positive. Lower value may be useful so that the problem doesn't
511 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
512 */ 500 */
513 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
517 505 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 508
525 op->insert (dummy); 509 op->insert (dummy);
526 510
527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528 512
566} 550}
567 551
568int 552int
569perceive_self (object *op) 553perceive_self (object *op)
570{ 554{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 557
558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
559
560 if (!op->is_player ())
561 return 0;
562
563 if (object *race = archetype::find (op->race))
564 buf << " - You are a G<male|female> " << &race->name << ".\n";
565
576 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
577 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 568 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
581 570
582 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
583 572
584 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
586 else 575 else
587 { 576 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
590 if (tmp != NULL) 579 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
593 { 581 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 583 }
601 584
602 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 588 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 590 {
609 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
612 }
613 else 593 else
614 {
615 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
616 } 595
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 596 break;
619 } 597 }
620 } 598 }
621 }
622 return 1;
623}
624 599
625/* int cast_create_town_portal (object *op, object *caster, int dir) 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650
651 /* Check to see if the map the player is currently on is a per player unique
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 601
873 return 1; 602 return 1;
874} 603}
875 604
876/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
902 631
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 633 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 { 635 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
908 return 0; 637 return 0;
909 } 638 }
910 639
911 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
912 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
913 else if (spell_ob->race) 642 else if (spell_ob->race)
914 { 643 {
915 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
916 645
917 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
921 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
922 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
923 return 0; 652 return 0;
924 } 653 }
925 654
926 tmp = arch_to_object (at); 655 tmp = at->instance ();
927 } 656 }
928 else 657 else
929 { 658 {
930 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
931 return 0; 660 return 0;
936 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
937 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 666 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
938 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 667 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
939 tmp->range = 0; 668 tmp->range = 0;
940 } 669 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
942 { 671 {
943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
945 } 674 }
946 675
947 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
948 { 677 {
949 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 678 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
951 } 680 }
952 681
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
954 { 683 {
955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 684 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
959 } 688 }
960 689
961 /* This can't really hurt - if the object doesn't kill anything, 690 /* This can't really hurt - if the object doesn't kill anything,
962 * these fields just won't be used. Do not set the owner for 691 * these fields just won't be used. Do not set the owner for
963 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
964 */ 693 */
965 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
966 tmp->set_owner (op); 695 tmp->set_owner (op);
967 696
968 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
969 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
970 699
971 name = tmp->name; 700 name = tmp->name;
972 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
973 { 702 {
974 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
975 return 0; 704 return 0;
976 } 705 }
977 706
978 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
981 710
982 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
985 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1004 { 733 {
1005 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
1007 736
1008 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
1011 740
1012 } 741 }
1013 else 742 else
1014 posblocked = 1; 743 posblocked = 1;
1015 744
1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1022 { 751 {
1023 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1025 754
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
1028 } 757 }
1029 else 758 else
1030 negblocked = 1; 759 negblocked = 1;
1031 } 760 }
1032 761
1033 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1034 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1035 764
1036 return 1; 765 return 1;
1037} 766}
1038 767
1039int 768int
1040dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1041{ 770{
1042 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1043 int mflags; 772 int mflags;
1044 maptile *m; 773 maptile *m;
1045 sint16 sx, sy; 774 sint16 sx, sy;
1047 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1048 return 0; 777 return 0;
1049 778
1050 if (!dir) 779 if (!dir)
1051 { 780 {
1052 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1053 return 0; 782 return 0;
1054 } 783 }
1055 784
1056 /* Given the new outdoor maps, can't let players dimension door for 785 /* Given the new outdoor maps, can't let players dimension door for
1057 * ever, so put limits in. 786 * ever, so put limits in.
1058 */ 787 */
1059 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1060 789
1061 if (op->contr->count) 790 if (spellparam)
1062 { 791 {
792 int count = atoi (spellparam);
793
1063 if (op->contr->count > maxdist) 794 if (count > maxdist)
1064 { 795 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1066 return 0; 797 return 0;
1067 } 798 }
1068 799
1069 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1070 { 801 {
1071 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 802 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1072 803
1073 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1074 break; 805 break;
1075 806
1076 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 807 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1077 break; 808 break;
1078 } 809 }
1079 810
1080 if (dist < op->contr->count) 811 if (dist < count)
1081 { 812 {
1082 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1083 op->contr->count = 0;
1084 return 0; 814 return 0;
1085 } 815 }
1086
1087 op->contr->count = 0;
1088 816
1089 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1090 * a lot of maps probably have areas the player should not get to, 818 * a lot of maps probably have areas the player should not get to,
1091 * but may not be marked as NO_MAGIC (as they may be bounded 819 * but may not be marked as NO_MAGIC (as they may be bounded
1092 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1134 break; 862 break;
1135 863
1136 } 864 }
1137 if (!dist) 865 if (!dist)
1138 { 866 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1140 return 0; 868 return 0;
1141 } 869 }
1142 } 870 }
1143 871
1144 /* Actually move the player now */ 872 /* Actually move the player now */
1145 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1146 return 1; 874 return 1;
1147 875
1148 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
1149 return 1; 878 return 1;
1150} 879}
1151
1152 880
1153/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1154 * op is the caster. 882 * op is the caster.
1155 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1156 * spell is the spell object. 884 * spell is the spell object.
1163 object *poison; 891 object *poison;
1164 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1165 893
1166 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1167 895
1168 if (tmp == NULL) 896 if (!tmp)
1169 return 0; 897 return 0;
1170 898
1171 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1173 */ 901 */
1176 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 904 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1177 905
1178 if (heal) 906 if (heal)
1179 { 907 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 909 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1183 }
1184 else 910 else
1185 { 911 {
1186 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 914 * on amount of damage healed.
1189 */ 915 */
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1192 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1193 920
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 923 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 925 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 927 else if (heal > 10)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1209 }
1210 else 929 else
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 930 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1213 } 931
1214 success = 1; 932 success = 1;
1215 } 933 }
1216 } 934 }
935
1217 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1219 success = 1; 938 success = 1;
1220 939
1221 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1222 { 941 {
1223 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1224 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1225 if (poison) 944 if (poison)
1226 { 945 {
1227 success = 1; 946 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 948 poison->stats.food = 1;
1230 } 949 }
1231 } 950 }
951
1232 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1233 { 953 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1235 if (poison) 955 if (poison)
1236 { 956 {
1237 success = 1; 957 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 959 poison->duration = 1;
1240 } 960 }
1241 } 961 }
962
1242 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1243 { 964 {
1244 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1245 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 967 if (poison)
1247 { 968 {
1248 success = 1; 969 success = 1;
1249 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1250 poison->stats.food = 1; 971 poison->stats.food = 1;
1251 } 972 }
1252 } 973 }
974
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 976 {
1255 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 980 success = 1;
1259 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 981 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1260 } 982 }
983
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 985 {
1263 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 989 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1268 } 991 }
992
1269 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1270 { 994 {
1271 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1272 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1273 tmp->stats.food = 999; 997
1274 success = 1; 998 success = 1;
1275 /* We could do something a bit better like the messages for healing above */ 999 /* We could do something a bit better like the messages for healing above */
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1277 } 1001 }
1002
1278 return success; 1003 return success;
1279} 1004}
1280
1281 1005
1282/* This is used for the spells that gain stats. There are no spells 1006/* This is used for the spells that gain stats. There are no spells
1283 * right now that icnrease wis/int/pow on a temp basis, so no 1007 * right now that icnrease wis/int/pow on a temp basis, so no
1284 * good comments for those. 1008 * good comments for those.
1285 */ 1009 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1011 "You grow no stronger.",
1288 "You grow no more agile.", 1012 "You grow no more agile.",
1289 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1290 "no wis", 1014 "You didn't grow any more intelligent.",
1015 "You do not feel any wiser.",
1016 "You don't feel any more powerful."
1291 "You are no easier to look at.", 1017 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1018};
1295 1019
1296int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1297cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1027cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1298{ 1028{
1299 object *force = NULL; 1029 object *force = 0;
1300 int i; 1030 int i;
1301 1031
1302 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1032 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1303 object *tmp = dir 1033 object *tmp = dir
1304 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1305 : op; 1035 : op;
1306 1036
1307 if (!tmp) 1037 if (!tmp)
1308 return 0; 1038 return 0;
1309 1039
1310 /* If we've already got a force of this type, don't add a new one. */ 1040 /* If we've already got a force of this type, don't add a new one. */
1318 break; 1048 break;
1319 } 1049 }
1320 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1321 { 1051 {
1322 if (!silent) 1052 if (!silent)
1323 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1324 return 0; 1056 return 0;
1325 } 1057 }
1326 } 1058 }
1327 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1328 if (force == NULL) 1063 if (force)
1329 {
1330 force = get_archetype (FORCE_NAME);
1331 force->subtype = FORCE_CHANGE_ABILITY;
1332 if (spell_ob->race)
1333 force->name = spell_ob->race;
1334 else
1335 force->name = spell_ob->name;
1336 force->name_pl = spell_ob->name;
1337 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1338
1339 } 1064 {
1340 else
1341 {
1342 int duration;
1343
1344 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1345 if (duration > force->duration) 1065 if (duration > force->duration)
1346 { 1066 {
1347 force->duration = duration; 1067 force->duration = duration;
1348 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1349 } 1069 }
1350 else 1070 else
1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1353 } 1072
1354 return 1; 1073 return 1;
1355 } 1074 }
1356 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1075
1076 new_draw_info_format (NDI_UNIQUE, 0, op,
1077 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1078 TICK2TIME (duration));
1079
1080 force = archetype::get (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 force->duration = duration;
1083
1084 if (spell_ob->race)
1085 force->name = spell_ob->race;
1086 else
1087 force->name = spell_ob->name;
1088
1089 force->name_pl = spell_ob->name;
1090
1357 force->speed = 1.0; 1091 force->speed = 1.0;
1358 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1360 1094
1361 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1362 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1363 {
1364 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1365 {
1366 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1098 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1367 if (force->resist[i] > 100) 1099
1368 force->resist[i] = 100;
1369 }
1370 }
1371 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1372 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1101 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1373 1102
1374 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1375 { 1104 {
1376 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1378 { 1107 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1109 {
1383 sm = 0; 1110 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1386 1113
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1390 if (sm < 0) 1117 force->stats.stat (i) = sm;
1391 sm = 0; 1118
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1119 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1121 }
1397 } 1122 }
1398 } 1123 }
1399 1124
1400 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1401 1126
1402 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1403 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1404 1129
1405 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1406 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1407 1132
1408 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1409 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1410 { 1135 {
1411 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1419 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1420 1145
1421 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1424 return 1; 1150 return 1;
1425} 1151}
1426 1152
1427/* This used to be part of cast_change_ability, but it really didn't make 1153/* This used to be part of cast_change_ability, but it really didn't make
1428 * a lot of sense, since most of the values it derives are from the god 1154 * a lot of sense, since most of the values it derives are from the god
1429 * of the caster. 1155 * of the caster.
1430 */ 1156 */
1431
1432int 1157int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1159{
1435 int i; 1160 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1437 1162
1438 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1163 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1439 if (dir != 0) 1164 if (dir != 0)
1440 { 1165 {
1441 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1442 } 1170 }
1443 else 1171 else
1444 {
1445 tmp = op; 1172 tmp = op;
1446 }
1447 1173
1448 /* If we've already got a force of this type, don't add a new one. */ 1174 /* If we've already got a force of this type, don't add a new one. */
1449 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1450 { 1176 {
1451 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1452 { 1178 {
1453 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1454 { 1180 {
1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1461 return 0; 1187 return 0;
1462 } 1188 }
1463 } 1189 }
1464 } 1190 }
1191
1465 if (force == NULL) 1192 if (force == NULL)
1466 { 1193 {
1467 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1468 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1469 if (spell_ob->race) 1196 if (spell_ob->race)
1470 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1471 else 1198 else
1472 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1487 { 1214 {
1488 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1215 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1489 } 1216 }
1490 return 0; 1217 return 0;
1491 } 1218 }
1219
1492 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1220 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1493 force->speed = 1.0; 1221 force->speed = 1.0;
1494 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1495 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1496 1224
1497 if (!god) 1225 if (!god)
1498 { 1226 {
1499 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1500 } 1228 }
1501 else 1229 else
1502 { 1230 {
1503 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1504 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1505 {
1506 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1507 {
1508 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1234 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1509 } 1235
1510 }
1511 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1512 1237
1513 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1514 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1515 1240
1531 insert_ob_in_ob (force, tmp); 1256 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1257 tmp->update_stats ();
1533 return 1; 1258 return 1;
1534} 1259}
1535 1260
1536
1537
1538/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1539 * 1262 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 * 1265 *
1546 * Large nuggets are worth 25 gp each (base). You will always get 1266 * The value of the gold nuggets being about 90% of that of the item
1547 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1548 * Small nuggets are worth 1 gp each (base). You will get from 0 1268 * because the nuggets themselves will be will be adjusted by charisma
1549 * to the max amount of small nuggets as you could get. 1269 * when sold.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1270 *
1554 * There is also a chance (1:30) that you will get nothing at all 1271 * There is also a chance (1:30) that you will get nothing at all
1555 * for the object. There is also a maximum weight that will be 1272 * for the object. There is also a maximum weight that will be
1556 * alchemied. 1273 * alchemised.
1557 */ 1274 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1275static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1277{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1279
1571 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1572 * make it so that it isn't worth it to alchemy money, sell 1281 * make it so that it isn't worth it to alchemy money, sell
1573 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1285 * the stuff back to town.
1577 */ 1286 */
1578 1287 if (obj->flag [FLAG_UNPAID])
1579 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1288 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1290 value /= 3;
1583 else 1291 else
1584 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1585 1293
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1589 { 1295 total_value += value;
1590 int count;
1591 1296
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1297 total_weight += obj->total_weight ();
1298
1612 obj->destroy (); 1299 obj->destroy ();
1613} 1300}
1614 1301
1615static void
1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617{
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640}
1641
1642int 1302int
1643alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1644{ 1304{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1651 return 0; 1306 return 0;
1652 1307
1308 archetype *nugget[3];
1309
1310 nugget[0] = archetype::find (shstr_pyrite3);
1311 nugget[1] = archetype::find (shstr_pyrite2);
1312 nugget[2] = archetype::find (shstr_pyrite);
1313
1653 /* Put a maximum weight of items that can be alchemied. Limits the power 1314 /* Put a maximum weight of items that can be alchemised. Limits the power
1654 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1316 * in sight
1656 */ 1317 */
1657 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1318 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1658 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1320 uint64 value_max = duration * 1000;
1660 1321
1322 int weight = 0;
1323
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1325 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1327 {
1328 uint64 value = 0;
1329
1665 nx = x; 1330 sint16 nx = x;
1666 ny = y; 1331 sint16 ny = y;
1667 1332
1668 mp = op->map; 1333 maptile *mp = op->map;
1669 1334
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1336
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1338 continue;
1674 1339
1675 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1342 * ground level effect.
1678 */ 1343 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1345 continue;
1681 1346
1682 small_nuggets = 0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1348 {
1687 next = tmp->above; 1349 next = tmp->above;
1350
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1690 { 1353 {
1691
1692 if (tmp->inv) 1354 if (tmp->inv)
1693 { 1355 {
1694 object *next1, *tmp1; 1356 object *next1, *tmp1;
1695 1357
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1359 {
1698 next1 = tmp1->below; 1360 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1363 alchemy_object (tmp1, value, weight);
1702 } 1364 }
1703 } 1365 }
1366
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1705 1368
1706 if (weight > weight_max) 1369 if (weight > weight_max)
1707 { 1370 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1371 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1372 }
1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1373
1374 value -= rndm (value >> 4);
1375 value = min (value, value_max);
1376
1377 for (int i = 0; i < array_length (nugget); ++i)
1378 if (int nrof = value / nugget [i]->value)
1379 {
1380 value -= nrof * nugget[i]->value;
1381
1382 object *tmp = nugget[i]->instance ();
1383 tmp->nrof = nrof;
1384 tmp->flag [FLAG_IDENTIFIED] = true;
1385 op->map->insert (tmp, x, y, op, 0);
1721 } 1386 }
1722 }
1723 1387
1724 large->destroy (); 1388 if (weight > weight_max)
1725 small->destroy (); 1389 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1390 }
1727 * it is redrawn properly. 1391 }
1728 */ 1392
1729 op->contr->ns->look_position = 0; 1393bailout:
1730 return 1; 1394 return 1;
1731} 1395}
1732
1733 1396
1734/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1735 * items. 1398 * items.
1736 */ 1399 */
1737int 1400int
1738remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1739{ 1402{
1740 object *tmp;
1741 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1742 1404
1405 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1406
1407 op->splay_marked ();
1408
1409 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1410
1743 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1747 { 1413 {
1748 was_one++; 1414 ++was_one;
1415
1749 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1750 { 1417 {
1751 success++; 1418 ++success;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1753 CLEAR_FLAG (tmp, FLAG_DAMNED);
1754 1420
1755 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1759 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1760 } 1428 }
1761 } 1429 }
1762 1430
1763 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1764 { 1432 {
1765 if (success) 1433 if (success)
1766 { 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1767 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1768 }
1769 else 1435 else
1770 { 1436 {
1771 if (was_one) 1437 if (was_one)
1772 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1773 else 1439 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1775 } 1441 }
1776 } 1442 }
1777 1443
1778 return success; 1444 return success;
1779} 1445}
1780 1446
1781/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1782
1783int 1448int
1784cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1785{ 1450{
1786 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1787 int success = 0, num_ident;
1788 1452
1789 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1790 1454
1791 if (num_ident < 1) 1455 op->splay_marked ();
1792 num_ident = 1;
1793 1456
1794 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1795 { 1458 {
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1797 { 1460 {
1798 identify (tmp); 1461 identify (tmp);
1799 1462
1800 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1801 { 1464 {
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1803 1466
1804 if (tmp->msg) 1467 if (tmp->msg)
1805 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 } 1469 }
1810 1470
1811 num_ident--;
1812 success = 1;
1813 if (!num_ident) 1471 if (!--num_ident)
1814 break; 1472 break;
1815 } 1473 }
1816 } 1474 }
1817 1475
1818 /* If all the power of the spell has been used up, don't go and identify 1476 /* If all the power of the spell has been used up, don't go and identify
1819 * stuff on the floor. Only identify stuff on the floor if the spell 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1820 * was not fully used. 1478 * was not fully used.
1821 */ 1479 */
1822 if (num_ident) 1480 if (num_ident)
1823 { 1481 {
1824 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1826 { 1484 {
1827 identify (tmp); 1485 identify (tmp);
1828 1486
1829 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1830 { 1488 {
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1832 1490
1833 if (tmp->msg) 1491 if (tmp->msg)
1834 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 } 1493 }
1841 1494
1842 num_ident--;
1843 success = 1;
1844 if (!num_ident) 1495 if (!--num_ident)
1845 break; 1496 break;
1846 } 1497 }
1847 } 1498 }
1848 1499
1849 if (!success) 1500 if (buf.empty ())
1850 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1501 {
1502 op->failmsg ("You can't reach anything unidentified.");
1503 return 0;
1504 }
1851 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1852 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1853 1511 return 1;
1854 return success; 1512 }
1855} 1513}
1856 1514
1857int 1515int
1858cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1859{ 1517{
1860 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1861 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1862 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1863 maptile *m; 1521 maptile *m;
1864 1522
1865 /* We precompute some values here so that we don't have to keep 1523 /* We precompute some values here so that we don't have to keep
1866 * doing it over and over again. 1524 * doing it over and over again.
1867 */ 1525 */
1868 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1869 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1870 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1871 1529
1872 if (!skill) 1530 if (!skill)
1873 skill = caster; 1531 skill = caster;
1874 1532
1875 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1876 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1877 { 1535 {
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1880 if (mflags & P_OUT_OF_MAP)
1881 continue;
1882
1883 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1884 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1885 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1886 * down - that is easier than working up. 1539 * down - that is easier than working up.
1887 */ 1540 */
1888 1541
1889 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1890 last = tmp; 1543 last = tmp;
1891 1544
1892 /* Shouldn't happen, but if there are no objects on a space, this 1545 /* Shouldn't happen, but if there are no objects on a space, this
1893 * would happen. 1546 * would happen.
1894 */ 1547 */
1895 if (!last) 1548 if (!last)
1896 continue; 1549 continue;
1897 1550
1898 done_one = 0; 1551 done_one = 0;
1899 floor = 0; 1552 floor = 0;
1900 detect = NULL; 1553 detect = 0;
1901 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1902 { 1555 {
1903 /* show invisible */ 1556 /* show invisible */
1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1905 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1908 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1909 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1562 || tmp->type == TRAPDOOR
1563 || tmp->type == EXIT
1564 || tmp->type == HOLE
1565 || tmp->type == BUTTON
1910 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1911 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1912 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1569 || tmp->type == WEAPON
1570 || tmp->type == ALTAR
1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1913 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1914 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1573 || tmp->type == SPECIAL_KEY
1574 || tmp->type == TREASURE
1575 || tmp->type == BOOK
1576 || tmp->type == HOLY_ALTAR
1577 || tmp->type == CONTAINER)))
1915 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1916 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1917 { 1581 {
1918 tmp->invisible = 0; 1582 tmp->invisible = 0;
1583 done_one = 1;
1584 }
1585 }
1586
1587 if (tmp->flag [FLAG_IS_FLOOR])
1588 floor = 1;
1589
1590 /* All detections below this point don't descend beneath the floor,
1591 * so just continue on. We could be clever and look at the type of
1592 * detection to completely break out if we don't care about objects beneath
1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1594 */
1595 if (floor)
1596 continue;
1597
1598 /* I had thought about making detect magic and detect curse
1599 * show the flash the magic item like it does for detect monster.
1600 * however, if the object is within sight, this would then make it
1601 * difficult to see what object is magical/cursed, so the
1602 * effect wouldn't be as apparent.
1603 */
1604
1605 /* detect magic */
1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1613 /* make runes more visible */
1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1615 tmp->stats.Cha /= 4;
1616
1617 done_one = 1;
1618 }
1619
1620 /* detect monster */
1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1622 {
1623 done_one = 2;
1624
1625 if (!detect)
1626 detect = tmp;
1627 }
1628
1629 /* Basically, if race is set in the spell, then the creatures race must
1630 * match that. if the spell race is set to GOD, then the gods opposing
1631 * race must match.
1632 */
1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1635 spell->race.contains (tmp->race)))
1636 {
1637 done_one = 2;
1638
1639 if (!detect)
1640 detect = tmp;
1641 }
1642
1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1647 {
1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1649 done_one = 1;
1650 }
1651
1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1655 if (tmp->type == VEIN)
1656 {
1657 if (tmp->other_arch)
1658 {
1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1919 done_one = 1; 1664 done_one = 1;
1920 } 1665 }
1921 } 1666 }
1922
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 floor = 1;
1925
1926 /* All detections below this point don't descend beneath the floor,
1927 * so just continue on. We could be clever and look at the type of
1928 * detection to completely break out if we don't care about objects beneath
1929 * the floor, but once we get to the floor, not likely a very big issue anyways.
1930 */
1931 if (floor)
1932 continue;
1933
1934 /* I had thought about making detect magic and detect curse
1935 * show the flash the magic item like it does for detect monster.
1936 * however, if the object is within sight, this would then make it
1937 * difficult to see what object is magical/cursed, so the
1938 * effect wouldn't be as apparant.
1939 */
1940
1941 /* detect magic */
1942 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1943 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1944 {
1945 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1946 /* make runes more visibile */
1947 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1948 tmp->stats.Cha /= 4;
1949 done_one = 1;
1950 }
1951 /* detect monster */
1952 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1953 {
1954 done_one = 2;
1955 if (!detect)
1956 detect = tmp;
1957 }
1958 /* Basically, if race is set in the spell, then the creatures race must
1959 * match that. if the spell race is set to GOD, then the gods opposing
1960 * race must match.
1961 */
1962 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1963 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1964 (strstr (spell->race, tmp->race))))
1965 {
1966 done_one = 2;
1967 if (!detect)
1968 detect = tmp;
1969 }
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1971 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1972 {
1973 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1974 done_one = 1;
1975 }
1976 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1977 1668
1978 /* Code here puts an effect of the spell on the space, so you can see 1669 /* Code here puts an effect of the spell on the space, so you can see
1979 * where the magic is. 1670 * where the magic is.
1980 */ 1671 */
1981 if (done_one) 1672 if (done_one)
1982 { 1673 {
1983 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1984 1675
1985 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1986 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1987 { 1678 {
1988 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1989 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1990 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1991 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1992 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1995 } 1686 }
1996 1687
1997 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1998 } 1689 }
1999 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
2000 1691
2001 1692
2002 /* Now process objects in the players inventory if detect curse or magic */ 1693 /* Now process objects in the players inventory if detect curse or magic */
2003 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2004 { 1695 {
2005 done_one = 0; 1696 done_one = 0;
1697
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 { 1699 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2009 { 1701 {
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2011 { 1703 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
2014 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
2015 } 1708 }
2016 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
2017 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2018 { 1712 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2021 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2022 } 1717 }
2023 } /* if item is not identified */ 1718 } /* if item is not identified */
2024 } /* for the players inventory */ 1719 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2026 return 1; 1722 return 1;
2027} 1723}
2028 1724
2029 1725
2030/** 1726/**
2043 1739
2044 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2045 1741
2046 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2047 { 1743 {
2048 object *tmp;
2049
2050 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2051
2052 /* Explodes a fireball centered at player */
2053 tmp = get_archetype (EXPLODING_FIREBALL);
2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2056
2057 tmp->insert_at (victim);
2058 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2059 } 1747 }
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2061 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2065 { 1753 {
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2091 1779
2092 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2093 { 1781 {
2094 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2095 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2096 break; 1784 break;
2097 } 1785 }
2098 1786
2099 1787
2100 /* If we did not find a player in the specified direction, transfer 1788 /* If we did not find a player in the specified direction, transfer
2101 * to anyone on top of us. This is used for the rune of transference mostly. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
2102 */ 1790 */
2103 if (plyr == NULL) 1791 if (plyr == NULL)
2104 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2105 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2106 break; 1794 break;
2107 1795
2108 if (!plyr) 1796 if (!plyr)
2109 { 1797 {
2110 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2111 return 0; 1799 return 0;
2112 } 1800 }
2113 /* give sp */ 1801 /* give sp */
2114 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2115 { 1803 {
2116 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1804 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2117 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2118 return 1; 1806 return 1;
2119 } 1807 }
2120 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2121 else if (op != plyr) 1809 else if (op != plyr)
2122 { 1810 {
2127 if (rate > 95) 1815 if (rate > 95)
2128 rate = 95; 1816 rate = 95;
2129 1817
2130 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2131 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2132 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2133 { 1821 {
2134 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2135 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2136 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2137 if (sucked > 0) 1825 if (sucked > 0)
2138 { 1826 {
2139 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2140 } 1828 }
2141 } 1829 }
2142 return 1; 1830 return 1;
2143 } 1831 }
2144 return 0; 1832 return 0;
2186 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1876 * monsters either.
2189 */ 1877 */
2190 1878
2191 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2192 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1881 && !head->flag [FLAG_MONSTER]
1882 && (op->level > head->level))
2193 head->destroy (); 1883 head->destroy ();
2194 else 1884 else
2195 switch (head->type) 1885 switch (head->type)
2196 { 1886 {
2197 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1889 // about sanctuary in spell_util.C
1890 if (tmp->flag [FLAG_IS_FLOOR])
1891 continue;
1892
2198 if (op->level > head->level) 1893 if (op->level > head->level)
2199 head->destroy (); 1894 head->destroy ();
2200 1895
2201 break; 1896 break;
2202 1897
2213 break; 1908 break;
2214 } 1909 }
2215 } 1910 }
2216} 1911}
2217 1912
2218
2219
2220/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2221int 1914int
2222cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2223{ 1916{
2224 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2225 1918
2226 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2227 1920
2228 if (!god) 1921 if (!god)
2229 { 1922 {
2230 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2231 return 0; 1924 return 0;
2232 } 1925 }
2233 1926
2234 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2235 { 1928 {
2236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2237 break; 1930 break;
2238 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2239 { 1932 {
2240 1933
2241 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2242 { 1935 {
2243 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2244 return 0; 1937 return 0;
2245 } 1938 }
2246 else 1939 else
2247 { 1940 {
2248 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf; 1943 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2252 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2253 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2255 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2256 return 1; 1951 return 1;
2257 } 1952 }
2258 } 1953 }
2259 } 1954 }
2260 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
2261 return 0; 1957 return 0;
2262} 1958}
2263 1959
2264/* animate_weapon - 1960/* animate_weapon -
2265 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2269 * This code was very odd - code early on would only let players use the spell, 1965 * This code was very odd - code early on would only let players use the spell,
2270 * yet the code wass full of player checks. I've presumed that the code 1966 * yet the code wass full of player checks. I've presumed that the code
2271 * that only let players use it was correct, and removed all the other 1967 * that only let players use it was correct, and removed all the other
2272 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2273 */ 1969 */
2274
2275int 1970int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1972{
2278 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2280 int a, i; 1974 int a, i;
2281 sint16 x, y; 1975 sint16 x, y;
2282 maptile *m; 1976 maptile *m;
2283 materialtype_t *mt;
2284 1977
2285 if (!spell->other_arch) 1978 if (!spell->other_arch)
2286 { 1979 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1981 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2291 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2293 return 0; 1986 return 0;
2294 1987
2295 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2297 { 1990 {
2298 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2299 return 0; 1992 return 0;
2300 } 1993 }
2301 1994
2302 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2303 if (!dir) 1996 if (!dir)
2304 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1997 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2305 1998
2306 m = op->map; 1999 m = op->map;
2307 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2309 2002
2310 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2311 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2312 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2313 { 2006 {
2314 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2315 return 0; 2008 return 0;
2316 } 2009 }
2317 2010
2318 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2319 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2320 2013
2321 if (!weapon) 2014 if (!weapon)
2322 { 2015 {
2323 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2016 op->failmsg ("You must mark a weapon to use with this spell!");
2324 return 0; 2017 return 0;
2325 } 2018 }
2019
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2327 { 2021 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2329 return 0; 2023 return 0;
2330 } 2024 }
2025
2331 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2332 { 2027 {
2333 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2028 op->failmsg ("You need to wield a weapon to animate it.");
2334 return 0; 2029 return 0;
2335 } 2030 }
2336 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2337 { 2033 {
2338 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2339 return 0; 2035 return 0;
2340 } 2036 }
2341 2037
2342 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348 2039
2349 /* create the golem object */ 2040 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2351 2042
2352 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2051
2363 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* Give the weapon to the golem now. A bit of a hack to check the
2364 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2365 * used above. 2054 * used above.
2366 */ 2055 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2368 weapon->remove (); 2057 weapon->remove ();
2369 insert_ob_in_ob (weapon, tmp); 2058
2370 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2371 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* To do everything necessary to let a golem use the weapon is a pain,
2372 * so instead, just set it as equipped (otherwise, we need to update 2062 * so instead, just set it as equipped (otherwise, we need to update
2373 * body_info, skills, etc) 2063 * body_info, skills, etc)
2374 */ 2064 */
2375 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2376 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2377 tmp->update_stats (); 2067 tmp->update_stats ();
2378 2068
2379 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* There used to be 'odd' code that basically seemed to take the absolute
2380 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2070 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2381 * if you're using a crappy weapon, it shouldn't be as good. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2401 2091
2402 /* attacktype */ 2092 /* attacktype */
2403 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2405 2095
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname);
2409 if (mt != NULL)
2410 {
2411 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2413 a = mt->save[0]; 2098
2414 } 2099 a = op->material->save[0];
2415 else 2100
2416 {
2417 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5;
2419 a = 10;
2420 }
2421 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2431 2111
2432 /* Improve weapon's armour value according to best save vs. physical of its material */ 2112 /* Improve weapon's armour value according to best save vs. physical of its material */
2433 2113
2434 if (a > 14) 2114 if (a > 14)
2435 a = 14; 2115 a = 14;
2116
2436 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2117 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2437 2118
2438 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2439 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2120 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2440 2121
2441 if (!spell->race) 2122 if (!spell->race)
2442 { 2123 {
2443 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2444 tmp->name = buf; 2125 tmp->name = buf;
2450 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2451 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2452 } 2133 }
2453 2134
2454 /* make experience increase in proportion to the strength of the summoned creature. */ 2135 /* make experience increase in proportion to the strength of the summoned creature. */
2455 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2456 2137
2457 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2458 tmp->direction = dir; 2139 tmp->direction = dir;
2459 2140
2460 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2464/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2465 2146
2466/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2467 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2468 */ 2149 */
2469
2470int 2150int
2471cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2472{ 2152{
2473 int success; 2153 int success;
2474 2154
2478 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2479 2159
2480 if (!success) 2160 if (!success)
2481 { 2161 {
2482 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2483 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2484 else 2164 else
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2486 } 2166 }
2167
2487 return success; 2168 return success;
2488} 2169}
2489
2490
2491
2492
2493 2170
2494/* create an aura spell object and put it in the player's inventory. 2171/* create an aura spell object and put it in the player's inventory.
2495 * as usual, op is player, caster is the object casting the spell, 2172 * as usual, op is player, caster is the object casting the spell,
2496 * spell is the spell object itself. 2173 * spell is the spell object itself.
2497 */ 2174 */
2503 2180
2504 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2505 if (new_aura) 2182 if (new_aura)
2506 refresh = 1; 2183 refresh = 1;
2507 else 2184 else
2508 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2509 2186
2510 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2511 2188
2512 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2513 2190
2514 new_aura->set_owner (op);
2515 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2516 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2517 2193
2518 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2519 if (refresh) 2196 if (refresh)
2520 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2521 else 2198 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2200
2523 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2524 return 1; 2204 return 1;
2525} 2205}
2526
2527 2206
2528/* move aura function. An aura is a part of someone's inventory, 2207/* move aura function. An aura is a part of someone's inventory,
2529 * which he carries with him, but which acts on the map immediately 2208 * which he carries with him, but which acts on the map immediately
2530 * around him. 2209 * around him.
2531 * Aura parameters: 2210 * Aura parameters:
2532 * duration: duration counter. 2211 * duration: duration counter.
2533 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2534 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2535 */ 2214 */
2536
2537void 2215void
2538move_aura (object *aura) 2216move_aura (object *aura)
2539{ 2217{
2540 int i, mflags;
2541 object *env;
2542 maptile *m;
2543
2544 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2545 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2546 2221
2547 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2548 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2549 */ 2224 */
2550 aura->remove (); 2225 aura->remove ();
2555 aura->destroy (); 2230 aura->destroy ();
2556 return; 2231 return;
2557 } 2232 }
2558 2233
2559 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2560 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2561 { 2236 {
2562 aura->destroy (); 2237 aura->destroy ();
2563 return; 2238 return;
2564 } 2239 }
2565 2240
2566 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2567 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2568 */ 2243 */
2569 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2570 2245
2571 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2572 { 2247 {
2573 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2574 2250
2575 nx = aura->x + freearr_x[i];
2576 ny = aura->y + freearr_y[i];
2577 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2578
2579 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2580 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2581 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2582 */ 2254 */
2583 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2584 { 2256 {
2585 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2586 2258
2587 if (aura->other_arch) 2259 if (aura->other_arch)
2588 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2589 } 2261 }
2590 } 2262 }
2591 2263
2592 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2593 aura->remove (); 2265 env->insert (aura);
2594 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2595} 2267}
2596 2268
2597/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2598 * op is the piece object. 2270 * op is the piece object.
2599 */ 2271 */
2600
2601void 2272void
2602move_peacemaker (object *op) 2273move_peacemaker (object *op)
2603{ 2274{
2604 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2605
2606 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2607 { 2276 {
2608 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2609 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2610 2279
2611 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2612 victim = tmp->head;
2613 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2614 continue; 2281 continue;
2615 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2616 continue; 2284 continue;
2285
2617 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2618 continue; 2287 continue;
2619 2288
2620 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2621 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2622 2291
2623 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2624 { 2293 {
2625 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2626 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2627 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2628 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2629#if 0 2299#if 0
2630 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2631 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2634 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2635 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2636 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2637#endif 2307#endif
2638 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2639 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2640 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2641 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2642 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2643 if (victim->name) 2314 if (victim->name)
2644 {
2645 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2646 } 2316 }
2647 }
2648 } 2317 }
2649} 2318}
2650
2651 2319
2652/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2653 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2654 */ 2322 */
2655
2656int 2323int
2657write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2658{ 2325{
2659 char rune[HUGE_BUF];
2660 object *tmp;
2661
2662 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2663 { 2327 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2665 return 0; 2329 return 0;
2666 } 2330 }
2667 2331
2668 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2669 { 2333 {
2670 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2334 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2671 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2672 return 0; 2336 return 0;
2673 } 2337 }
2338
2674 if (!spell->other_arch) 2339 if (!spell->other_arch)
2675 return 0; 2340 return 0;
2676 tmp = arch_to_object (spell->other_arch);
2677 2341
2678 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2679 2343
2680 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2681 tmp->msg = rune; 2345 tmp->msg = msg;
2682 2346
2683 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2684 return 1; 2349 return 1;
2685} 2350}
2351

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