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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <spells.h> 29#include <spells.h>
32#include <sounds.h> 30#include <sounds.h>
33 31
34/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
60} 58}
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 80
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
85 83
96 94
97 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
98 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
99 else 97 else
100 { 98 {
101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
102 return 0; 100 return 0;
103 } 101 }
104 102
105 if (!ncharges) 103 if (!ncharges)
106 ncharges = 1; 104 ncharges = 1;
107 105
108 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
109 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
110 108
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
112 { 110 {
113 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
115 } 113 }
116 114
117 return 1; 115 return 1;
118} 116}
119 117
125 * great a plus, the default is used. 123 * great a plus, the default is used.
126 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
127 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
128 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
129 */ 127 */
130
131int 128int
132cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
133{ 130{
134 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
135 const char *missile_name; 132 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 133
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
142 missile_name = tmp->race; 136 missile_name = tmp->race;
143 137
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 139
146 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
147 { 143 {
148 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
149 return 0; 145 return 0;
150 } 146 }
151 147
152 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
153 149
154 if (stringarg) 150 if (spellparam)
155 { 151 {
156 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
158 { 154 {
159 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
160 156
161 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
163 break; 159 break;
164 160
165 if (!al) 161 if (!al)
166 { 162 {
167 missile->destroy (); 163 missile->destroy ();
168 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
169 return 0; 165 return 0;
170 } 166 }
171 167
172 if (al->item->slaying) 168 if (al->item->slaying)
173 { 169 {
174 missile->destroy (); 170 missile->destroy ();
175 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
176 return 0; 172 return 0;
177 } 173 }
178 174
179 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
180 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
181 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
182 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
183 */ 179 */
184 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 181 missile_plus = 0;
186 } 182 }
187 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
188 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
189 } 185 }
190 186
191 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 188
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 191
199 if (missile->nrof < 1) 192 if (missile->nrof < 1)
201 194
202 missile->magic = missile_plus; 195 missile->magic = missile_plus;
203 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
204 missile->value = 0; 197 missile->value = 0;
205 198
206 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
207 200
208 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
209 pick_up (op, missile); 206 pick_up (op, missile);
210 207
211 return 1; 208 return 1;
212} 209}
213 210
214
215/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
216 * 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*/
217int 213int
218cast_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)
219{ 215{
220 int food_value; 216 int food_value;
221 archetype *at = NULL; 217 archetype *at = NULL;
222 object *new_op; 218 object *new_op;
223 219
224 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);
225 221
226 if (stringarg) 222 if (spellparam)
227 { 223 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
229 if (at == NULL) 225 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
231 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 228 spellparam = NULL;
233 } 229 }
234 230
235 if (!stringarg) 231 if (!spellparam)
236 { 232 {
237 archetype *at_tmp; 233 archetype *at_tmp;
238 234
239 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
240 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
242 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
243 * to be altered from the donor. 239 * to be altered from the donor.
244 */ 240 */
245 241
246 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
248 { 244 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 246 {
251 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 249 * the item we have now, take it instead.
254 */ 250 */
255 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)))
256 at = at_tmp; 256 at = at_tmp;
257 } 257 }
258 } 258 }
259 } 259 }
260
260 /* 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
261 * know 262 * know
262 */ 263 */
263 if (!at) 264 if (!at)
264 { 265 {
265 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.");
266 return 0; 267 return 0;
267 } 268 }
268 269
269 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 271 new_op = at->instance ();
271 new_op->nrof = food_value; 272 new_op->nrof = food_value;
272 273
273 new_op->value = 0; 274 new_op->value = 0;
274 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
275 new_op->nrof = 1; 276 new_op->nrof = 1;
283{ 284{
284 int r, mflags, maxrange; 285 int r, mflags, maxrange;
285 object *tmp; 286 object *tmp;
286 maptile *m; 287 maptile *m;
287 288
288
289 if (!dir) 289 if (!dir)
290 { 290 {
291 examine_monster (op, op); 291 examine_monster (op, op);
292 return 1; 292 return 1;
293 } 293 }
294
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
296 { 297 {
297 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];
298 299
300 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
301 302
302 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
303 break; 304 break;
304 305
305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
306 { 307 {
307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
308 return 0; 309 return 0;
309 } 310 }
311
310 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
311 { 313 {
312 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)
313 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]))
314 { 316 {
315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
316 if (tmp->head != NULL) 318 if (tmp->head != NULL)
317 tmp = tmp->head; 319 tmp = tmp->head;
318 examine_monster (op, tmp); 320 examine_monster (op, tmp);
319 return 1; 321 return 1;
320 } 322 }
321 } 323 }
322 } 324 }
325
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 327 return 1;
325} 328}
326
327 329
328/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 331 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 335 * pl is invisible.
334 */ 336 */
335int 337int
336makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
337{ 339{
338
339 if (!pl->invisible) 340 if (!pl->invisible)
340 return 0; 341 return 0;
342
341 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
342 { 344 {
343 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
345 { 347 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
347 return 0; 349 return 0;
350
348 return 1; 351 return 1;
349 } 352 }
353
350 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 356 return 1;
357
353 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
354 if (!mon->race) 359 if (!mon->race)
355 return 0; 360 return 0;
361
356 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 363 return 1;
364
358 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
359 return 0; 366 return 0;
360 } 367 }
361 else 368 else
362 { 369 {
375 * normal applies. 382 * normal applies.
376 */ 383 */
377int 384int
378cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
379{ 386{
380 object *tmp;
381
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 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");
385 return 0; 390 return 0;
386 } 391 }
387 392
388 /* 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
389 * and if statement or two. 394 * and if statement or two.
390 */ 395 */
391 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
392 /* max duration */ 398 /* limit duration */
393 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 400
396 if (op->type == PLAYER) 401 if (op->type == PLAYER)
397 { 402 {
398 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
399 404
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404 409
405 op->contr->hidden = 0; 410 op->contr->hidden = 0;
406 } 411 }
412
407 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
408 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!");
409 else 415 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 417
412 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
413 419
414 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
415 * harm to the player. 421 * harm to the player.
416 */ 422 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
418 if (tmp->enemy == op) 424 if (tmp->enemy == op)
419 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
420 return 1; 427 return 1;
421} 428}
422 429
423/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 431 */
425int 432int
426cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
427{ 434{
428 object *tmp, *next;
429 int range, i, j, mflags; 435 int range, i, j, mflags;
430 sint16 sx, sy; 436 sint16 sx, sy;
431 maptile *m; 437 maptile *m;
432
433 if (op->type != PLAYER)
434 return 0;
435 438
436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
437 440
438 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
439 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
445 448
446 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
447 continue; 450 continue;
448 451
449 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
450 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)
451 { 454 {
452 next = tmp->above; 455 next = tmp->above;
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 } 459 }
456 } 460 }
457 461
458 return 1; 462 return 1;
460 464
461void 465void
462execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
463{ 467{
464 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
465 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
467 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.");
468 else 471 else
469 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 // remove first so we do not call update_stats
471 op->remove ();
472 pl->enter_exit (op);
473 }
474 }
475 473
476 op->destroy (); 474 op->destroy ();
477} 475}
478 476
479/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
481 * time delay effect. 479 * time delay effect.
482 */ 480 */
483int 481int
484cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
485{ 483{
486 object *dummy; 484 if (!op->is_player ())
487 int time;
488
489 if (op->type != PLAYER)
490 return 0; 485 return 0;
491 486
492 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))
493 { 488 {
494 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.");
495 return 1; 490 return 1;
496 } 491 }
497 492
498 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
499 if (dummy == NULL)
500 {
501 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
502 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
503 return 0;
504 }
505 494
506 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));
507 if (time < 1)
508 time = 1;
509 496
510 /* 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
511 * 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
512 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
513 */ 500 */
514 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
515 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
516 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
517 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
518 505 dummy->slaying = op->contr->savebed_map;
519 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
520 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
521 */
522 EXIT_PATH (dummy) = op->contr->savebed_map;
523 EXIT_X (dummy) = op->contr->bed_x;
524 EXIT_Y (dummy) = op->contr->bed_y;
525 508
526 op->insert (dummy); 509 op->insert (dummy);
527 510
528 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.");
529 512
567} 550}
568 551
569int 552int
570perceive_self (object *op) 553perceive_self (object *op)
571{ 554{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
574 object *tmp;
575 int i;
576 557
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
577 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
578 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 568 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
582 570
583 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
584 572
585 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
587 else 575 else
588 { 576 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
591 if (tmp != NULL) 579 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
594 { 581 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 583 }
602 584
603 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 588 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
609 { 590 {
610 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
613 }
614 else 593 else
615 {
616 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";
617 } 595
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 596 break;
620 } 597 }
621 } 598 }
622 }
623 return 1;
624}
625 599
626/* int cast_create_town_portal (object *op, object *caster, int dir) 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651
652 /* Check to see if the map the player is currently on is a per player unique
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 601
874 return 1; 602 return 1;
875} 603}
876 604
877/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
903 631
904 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
905 (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) ||
906 ((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)))
907 { 635 {
908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
909 return 0; 637 return 0;
910 } 638 }
911 639
912 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
913 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
914 else if (spell_ob->race) 642 else if (spell_ob->race)
915 { 643 {
916 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
917 645
918 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 652 return 0;
925 } 653 }
926 654
927 tmp = arch_to_object (at); 655 tmp = at->instance ();
928 } 656 }
929 else 657 else
930 { 658 {
931 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);
932 return 0; 660 return 0;
937 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
938 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);
939 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);
940 tmp->range = 0; 668 tmp->range = 0;
941 } 669 }
942 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
943 { 671 {
944 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);
945 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
946 } 674 }
947 675
948 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])
949 { 677 {
950 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);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
952 } 680 }
953 681
954 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
955 { 683 {
956 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);
957 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
958 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
959 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
960 } 688 }
961 689
962 /* 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,
963 * 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
964 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
965 */ 693 */
966 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 695 tmp->set_owner (op);
968 696
969 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
971 699
972 name = tmp->name; 700 name = tmp->name;
973 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
974 { 702 {
975 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);
976 return 0; 704 return 0;
977 } 705 }
978 706
979 /* 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 */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
982 710
983 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
986 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1005 { 733 {
1006 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
1008 736
1009 /* 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 */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
1012 740
1013 } 741 }
1014 else 742 else
1015 posblocked = 1; 743 posblocked = 1;
1016 744
1022 ((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)
1023 { 751 {
1024 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1026 754
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
1029 } 757 }
1030 else 758 else
1031 negblocked = 1; 759 negblocked = 1;
1032 } 760 }
1033 761
1034 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1035 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1036 764
1037 return 1; 765 return 1;
1038} 766}
1039 767
1040int 768int
1041dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1042{ 770{
1043 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1044 int mflags; 772 int mflags;
1045 maptile *m; 773 maptile *m;
1046 sint16 sx, sy; 774 sint16 sx, sy;
1048 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1049 return 0; 777 return 0;
1050 778
1051 if (!dir) 779 if (!dir)
1052 { 780 {
1053 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1054 return 0; 782 return 0;
1055 } 783 }
1056 784
1057 /* 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
1058 * ever, so put limits in. 786 * ever, so put limits in.
1059 */ 787 */
1060 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1061 789
1062 if (op->contr->count) 790 if (spellparam)
1063 { 791 {
792 int count = atoi (spellparam);
793
1064 if (op->contr->count > maxdist) 794 if (count > maxdist)
1065 { 795 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1067 return 0; 797 return 0;
1068 } 798 }
1069 799
1070 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1071 { 801 {
1072 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);
1073 803
1074 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1075 break; 805 break;
1076 806
1077 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)))
1078 break; 808 break;
1079 } 809 }
1080 810
1081 if (dist < op->contr->count) 811 if (dist < count)
1082 { 812 {
1083 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");
1084 op->contr->count = 0;
1085 return 0; 814 return 0;
1086 } 815 }
1087
1088 op->contr->count = 0;
1089 816
1090 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1093 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1135 break; 862 break;
1136 863
1137 } 864 }
1138 if (!dist) 865 if (!dist)
1139 { 866 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1141 return 0; 868 return 0;
1142 } 869 }
1143 } 870 }
1144 871
1145 /* Actually move the player now */ 872 /* Actually move the player now */
1146 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)))
1147 return 1; 874 return 1;
1148 875
1149 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
1150 return 1; 878 return 1;
1151} 879}
1152
1153 880
1154/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1155 * op is the caster. 882 * op is the caster.
1156 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1157 * spell is the spell object. 884 * spell is the spell object.
1164 object *poison; 891 object *poison;
1165 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1166 893
1167 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1168 895
1169 if (tmp == NULL) 896 if (!tmp)
1170 return 0; 897 return 0;
1171 898
1172 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1174 */ 901 */
1177 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;
1178 905
1179 if (heal) 906 if (heal)
1180 { 907 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 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.");
1184 }
1185 else 910 else
1186 { 911 {
1187 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 914 * on amount of damage healed.
1190 */ 915 */
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1193 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1194 920
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 923 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 925 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 927 else if (heal > 10)
1208 {
1209 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.");
1210 }
1211 else 929 else
1212 {
1213 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.");
1214 } 931
1215 success = 1; 932 success = 1;
1216 } 933 }
1217 } 934 }
935
1218 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1220 success = 1; 938 success = 1;
1221 939
1222 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1223 { 941 {
1224 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1225 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1226 if (poison) 944 if (poison)
1227 { 945 {
1228 success = 1; 946 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 948 poison->stats.food = 1;
1231 } 949 }
1232 } 950 }
951
1233 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1234 { 953 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1236 if (poison) 955 if (poison)
1237 { 956 {
1238 success = 1; 957 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 959 poison->duration = 1;
1241 } 960 }
1242 } 961 }
962
1243 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1244 { 964 {
1245 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1246 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 967 if (poison)
1248 { 968 {
1249 success = 1; 969 success = 1;
1250 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.");
1251 poison->stats.food = 1; 971 poison->stats.food = 1;
1252 } 972 }
1253 } 973 }
974
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 976 {
1256 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 980 success = 1;
1260 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!");
1261 } 982 }
983
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 985 {
1264 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 989 success = 1;
1268 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!");
1269 } 991 }
992
1270 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1271 { 994 {
1272 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1273 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1274 tmp->stats.food = 999; 997
1275 success = 1; 998 success = 1;
1276 /* 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 */
1277 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");
1278 } 1001 }
1002
1279 return success; 1003 return success;
1280} 1004}
1281
1282 1005
1283/* 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
1284 * 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
1285 * good comments for those. 1008 * good comments for those.
1286 */ 1009 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1011 "You grow no stronger.",
1289 "You grow no more agile.", 1012 "You grow no more agile.",
1290 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1291 "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."
1292 "You are no easier to look at.", 1017 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1018};
1296 1019
1297int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1298cast_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)
1299{ 1028{
1300 object *force = NULL; 1029 object *force = 0;
1301 int i; 1030 int i;
1302 1031
1303 /* 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. */
1304 object *tmp = dir 1033 object *tmp = dir
1305 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1306 : op; 1035 : op;
1307 1036
1308 if (!tmp) 1037 if (!tmp)
1309 return 0; 1038 return 0;
1310 1039
1311 /* 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. */
1319 break; 1048 break;
1320 } 1049 }
1321 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1322 { 1051 {
1323 if (!silent) 1052 if (!silent)
1324 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
1325 return 0; 1056 return 0;
1326 } 1057 }
1327 } 1058 }
1328 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1329 if (force == NULL) 1063 if (force)
1330 {
1331 force = get_archetype (FORCE_NAME);
1332 force->subtype = FORCE_CHANGE_ABILITY;
1333 if (spell_ob->race)
1334 force->name = spell_ob->race;
1335 else
1336 force->name = spell_ob->name;
1337 force->name_pl = spell_ob->name;
1338 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1339
1340 } 1064 {
1341 else
1342 {
1343 int duration;
1344
1345 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1346 if (duration > force->duration) 1065 if (duration > force->duration)
1347 { 1066 {
1348 force->duration = duration; 1067 force->duration = duration;
1349 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.");
1350 } 1069 }
1351 else 1070 else
1352 {
1353 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.");
1354 } 1072
1355 return 1; 1073 return 1;
1356 } 1074 }
1357 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
1358 force->speed = 1.0; 1091 force->speed = 1.0;
1359 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1361 1094
1362 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1363 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1364 {
1365 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1366 {
1367 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));
1368 if (force->resist[i] > 100) 1099
1369 force->resist[i] = 100;
1370 }
1371 }
1372 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1373 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);
1374 1102
1375 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1376 { 1104 {
1377 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1379 { 1107 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1109 {
1384 sm = 0; 1110 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1387 1113
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1391 if (sm < 0) 1117 force->stats.stat (i) = sm;
1392 sm = 0; 1118
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1119 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1121 }
1398 } 1122 }
1399 } 1123 }
1400 1124
1401 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1402 1126
1403 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1404 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1405 1129
1406 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1407 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1408 1132
1409 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1410 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1411 { 1135 {
1412 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1420 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1421 1145
1422 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1425 return 1; 1150 return 1;
1426} 1151}
1427 1152
1428/* 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
1429 * 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
1430 * of the caster. 1155 * of the caster.
1431 */ 1156 */
1432
1433int 1157int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1159{
1436 int i; 1160 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1438 1162
1439 /* 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. */
1440 if (dir != 0) 1164 if (dir != 0)
1441 { 1165 {
1442 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1443 } 1170 }
1444 else 1171 else
1445 {
1446 tmp = op; 1172 tmp = op;
1447 }
1448 1173
1449 /* 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. */
1450 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1451 { 1176 {
1452 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1453 { 1178 {
1454 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1455 { 1180 {
1461 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);
1462 return 0; 1187 return 0;
1463 } 1188 }
1464 } 1189 }
1465 } 1190 }
1191
1466 if (force == NULL) 1192 if (force == NULL)
1467 { 1193 {
1468 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1469 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1470 if (spell_ob->race) 1196 if (spell_ob->race)
1471 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1472 else 1198 else
1473 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1488 { 1214 {
1489 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.");
1490 } 1216 }
1491 return 0; 1217 return 0;
1492 } 1218 }
1219
1493 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;
1494 force->speed = 1.0; 1221 force->speed = 1.0;
1495 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1496 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1497 1224
1498 if (!god) 1225 if (!god)
1499 { 1226 {
1500 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1501 } 1228 }
1502 else 1229 else
1503 { 1230 {
1504 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1505 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1506 {
1507 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1508 {
1509 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]);
1510 } 1235
1511 }
1512 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1513 1237
1514 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1515 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1516 1240
1532 insert_ob_in_ob (force, tmp); 1256 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1257 tmp->update_stats ();
1534 return 1; 1258 return 1;
1535} 1259}
1536 1260
1537
1538
1539/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1540 * 1262 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1543 * about 90% of that of the item itself. It uses the value of the
1544 * object before charisma adjustments, because the nuggets themselves
1545 * will be will be adjusted by charisma when sold.
1546 * 1265 *
1547 * 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
1548 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1549 * 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
1550 * to the max amount of small nuggets as you could get. 1269 * when sold.
1551 *
1552 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1270 *
1555 * 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
1556 * 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
1557 * alchemied. 1273 * alchemised.
1558 */ 1274 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1275static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1277{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1279
1572 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1285 * the stuff back to town.
1578 */ 1286 */
1579 1287 if (obj->flag [FLAG_UNPAID])
1580 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1288 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1290 value /= 3;
1584 else 1291 else
1585 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1586 1293
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1590 { 1295 total_value += value;
1591 int count;
1592 1296
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1297 total_weight += obj->total_weight ();
1298
1613 obj->destroy (); 1299 obj->destroy ();
1614} 1300}
1615 1301
1616static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1618{
1619 object *tmp;
1620 int flag = 0;
1621
1622 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player
1624 */
1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1627
1628 if (small_nuggets)
1629 {
1630 tmp = small->clone ();
1631 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634
1635 if (large_nuggets)
1636 {
1637 tmp = large->clone ();
1638 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag);
1640 }
1641}
1642
1643int 1302int
1644alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1645{ 1304{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1652 return 0; 1306 return 0;
1653 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
1654 /* 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
1655 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1316 * in sight
1657 */ 1317 */
1658 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);
1659 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1320 uint64 value_max = duration * 1000;
1661 1321
1322 int weight = 0;
1323
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1325 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1327 {
1328 uint64 value = 0;
1329
1666 nx = x; 1330 sint16 nx = x;
1667 ny = y; 1331 sint16 ny = y;
1668 1332
1669 mp = op->map; 1333 maptile *mp = op->map;
1670 1334
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1336
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1338 continue;
1675 1339
1676 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1342 * ground level effect.
1679 */ 1343 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1345 continue;
1682 1346
1683 small_nuggets = 0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1348 {
1688 next = tmp->above; 1349 next = tmp->above;
1350
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1691 { 1353 {
1692
1693 if (tmp->inv) 1354 if (tmp->inv)
1694 { 1355 {
1695 object *next1, *tmp1; 1356 object *next1, *tmp1;
1696 1357
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1359 {
1699 next1 = tmp1->below; 1360 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1363 alchemy_object (tmp1, value, weight);
1703 } 1364 }
1704 } 1365 }
1366
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1706 1368
1707 if (weight > weight_max) 1369 if (weight > weight_max)
1708 { 1370 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1371 }
1714 } /* is alchemable object */
1715 } /* process all objects on this space */
1716
1717 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell.
1720 */ 1372 }
1721 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);
1722 } 1386 }
1723 }
1724 1387
1725 large->destroy (); 1388 if (weight > weight_max)
1726 small->destroy (); 1389 goto bailout;
1727 /* reset this so that if player standing on a big pile of stuff, 1390 }
1728 * it is redrawn properly. 1391 }
1729 */ 1392
1730 op->contr->ns->look_position = 0; 1393bailout:
1731 return 1; 1394 return 1;
1732} 1395}
1733
1734 1396
1735/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1736 * items. 1398 * items.
1737 */ 1399 */
1738int 1400int
1739remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1740{ 1402{
1741 object *tmp;
1742 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1743 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
1744 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1745 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1746 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1747 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1748 { 1413 {
1749 was_one++; 1414 ++was_one;
1415
1750 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1751 { 1417 {
1752 success++; 1418 ++success;
1753 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1754 CLEAR_FLAG (tmp, FLAG_DAMNED);
1755 1420
1756 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1757 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1758 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1759 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1760 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1761 } 1428 }
1762 } 1429 }
1763 1430
1764 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1765 { 1432 {
1766 if (success) 1433 if (success)
1767 { 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1768 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1769 }
1770 else 1435 else
1771 { 1436 {
1772 if (was_one) 1437 if (was_one)
1773 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.>");
1774 else 1439 else
1775 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.>");
1776 } 1441 }
1777 } 1442 }
1778 1443
1779 return success; 1444 return success;
1780} 1445}
1781 1446
1782/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1783
1784int 1448int
1785cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1786{ 1450{
1787 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1788 int success = 0, num_ident;
1789 1452
1790 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));
1791 1454
1792 if (num_ident < 1) 1455 op->splay_marked ();
1793 num_ident = 1;
1794 1456
1795 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1796 { 1458 {
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1798 { 1460 {
1799 identify (tmp); 1461 identify (tmp);
1800 1462
1801 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1802 { 1464 {
1803 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));
1804 1466
1805 if (tmp->msg) 1467 if (tmp->msg)
1806 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1809 }
1810 } 1469 }
1811 1470
1812 num_ident--;
1813 success = 1;
1814 if (!num_ident) 1471 if (!--num_ident)
1815 break; 1472 break;
1816 } 1473 }
1817 } 1474 }
1818 1475
1819 /* 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
1820 * 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
1821 * was not fully used. 1478 * was not fully used.
1822 */ 1479 */
1823 if (num_ident) 1480 if (num_ident)
1824 { 1481 {
1825 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)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1827 { 1484 {
1828 identify (tmp); 1485 identify (tmp);
1829 1486
1830 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1831 { 1488 {
1832 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));
1833 1490
1834 if (tmp->msg) 1491 if (tmp->msg)
1835 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1838 }
1839
1840 esrv_send_item (op, tmp);
1841 } 1493 }
1842 1494
1843 num_ident--;
1844 success = 1;
1845 if (!num_ident) 1495 if (!--num_ident)
1846 break; 1496 break;
1847 } 1497 }
1848 } 1498 }
1849 1499
1850 if (!success) 1500 if (buf.empty ())
1851 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 }
1852 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1853 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1854 1511 return 1;
1855 return success; 1512 }
1856} 1513}
1857 1514
1858int 1515int
1859cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1860{ 1517{
1861 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1862 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1863 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1864 maptile *m; 1521 maptile *m;
1865 1522
1866 /* 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
1867 * doing it over and over again. 1524 * doing it over and over again.
1868 */ 1525 */
1869 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1870 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1871 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1872 1529
1873 if (!skill) 1530 if (!skill)
1874 skill = caster; 1531 skill = caster;
1875 1532
1876 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1877 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1878 { 1535 {
1879 m = op->map;
1880 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1881 if (mflags & P_OUT_OF_MAP)
1882 continue;
1883
1884 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1885 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1886 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1887 * down - that is easier than working up. 1539 * down - that is easier than working up.
1888 */ 1540 */
1889 1541
1890 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)
1891 last = tmp; 1543 last = tmp;
1892 1544
1893 /* 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
1894 * would happen. 1546 * would happen.
1895 */ 1547 */
1896 if (!last) 1548 if (!last)
1897 continue; 1549 continue;
1898 1550
1899 done_one = 0; 1551 done_one = 0;
1900 floor = 0; 1552 floor = 0;
1901 detect = NULL; 1553 detect = 0;
1902 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1903 { 1555 {
1904 /* show invisible */ 1556 /* show invisible */
1905 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1906 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1907 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1908 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1909 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1910 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
1911 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1912 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1913 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)
1914 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1915 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)))
1916 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1917 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)
1918 { 1581 {
1919 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
1920 done_one = 1; 1664 done_one = 1;
1921 } 1665 }
1922 } 1666 }
1923
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1925 floor = 1;
1926
1927 /* All detections below this point don't descend beneath the floor,
1928 * so just continue on. We could be clever and look at the type of
1929 * detection to completely break out if we don't care about objects beneath
1930 * the floor, but once we get to the floor, not likely a very big issue anyways.
1931 */
1932 if (floor)
1933 continue;
1934
1935 /* I had thought about making detect magic and detect curse
1936 * show the flash the magic item like it does for detect monster.
1937 * however, if the object is within sight, this would then make it
1938 * difficult to see what object is magical/cursed, so the
1939 * effect wouldn't be as apparant.
1940 */
1941
1942 /* detect magic */
1943 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1944 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1945 {
1946 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1947 /* make runes more visibile */
1948 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1949 tmp->stats.Cha /= 4;
1950 done_one = 1;
1951 }
1952 /* detect monster */
1953 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1954 {
1955 done_one = 2;
1956 if (!detect)
1957 detect = tmp;
1958 }
1959 /* Basically, if race is set in the spell, then the creatures race must
1960 * match that. if the spell race is set to GOD, then the gods opposing
1961 * race must match.
1962 */
1963 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1964 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1965 (strstr (spell->race, tmp->race))))
1966 {
1967 done_one = 2;
1968 if (!detect)
1969 detect = tmp;
1970 }
1971 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1972 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1973 {
1974 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1975 done_one = 1;
1976 }
1977 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1978 1668
1979 /* 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
1980 * where the magic is. 1670 * where the magic is.
1981 */ 1671 */
1982 if (done_one) 1672 if (done_one)
1983 { 1673 {
1984 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1985 1675
1986 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1987 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1988 { 1678 {
1989 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1990 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1991 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1992 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1993 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1994 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1995 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1996 } 1686 }
1997 1687
1998 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1999 } 1689 }
2000 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
2001 1691
2002 1692
2003 /* 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 */
2004 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])
2005 { 1695 {
2006 done_one = 0; 1696 done_one = 0;
1697
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 { 1699 {
2009 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2010 { 1701 {
2011 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])
2012 { 1703 {
2013 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2014 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1708 }
2017 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
2018 (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]))
2019 { 1712 {
2020 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
2021 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2022 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2023 } 1717 }
2024 } /* if item is not identified */ 1718 } /* if item is not identified */
2025 } /* for the players inventory */ 1719 } /* for the players inventory */
2026 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2027 return 1; 1722 return 1;
2028} 1723}
2029 1724
2030 1725
2031/** 1726/**
2044 1739
2045 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.");
2046 1741
2047 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2048 { 1743 {
2049 object *tmp;
2050
2051 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2052
2053 /* Explodes a fireball centered at player */
2054 tmp = get_archetype (EXPLODING_FIREBALL);
2055 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2056 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2057
2058 tmp->insert_at (victim);
2059 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2060 } 1747 }
2061 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2062 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.");
2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2064 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!");
2065 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2066 { 1753 {
2067 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2092 1779
2093 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2094 { 1781 {
2095 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)
2096 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2097 break; 1784 break;
2098 } 1785 }
2099 1786
2100 1787
2101 /* 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
2102 * 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.
2103 */ 1790 */
2104 if (plyr == NULL) 1791 if (plyr == NULL)
2105 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)
2106 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2107 break; 1794 break;
2108 1795
2109 if (!plyr) 1796 if (!plyr)
2110 { 1797 {
2111 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2112 return 0; 1799 return 0;
2113 } 1800 }
2114 /* give sp */ 1801 /* give sp */
2115 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2116 { 1803 {
2117 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);
2118 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2119 return 1; 1806 return 1;
2120 } 1807 }
2121 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2122 else if (op != plyr) 1809 else if (op != plyr)
2123 { 1810 {
2128 if (rate > 95) 1815 if (rate > 95)
2129 rate = 95; 1816 rate = 95;
2130 1817
2131 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2132 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2133 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2134 { 1821 {
2135 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2136 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2137 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2138 if (sucked > 0) 1825 if (sucked > 0)
2139 { 1826 {
2140 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2141 } 1828 }
2142 } 1829 }
2143 return 1; 1830 return 1;
2144 } 1831 }
2145 return 0; 1832 return 0;
2187 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1876 * monsters either.
2190 */ 1877 */
2191 1878
2192 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2193 !(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))
2194 head->destroy (); 1883 head->destroy ();
2195 else 1884 else
2196 switch (head->type) 1885 switch (head->type)
2197 { 1886 {
2198 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
2199 if (op->level > head->level) 1893 if (op->level > head->level)
2200 head->destroy (); 1894 head->destroy ();
2201 1895
2202 break; 1896 break;
2203 1897
2214 break; 1908 break;
2215 } 1909 }
2216 } 1910 }
2217} 1911}
2218 1912
2219
2220
2221/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2222int 1914int
2223cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2224{ 1916{
2225 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2226 1918
2227 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2228 1920
2229 if (!god) 1921 if (!god)
2230 { 1922 {
2231 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!");
2232 return 0; 1924 return 0;
2233 } 1925 }
2234 1926
2235 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2236 { 1928 {
2237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2238 break; 1930 break;
2239 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2240 { 1932 {
2241 1933
2242 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2243 { 1935 {
2244 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);
2245 return 0; 1937 return 0;
2246 } 1938 }
2247 else 1939 else
2248 { 1940 {
2249 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2250 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2251 tmp->name = buf; 1943 tmp->name = buf;
2252 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2253 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2254 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2255 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2256 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);
2257 return 1; 1951 return 1;
2258 } 1952 }
2259 } 1953 }
2260 } 1954 }
2261 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!");
2262 return 0; 1957 return 0;
2263} 1958}
2264 1959
2265/* animate_weapon - 1960/* animate_weapon -
2266 * 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.
2270 * 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,
2271 * 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
2272 * 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
2273 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2274 */ 1969 */
2275
2276int 1970int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1972{
2279 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2281 int a, i; 1974 int a, i;
2282 sint16 x, y; 1975 sint16 x, y;
2283 maptile *m; 1976 maptile *m;
2284 materialtype_t *mt;
2285 1977
2286 if (!spell->other_arch) 1978 if (!spell->other_arch)
2287 { 1979 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 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);
2292 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2294 return 0; 1986 return 0;
2295 1987
2296 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2298 { 1990 {
2299 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2300 return 0; 1992 return 0;
2301 } 1993 }
2302 1994
2303 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2304 if (!dir) 1996 if (!dir)
2305 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);
2306 1998
2307 m = op->map; 1999 m = op->map;
2308 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2310 2002
2311 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2312 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)
2313 ((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))
2314 { 2006 {
2315 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2316 return 0; 2008 return 0;
2317 } 2009 }
2318 2010
2319 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2320 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2321 2013
2322 if (!weapon) 2014 if (!weapon)
2323 { 2015 {
2324 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!");
2325 return 0; 2017 return 0;
2326 } 2018 }
2019
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2328 { 2021 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2330 return 0; 2023 return 0;
2331 } 2024 }
2025
2332 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2333 { 2027 {
2334 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.");
2335 return 0; 2029 return 0;
2336 } 2030 }
2337 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2338 { 2033 {
2339 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));
2340 return 0; 2035 return 0;
2341 } 2036 }
2342 2037
2343 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2344 {
2345 tmp = get_split_ob (weapon, 1);
2346 esrv_send_item (op, weapon);
2347 weapon = tmp;
2348 }
2349 2039
2350 /* create the golem object */ 2040 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2352 2042
2353 /* 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 */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2051
2364 /* 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
2365 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2366 * used above. 2054 * used above.
2367 */ 2055 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2369 weapon->remove (); 2057 weapon->remove ();
2370 insert_ob_in_ob (weapon, tmp); 2058
2371 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2063 * body_info, skills, etc)
2375 */ 2064 */
2376 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2377 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2378 tmp->update_stats (); 2067 tmp->update_stats ();
2379 2068
2380 /* 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
2381 * 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 -
2382 * 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.
2402 2091
2403 /* attacktype */ 2092 /* attacktype */
2404 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2406 2095
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname);
2410 if (mt != NULL)
2411 {
2412 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2414 a = mt->save[0]; 2098
2415 } 2099 a = op->material->save[0];
2416 else 2100
2417 {
2418 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5;
2420 a = 10;
2421 }
2422 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2432 2111
2433 /* 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 */
2434 2113
2435 if (a > 14) 2114 if (a > 14)
2436 a = 14; 2115 a = 14;
2116
2437 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));
2438 2118
2439 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2440 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)));
2441 2121
2442 if (!spell->race) 2122 if (!spell->race)
2443 { 2123 {
2444 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2445 tmp->name = buf; 2125 tmp->name = buf;
2451 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2452 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2453 } 2133 }
2454 2134
2455 /* 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. */
2456 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));
2457 2137
2458 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2459 tmp->direction = dir; 2139 tmp->direction = dir;
2460 2140
2461 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2465/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2466 2146
2467/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2468 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2469 */ 2149 */
2470
2471int 2150int
2472cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2473{ 2152{
2474 int success; 2153 int success;
2475 2154
2479 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2480 2159
2481 if (!success) 2160 if (!success)
2482 { 2161 {
2483 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2484 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2485 else 2164 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2487 } 2166 }
2167
2488 return success; 2168 return success;
2489} 2169}
2490
2491
2492
2493
2494 2170
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2173 * spell is the spell object itself.
2498 */ 2174 */
2504 2180
2505 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2506 if (new_aura) 2182 if (new_aura)
2507 refresh = 1; 2183 refresh = 1;
2508 else 2184 else
2509 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2510 2186
2511 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);
2512 2188
2513 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);
2514 2190
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2518 2193
2519 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2520 if (refresh) 2196 if (refresh)
2521 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.");
2522 else 2198 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2525 return 1; 2204 return 1;
2526} 2205}
2527
2528 2206
2529/* 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,
2530 * 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
2531 * around him. 2209 * around him.
2532 * Aura parameters: 2210 * Aura parameters:
2533 * duration: duration counter. 2211 * duration: duration counter.
2534 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2535 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2536 */ 2214 */
2537
2538void 2215void
2539move_aura (object *aura) 2216move_aura (object *aura)
2540{ 2217{
2541 int i, mflags;
2542 object *env;
2543 maptile *m;
2544
2545 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2546 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2547 2221
2548 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2549 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2550 */ 2224 */
2551 aura->remove (); 2225 aura->remove ();
2556 aura->destroy (); 2230 aura->destroy ();
2557 return; 2231 return;
2558 } 2232 }
2559 2233
2560 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2561 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2562 { 2236 {
2563 aura->destroy (); 2237 aura->destroy ();
2564 return; 2238 return;
2565 } 2239 }
2566 2240
2567 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2568 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2569 */ 2243 */
2570 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2571 2245
2572 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2573 { 2247 {
2574 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2575 2250
2576 nx = aura->x + freearr_x[i];
2577 ny = aura->y + freearr_y[i];
2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2579
2580 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2581 * 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
2582 * 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.
2583 */ 2254 */
2584 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)))
2585 { 2256 {
2586 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2587 2258
2588 if (aura->other_arch) 2259 if (aura->other_arch)
2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2590 } 2261 }
2591 } 2262 }
2592 2263
2593 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2594 aura->remove (); 2265 env->insert (aura);
2595 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2596} 2267}
2597 2268
2598/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2599 * op is the piece object. 2270 * op is the piece object.
2600 */ 2271 */
2601
2602void 2272void
2603move_peacemaker (object *op) 2273move_peacemaker (object *op)
2604{ 2274{
2605 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2606
2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2608 { 2276 {
2609 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2610 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2611 2279
2612 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2613 victim = tmp->head;
2614 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue; 2281 continue;
2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2617 continue; 2284 continue;
2285
2618 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2619 continue; 2287 continue;
2620 2288
2621 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2622 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2623 2291
2624 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2625 { 2293 {
2626 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2627 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2628 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2629 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2630#if 0 2299#if 0
2631 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2632 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2635 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2636 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2637 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2638#endif 2307#endif
2639 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2641 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2642 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2643 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2644 if (victim->name) 2314 if (victim->name)
2645 {
2646 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);
2647 } 2316 }
2648 }
2649 } 2317 }
2650} 2318}
2651
2652 2319
2653/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2654 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2655 */ 2322 */
2656
2657int 2323int
2658write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2659{ 2325{
2660 char rune[HUGE_BUF];
2661 object *tmp;
2662
2663 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2664 { 2327 {
2665 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2666 return 0; 2329 return 0;
2667 } 2330 }
2668 2331
2669 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2670 { 2333 {
2671 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.>");
2672 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);
2673 return 0; 2336 return 0;
2674 } 2337 }
2338
2675 if (!spell->other_arch) 2339 if (!spell->other_arch)
2676 return 0; 2340 return 0;
2677 tmp = arch_to_object (spell->other_arch);
2678 2341
2679 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2680 2343
2681 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2682 tmp->msg = rune; 2345 tmp->msg = msg;
2683 2346
2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2685 return 1; 2349 return 1;
2686} 2350}
2351

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines