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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.35 by pippijn, Mon Jan 15 21:06:20 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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_all_actives (tmp) 423 for_all_actives (tmp)
424/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 431 */
426int 432int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 434{
429 object *tmp, *next;
430 int range, i, j, mflags; 435 int range, i, j, mflags;
431 sint16 sx, sy; 436 sint16 sx, sy;
432 maptile *m; 437 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 438
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 440
439 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 448
447 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
448 continue; 450 continue;
449 451
450 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
451 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)
452 { 454 {
453 next = tmp->above; 455 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 459 }
457 } 460 }
458 461
459 return 1; 462 return 1;
461 464
462void 465void
463execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
464{ 467{
465 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 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.");
469 else 471 else
470 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 473
477 op->destroy (); 474 op->destroy ();
478} 475}
479 476
480/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
482 * time delay effect. 479 * time delay effect.
483 */ 480 */
484int 481int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 483{
487 object *dummy; 484 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 485 return 0;
492 486
493 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))
494 { 488 {
495 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.");
496 return 1; 490 return 1;
497 } 491 }
498 492
499 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 494
507 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));
508 if (time < 1)
509 time = 1;
510 496
511 /* 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
512 * 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
513 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
514 */ 500 */
515 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
519 505 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 508
527 op->insert (dummy); 509 op->insert (dummy);
528 510
529 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.");
530 512
568} 550}
569 551
570int 552int
571perceive_self (object *op) 553perceive_self (object *op)
572{ 554{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
575 object *tmp;
576 int i;
577 557
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
578 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
579 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 568 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
583 570
584 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
585 572
586 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
588 else 575 else
589 { 576 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
592 if (tmp != NULL) 579 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
595 { 581 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 583 }
603 584
604 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 588 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 590 {
611 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
614 }
615 else 593 else
616 {
617 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";
618 } 595
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 596 break;
621 } 597 }
622 } 598 }
623 }
624 return 1;
625}
626 599
627/* int cast_create_town_portal (object *op, object *caster, int dir) 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652
653 /* Check to see if the map the player is currently on is a per player unique
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 601
875 return 1; 602 return 1;
876} 603}
877 604
878/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
904 631
905 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (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) ||
907 ((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)))
908 { 635 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
910 return 0; 637 return 0;
911 } 638 }
912 639
913 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
915 else if (spell_ob->race) 642 else if (spell_ob->race)
916 { 643 {
917 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
918 645
919 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 652 return 0;
926 } 653 }
927 654
928 tmp = arch_to_object (at); 655 tmp = at->instance ();
929 } 656 }
930 else 657 else
931 { 658 {
932 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);
933 return 0; 660 return 0;
938 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
939 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);
940 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);
941 tmp->range = 0; 668 tmp->range = 0;
942 } 669 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
944 { 671 {
945 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);
946 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
947 } 674 }
948 675
949 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])
950 { 677 {
951 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);
952 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
953 } 680 }
954 681
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
956 { 683 {
957 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);
958 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
961 } 688 }
962 689
963 /* 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,
964 * 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
965 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
966 */ 693 */
967 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 695 tmp->set_owner (op);
969 696
970 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
972 699
973 name = tmp->name; 700 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
975 { 702 {
976 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);
977 return 0; 704 return 0;
978 } 705 }
979 706
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 710
984 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1006 { 733 {
1007 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
1009 736
1010 /* 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 */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
1013 740
1014 } 741 }
1015 else 742 else
1016 posblocked = 1; 743 posblocked = 1;
1017 744
1023 ((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)
1024 { 751 {
1025 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1027 754
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
1030 } 757 }
1031 else 758 else
1032 negblocked = 1; 759 negblocked = 1;
1033 } 760 }
1034 761
1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1036 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1037 764
1038 return 1; 765 return 1;
1039} 766}
1040 767
1041int 768int
1042dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 770{
1044 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1045 int mflags; 772 int mflags;
1046 maptile *m; 773 maptile *m;
1047 sint16 sx, sy; 774 sint16 sx, sy;
1049 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1050 return 0; 777 return 0;
1051 778
1052 if (!dir) 779 if (!dir)
1053 { 780 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1055 return 0; 782 return 0;
1056 } 783 }
1057 784
1058 /* 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
1059 * ever, so put limits in. 786 * ever, so put limits in.
1060 */ 787 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 789
1063 if (op->contr->count) 790 if (spellparam)
1064 { 791 {
792 int count = atoi (spellparam);
793
1065 if (op->contr->count > maxdist) 794 if (count > maxdist)
1066 { 795 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1068 return 0; 797 return 0;
1069 } 798 }
1070 799
1071 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1072 { 801 {
1073 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);
1074 803
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 805 break;
1077 806
1078 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)))
1079 break; 808 break;
1080 } 809 }
1081 810
1082 if (dist < op->contr->count) 811 if (dist < count)
1083 { 812 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 814 return 0;
1087 } 815 }
1088
1089 op->contr->count = 0;
1090 816
1091 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1092 * 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,
1093 * 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
1094 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1136 break; 862 break;
1137 863
1138 } 864 }
1139 if (!dist) 865 if (!dist)
1140 { 866 {
1141 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1142 return 0; 868 return 0;
1143 } 869 }
1144 } 870 }
1145 871
1146 /* Actually move the player now */ 872 /* Actually move the player now */
1147 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)))
1148 return 1; 874 return 1;
1149 875
1150 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
1151 return 1; 878 return 1;
1152} 879}
1153
1154 880
1155/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1156 * op is the caster. 882 * op is the caster.
1157 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1158 * spell is the spell object. 884 * spell is the spell object.
1165 object *poison; 891 object *poison;
1166 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1167 893
1168 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1169 895
1170 if (tmp == NULL) 896 if (!tmp)
1171 return 0; 897 return 0;
1172 898
1173 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1175 */ 901 */
1178 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;
1179 905
1180 if (heal) 906 if (heal)
1181 { 907 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 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.");
1185 }
1186 else 910 else
1187 { 911 {
1188 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 914 * on amount of damage healed.
1191 */ 915 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1194 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1195 920
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 923 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 925 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 927 else if (heal > 10)
1209 {
1210 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.");
1211 }
1212 else 929 else
1213 {
1214 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.");
1215 } 931
1216 success = 1; 932 success = 1;
1217 } 933 }
1218 } 934 }
935
1219 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1221 success = 1; 938 success = 1;
1222 939
1223 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1224 { 941 {
1225 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1226 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1227 if (poison) 944 if (poison)
1228 { 945 {
1229 success = 1; 946 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 948 poison->stats.food = 1;
1232 } 949 }
1233 } 950 }
951
1234 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1235 { 953 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1237 if (poison) 955 if (poison)
1238 { 956 {
1239 success = 1; 957 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 959 poison->duration = 1;
1242 } 960 }
1243 } 961 }
962
1244 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1245 { 964 {
1246 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1247 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 967 if (poison)
1249 { 968 {
1250 success = 1; 969 success = 1;
1251 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.");
1252 poison->stats.food = 1; 971 poison->stats.food = 1;
1253 } 972 }
1254 } 973 }
974
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 976 {
1257 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 980 success = 1;
1261 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!");
1262 } 982 }
983
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 985 {
1265 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 989 success = 1;
1269 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!");
1270 } 991 }
992
1271 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1272 { 994 {
1273 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1274 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1275 tmp->stats.food = 999; 997
1276 success = 1; 998 success = 1;
1277 /* 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 */
1278 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");
1279 } 1001 }
1002
1280 return success; 1003 return success;
1281} 1004}
1282
1283 1005
1284/* 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
1285 * 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
1286 * good comments for those. 1008 * good comments for those.
1287 */ 1009 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1011 "You grow no stronger.",
1290 "You grow no more agile.", 1012 "You grow no more agile.",
1291 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1292 "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."
1293 "You are no easier to look at.", 1017 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1018};
1297 1019
1298int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1299cast_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)
1300{ 1028{
1301 object *force = NULL; 1029 object *force = 0;
1302 int i; 1030 int i;
1303 1031
1304 /* 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. */
1305 object *tmp = dir 1033 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1307 : op; 1035 : op;
1308 1036
1309 if (!tmp) 1037 if (!tmp)
1310 return 0; 1038 return 0;
1311 1039
1312 /* 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. */
1320 break; 1048 break;
1321 } 1049 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 { 1051 {
1324 if (!silent) 1052 if (!silent)
1325 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
1326 return 0; 1056 return 0;
1327 } 1057 }
1328 } 1058 }
1329 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1330 if (force == NULL) 1063 if (force)
1331 {
1332 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY;
1334 if (spell_ob->race)
1335 force->name = spell_ob->race;
1336 else
1337 force->name = spell_ob->name;
1338 force->name_pl = spell_ob->name;
1339 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1340
1341 } 1064 {
1342 else
1343 {
1344 int duration;
1345
1346 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1347 if (duration > force->duration) 1065 if (duration > force->duration)
1348 { 1066 {
1349 force->duration = duration; 1067 force->duration = duration;
1350 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.");
1351 } 1069 }
1352 else 1070 else
1353 {
1354 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.");
1355 } 1072
1356 return 1; 1073 return 1;
1357 } 1074 }
1358 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
1359 force->speed = 1.0; 1091 force->speed = 1.0;
1360 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1362 1094
1363 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1364 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1365 {
1366 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1367 {
1368 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));
1369 if (force->resist[i] > 100) 1099
1370 force->resist[i] = 100;
1371 }
1372 }
1373 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1374 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);
1375 1102
1376 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1377 { 1104 {
1378 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1380 { 1107 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1109 {
1385 sm = 0; 1110 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1388 1113
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1392 if (sm < 0) 1117 force->stats.stat (i) = sm;
1393 sm = 0; 1118
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1119 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1121 }
1399 } 1122 }
1400 } 1123 }
1401 1124
1402 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1403 1126
1404 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1405 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1406 1129
1407 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1408 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1409 1132
1410 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1411 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1412 { 1135 {
1413 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1421 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1422 1145
1423 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1426 return 1; 1150 return 1;
1427} 1151}
1428 1152
1429/* 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
1430 * 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
1431 * of the caster. 1155 * of the caster.
1432 */ 1156 */
1433
1434int 1157int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1159{
1437 int i; 1160 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1439 1162
1440 /* 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. */
1441 if (dir != 0) 1164 if (dir != 0)
1442 { 1165 {
1443 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1444 } 1170 }
1445 else 1171 else
1446 {
1447 tmp = op; 1172 tmp = op;
1448 }
1449 1173
1450 /* 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. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1452 { 1176 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 { 1178 {
1455 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1456 { 1180 {
1462 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);
1463 return 0; 1187 return 0;
1464 } 1188 }
1465 } 1189 }
1466 } 1190 }
1191
1467 if (force == NULL) 1192 if (force == NULL)
1468 { 1193 {
1469 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race) 1196 if (spell_ob->race)
1472 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1473 else 1198 else
1474 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1489 { 1214 {
1490 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.");
1491 } 1216 }
1492 return 0; 1217 return 0;
1493 } 1218 }
1219
1494 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;
1495 force->speed = 1.0; 1221 force->speed = 1.0;
1496 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1497 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1498 1224
1499 if (!god) 1225 if (!god)
1500 { 1226 {
1501 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1502 } 1228 }
1503 else 1229 else
1504 { 1230 {
1505 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1506 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1507 {
1508 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1509 {
1510 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]);
1511 } 1235
1512 }
1513 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1514 1237
1515 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1516 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1517 1240
1533 insert_ob_in_ob (force, tmp); 1256 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1257 tmp->update_stats ();
1535 return 1; 1258 return 1;
1536} 1259}
1537 1260
1538
1539
1540/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1541 * 1262 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1265 *
1548 * 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
1549 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1550 * 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
1551 * to the max amount of small nuggets as you could get. 1269 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1270 *
1556 * 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
1557 * 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
1558 * alchemied. 1273 * alchemised.
1559 */ 1274 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1275static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1277{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1279
1573 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1574 * 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
1575 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1285 * the stuff back to town.
1579 */ 1286 */
1580 1287 if (obj->flag [FLAG_UNPAID])
1581 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1288 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1290 value /= 3;
1585 else 1291 else
1586 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1587 1293
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1591 { 1295 total_value += value;
1592 int count;
1593 1296
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1297 total_weight += obj->total_weight ();
1298
1614 obj->destroy (); 1299 obj->destroy ();
1615} 1300}
1616 1301
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1302int
1645alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1646{ 1304{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1653 return 0; 1306 return 0;
1654 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
1655 /* 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
1656 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1316 * in sight
1658 */ 1317 */
1659 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);
1660 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1320 uint64 value_max = duration * 1000;
1662 1321
1322 int weight = 0;
1323
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1325 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1327 {
1328 uint64 value = 0;
1329
1667 nx = x; 1330 sint16 nx = x;
1668 ny = y; 1331 sint16 ny = y;
1669 1332
1670 mp = op->map; 1333 maptile *mp = op->map;
1671 1334
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1336
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1338 continue;
1676 1339
1677 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1342 * ground level effect.
1680 */ 1343 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1345 continue;
1683 1346
1684 small_nuggets = 0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1348 {
1689 next = tmp->above; 1349 next = tmp->above;
1350
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1692 { 1353 {
1693
1694 if (tmp->inv) 1354 if (tmp->inv)
1695 { 1355 {
1696 object *next1, *tmp1; 1356 object *next1, *tmp1;
1697 1357
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1359 {
1700 next1 = tmp1->below; 1360 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1363 alchemy_object (tmp1, value, weight);
1704 } 1364 }
1705 } 1365 }
1366
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1707 1368
1708 if (weight > weight_max) 1369 if (weight > weight_max)
1709 { 1370 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1371 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1372 }
1722 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);
1723 } 1386 }
1724 }
1725 1387
1726 large->destroy (); 1388 if (weight > weight_max)
1727 small->destroy (); 1389 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1390 }
1729 * it is redrawn properly. 1391 }
1730 */ 1392
1731 op->contr->ns->look_position = 0; 1393bailout:
1732 return 1; 1394 return 1;
1733} 1395}
1734
1735 1396
1736/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1737 * items. 1398 * items.
1738 */ 1399 */
1739int 1400int
1740remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1741{ 1402{
1742 object *tmp;
1743 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1744 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
1745 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1749 { 1413 {
1750 was_one++; 1414 ++was_one;
1415
1751 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1752 { 1417 {
1753 success++; 1418 ++success;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1755 CLEAR_FLAG (tmp, FLAG_DAMNED);
1756 1420
1757 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1761 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1762 } 1428 }
1763 } 1429 }
1764 1430
1765 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1766 { 1432 {
1767 if (success) 1433 if (success)
1768 { 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1769 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1770 }
1771 else 1435 else
1772 { 1436 {
1773 if (was_one) 1437 if (was_one)
1774 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.>");
1775 else 1439 else
1776 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.>");
1777 } 1441 }
1778 } 1442 }
1779 1443
1780 return success; 1444 return success;
1781} 1445}
1782 1446
1783/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1784
1785int 1448int
1786cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1787{ 1450{
1788 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1789 int success = 0, num_ident;
1790 1452
1791 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));
1792 1454
1793 if (num_ident < 1) 1455 op->splay_marked ();
1794 num_ident = 1;
1795 1456
1796 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1797 { 1458 {
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1799 { 1460 {
1800 identify (tmp); 1461 identify (tmp);
1801 1462
1802 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1803 { 1464 {
1804 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));
1805 1466
1806 if (tmp->msg) 1467 if (tmp->msg)
1807 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 } 1469 }
1812 1470
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1471 if (!--num_ident)
1816 break; 1472 break;
1817 } 1473 }
1818 } 1474 }
1819 1475
1820 /* 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
1821 * 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
1822 * was not fully used. 1478 * was not fully used.
1823 */ 1479 */
1824 if (num_ident) 1480 if (num_ident)
1825 { 1481 {
1826 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)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1828 { 1484 {
1829 identify (tmp); 1485 identify (tmp);
1830 1486
1831 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1832 { 1488 {
1833 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));
1834 1490
1835 if (tmp->msg) 1491 if (tmp->msg)
1836 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 } 1493 }
1843 1494
1844 num_ident--;
1845 success = 1;
1846 if (!num_ident) 1495 if (!--num_ident)
1847 break; 1496 break;
1848 } 1497 }
1849 } 1498 }
1850 1499
1851 if (!success) 1500 if (buf.empty ())
1852 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 }
1853 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1854 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1855 1511 return 1;
1856 return success; 1512 }
1857} 1513}
1858 1514
1859int 1515int
1860cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1861{ 1517{
1862 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1863 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1864 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1865 maptile *m; 1521 maptile *m;
1866 1522
1867 /* 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
1868 * doing it over and over again. 1524 * doing it over and over again.
1869 */ 1525 */
1870 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1873 1529
1874 if (!skill) 1530 if (!skill)
1875 skill = caster; 1531 skill = caster;
1876 1532
1877 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1878 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1879 { 1535 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up. 1539 * down - that is easier than working up.
1889 */ 1540 */
1890 1541
1891 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)
1892 last = tmp; 1543 last = tmp;
1893 1544
1894 /* 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
1895 * would happen. 1546 * would happen.
1896 */ 1547 */
1897 if (!last) 1548 if (!last)
1898 continue; 1549 continue;
1899 1550
1900 done_one = 0; 1551 done_one = 0;
1901 floor = 0; 1552 floor = 0;
1902 detect = NULL; 1553 detect = 0;
1903 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1904 { 1555 {
1905 /* show invisible */ 1556 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1907 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1910 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1911 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
1912 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1914 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)
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1916 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)))
1917 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1918 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)
1919 { 1581 {
1920 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
1921 done_one = 1; 1664 done_one = 1;
1922 } 1665 }
1923 } 1666 }
1924
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1;
1927
1928 /* All detections below this point don't descend beneath the floor,
1929 * so just continue on. We could be clever and look at the type of
1930 * detection to completely break out if we don't care about objects beneath
1931 * the floor, but once we get to the floor, not likely a very big issue anyways.
1932 */
1933 if (floor)
1934 continue;
1935
1936 /* I had thought about making detect magic and detect curse
1937 * show the flash the magic item like it does for detect monster.
1938 * however, if the object is within sight, this would then make it
1939 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant.
1941 */
1942
1943 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4;
1951 done_one = 1;
1952 }
1953 /* detect monster */
1954 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1955 {
1956 done_one = 2;
1957 if (!detect)
1958 detect = tmp;
1959 }
1960 /* Basically, if race is set in the spell, then the creatures race must
1961 * match that. if the spell race is set to GOD, then the gods opposing
1962 * race must match.
1963 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1966 (strstr (spell->race, tmp->race))))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1;
1977 }
1978 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1979 1668
1980 /* 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
1981 * where the magic is. 1670 * where the magic is.
1982 */ 1671 */
1983 if (done_one) 1672 if (done_one)
1984 { 1673 {
1985 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1986 1675
1987 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1989 { 1678 {
1990 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1997 } 1686 }
1998 1687
1999 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2000 } 1689 }
2001 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
2002 1691
2003 1692
2004 /* 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 */
2005 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])
2006 { 1695 {
2007 done_one = 0; 1696 done_one = 0;
1697
2008 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 { 1699 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2011 { 1701 {
2012 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])
2013 { 1703 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1708 }
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
2019 (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]))
2020 { 1712 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2023 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2024 } 1717 }
2025 } /* if item is not identified */ 1718 } /* if item is not identified */
2026 } /* for the players inventory */ 1719 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2028 return 1; 1722 return 1;
2029} 1723}
2030 1724
2031 1725
2032/** 1726/**
2045 1739
2046 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.");
2047 1741
2048 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 { 1743 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2061 } 1747 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 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.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 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!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 { 1753 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2092 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2093 1779
2094 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2095 { 1781 {
2096 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)
2097 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2098 break; 1784 break;
2099 } 1785 }
2100 1786
2101 1787
2102 /* 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
2103 * 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.
2104 */ 1790 */
2105 if (plyr == NULL) 1791 if (plyr == NULL)
2106 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)
2107 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2108 break; 1794 break;
2109 1795
2110 if (!plyr) 1796 if (!plyr)
2111 { 1797 {
2112 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2113 return 0; 1799 return 0;
2114 } 1800 }
2115 /* give sp */ 1801 /* give sp */
2116 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2117 { 1803 {
2118 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);
2119 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2120 return 1; 1806 return 1;
2121 } 1807 }
2122 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr) 1809 else if (op != plyr)
2124 { 1810 {
2129 if (rate > 95) 1815 if (rate > 95)
2130 rate = 95; 1816 rate = 95;
2131 1817
2132 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2133 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2134 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2135 { 1821 {
2136 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2139 if (sucked > 0) 1825 if (sucked > 0)
2140 { 1826 {
2141 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2142 } 1828 }
2143 } 1829 }
2144 return 1; 1830 return 1;
2145 } 1831 }
2146 return 0; 1832 return 0;
2188 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1876 * monsters either.
2191 */ 1877 */
2192 1878
2193 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2194 !(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))
2195 head->destroy (); 1883 head->destroy ();
2196 else 1884 else
2197 switch (head->type) 1885 switch (head->type)
2198 { 1886 {
2199 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
2200 if (op->level > head->level) 1893 if (op->level > head->level)
2201 head->destroy (); 1894 head->destroy ();
2202 1895
2203 break; 1896 break;
2204 1897
2215 break; 1908 break;
2216 } 1909 }
2217 } 1910 }
2218} 1911}
2219 1912
2220
2221
2222/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2223int 1914int
2224cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2225{ 1916{
2226 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2227 1918
2228 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2229 1920
2230 if (!god) 1921 if (!god)
2231 { 1922 {
2232 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!");
2233 return 0; 1924 return 0;
2234 } 1925 }
2235 1926
2236 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2237 { 1928 {
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2239 break; 1930 break;
2240 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2241 { 1932 {
2242 1933
2243 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2244 { 1935 {
2245 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);
2246 return 0; 1937 return 0;
2247 } 1938 }
2248 else 1939 else
2249 { 1940 {
2250 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf; 1943 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2254 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2255 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2257 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);
2258 return 1; 1951 return 1;
2259 } 1952 }
2260 } 1953 }
2261 } 1954 }
2262 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!");
2263 return 0; 1957 return 0;
2264} 1958}
2265 1959
2266/* animate_weapon - 1960/* animate_weapon -
2267 * 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.
2271 * 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,
2272 * 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
2273 * 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
2274 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2275 */ 1969 */
2276
2277int 1970int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1972{
2280 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2282 int a, i; 1974 int a, i;
2283 sint16 x, y; 1975 sint16 x, y;
2284 maptile *m; 1976 maptile *m;
2285 materialtype_t *mt;
2286 1977
2287 if (!spell->other_arch) 1978 if (!spell->other_arch)
2288 { 1979 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 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);
2293 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2295 return 0; 1986 return 0;
2296 1987
2297 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2299 { 1990 {
2300 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2301 return 0; 1992 return 0;
2302 } 1993 }
2303 1994
2304 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2305 if (!dir) 1996 if (!dir)
2306 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);
2307 1998
2308 m = op->map; 1999 m = op->map;
2309 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2311 2002
2312 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2313 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)
2314 ((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))
2315 { 2006 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2317 return 0; 2008 return 0;
2318 } 2009 }
2319 2010
2320 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2321 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2322 2013
2323 if (!weapon) 2014 if (!weapon)
2324 { 2015 {
2325 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!");
2326 return 0; 2017 return 0;
2327 } 2018 }
2019
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2329 { 2021 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2331 return 0; 2023 return 0;
2332 } 2024 }
2025
2333 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2334 { 2027 {
2335 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.");
2336 return 0; 2029 return 0;
2337 } 2030 }
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2339 { 2033 {
2340 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));
2341 return 0; 2035 return 0;
2342 } 2036 }
2343 2037
2344 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350 2039
2351 /* create the golem object */ 2040 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2353 2042
2354 /* 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 */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
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

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