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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.53 by root, Tue May 22 10:50:01 2007 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
58} 58}
59 59
60int 60int
61recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
62{ 62{
63 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
207 pick_up (op, missile); 206 pick_up (op, missile);
208 207
209 return 1; 208 return 1;
210} 209}
211 210
212
213/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
214 * 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*/
215int 213int
216cast_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)
217{ 215{
218 int food_value; 216 int food_value;
219 archetype *at = NULL; 217 archetype *at = NULL;
220 object *new_op; 218 object *new_op;
221 219
222 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);
223 221
224 if (stringarg) 222 if (spellparam)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 spellparam = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!spellparam)
234 { 232 {
235 archetype *at_tmp; 233 archetype *at_tmp;
236 234
237 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 239 * to be altered from the donor.
242 */ 240 */
243 241
244 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 246 {
249 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 249 * the item we have now, take it instead.
252 */ 250 */
253 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)))
254 at = at_tmp; 256 at = at_tmp;
255 } 257 }
256 } 258 }
257 } 259 }
260
258 /* 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
259 * know 262 * know
260 */ 263 */
261 if (!at) 264 if (!at)
262 { 265 {
263 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.");
264 return 0; 267 return 0;
265 } 268 }
266 269
267 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 271 new_op = at->instance ();
269 new_op->nrof = food_value; 272 new_op->nrof = food_value;
270 273
271 new_op->value = 0; 274 new_op->value = 0;
272 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
273 new_op->nrof = 1; 276 new_op->nrof = 1;
281{ 284{
282 int r, mflags, maxrange; 285 int r, mflags, maxrange;
283 object *tmp; 286 object *tmp;
284 maptile *m; 287 maptile *m;
285 288
286
287 if (!dir) 289 if (!dir)
288 { 290 {
289 examine_monster (op, op); 291 examine_monster (op, op);
290 return 1; 292 return 1;
291 } 293 }
294
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
294 { 297 {
295 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];
296 299
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 302
300 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
301 break; 304 break;
302 305
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 307 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 309 return 0;
307 } 310 }
311
308 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
309 { 313 {
310 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)
311 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]))
312 { 316 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 318 if (tmp->head != NULL)
315 tmp = tmp->head; 319 tmp = tmp->head;
316 examine_monster (op, tmp); 320 examine_monster (op, tmp);
317 return 1; 321 return 1;
318 } 322 }
319 } 323 }
320 } 324 }
325
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 327 return 1;
323} 328}
324
325 329
326/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 331 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 335 * pl is invisible.
332 */ 336 */
333int 337int
334makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
335{ 339{
336
337 if (!pl->invisible) 340 if (!pl->invisible)
338 return 0; 341 return 0;
342
339 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
340 { 344 {
341 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
343 { 347 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
345 return 0; 349 return 0;
350
346 return 1; 351 return 1;
347 } 352 }
353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 356 return 1;
357
351 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
352 if (!mon->race) 359 if (!mon->race)
353 return 0; 360 return 0;
361
354 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 363 return 1;
364
356 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
357 return 0; 366 return 0;
358 } 367 }
359 else 368 else
360 { 369 {
375int 384int
376cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
377{ 386{
378 if (op->invisible > 1000) 387 if (op->invisible > 1000)
379 { 388 {
380 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");
381 return 0; 390 return 0;
382 } 391 }
383 392
384 /* 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
385 * and if statement or two. 394 * and if statement or two.
386 */ 395 */
387 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
388 /* max duration */ 398 /* limit duration */
389 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 400
392 if (op->type == PLAYER) 401 if (op->type == PLAYER)
393 { 402 {
394 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
395 404
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400 409
401 op->contr->hidden = 0; 410 op->contr->hidden = 0;
421/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 431 */
423int 432int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 434{
426 object *tmp, *next;
427 int range, i, j, mflags; 435 int range, i, j, mflags;
428 sint16 sx, sy; 436 sint16 sx, sy;
429 maptile *m; 437 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 438
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 440
436 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 448
444 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
445 continue; 450 continue;
446 451
447 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
448 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)
449 { 454 {
450 next = tmp->above; 455 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 459 }
454 } 460 }
455 461
456 return 1; 462 return 1;
458 464
459void 465void
460execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
461{ 467{
462 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 471 else
467 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 473
474 op->destroy (); 474 op->destroy ();
475} 475}
476 476
477/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
479 * time delay effect. 479 * time delay effect.
480 */ 480 */
481int 481int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 483{
484 object *dummy; 484 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 485 return 0;
489 486
490 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))
491 { 488 {
492 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.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 494
504 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));
505 if (time < 1)
506 time = 1;
507 496
508 /* 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
509 * 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
510 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
511 */ 500 */
512 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
516 505 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 508
524 op->insert (dummy); 509 op->insert (dummy);
525 510
526 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.");
527 512
565} 550}
566 551
567int 552int
568perceive_self (object *op) 553perceive_self (object *op)
569{ 554{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 557
558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
559
560 if (!op->is_player ())
561 return 0;
562
563 if (object *race = archetype::find (op->race))
564 buf << " - You are a G<male|female> " << &race->name << ".\n";
565
576 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
577 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 568 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
581 570
582 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
583 572
584 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
586 else 575 else
587 { 576 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 578
591 if (tmp) 579 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 583 }
596 584
597 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 588 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 590 {
604 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
606 else 593 else
607 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";
608 595
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 596 break;
611 } 597 }
612 } 598 }
613 } 599
600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614 601
615 return 1; 602 return 1;
616} 603}
617 604
618/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
644 631
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 633 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 { 635 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
650 return 0; 637 return 0;
651 } 638 }
652 639
653 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 642 else if (spell_ob->race)
656 { 643 {
657 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
658 645
659 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 652 return 0;
666 } 653 }
667 654
668 tmp = arch_to_object (at); 655 tmp = at->instance ();
669 } 656 }
670 else 657 else
671 { 658 {
672 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);
673 return 0; 660 return 0;
678 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
679 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);
680 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);
681 tmp->range = 0; 668 tmp->range = 0;
682 } 669 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
684 { 671 {
685 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);
686 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
687 } 674 }
688 675
689 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])
690 { 677 {
691 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);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
693 } 680 }
694 681
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 683 {
697 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);
698 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
701 } 688 }
702 689
703 /* 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,
704 * 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
705 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
706 */ 693 */
707 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op); 695 tmp->set_owner (op);
709 696
710 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
712 699
713 name = tmp->name; 700 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
715 { 702 {
716 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);
717 return 0; 704 return 0;
718 } 705 }
719 706
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 710
724 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
746 { 733 {
747 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
749 736
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
753 740
754 } 741 }
755 else 742 else
756 posblocked = 1; 743 posblocked = 1;
757 744
763 ((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)
764 { 751 {
765 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
767 754
768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
770 } 757 }
771 else 758 else
772 negblocked = 1; 759 negblocked = 1;
773 } 760 }
774 761
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
777 764
778 return 1; 765 return 1;
779} 766}
780 767
781int 768int
782dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 770{
784 uint32 dist, maxdist; 771 uint32 dist, maxdist;
785 int mflags; 772 int mflags;
786 maptile *m; 773 maptile *m;
787 sint16 sx, sy; 774 sint16 sx, sy;
789 if (op->type != PLAYER) 776 if (op->type != PLAYER)
790 return 0; 777 return 0;
791 778
792 if (!dir) 779 if (!dir)
793 { 780 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
795 return 0; 782 return 0;
796 } 783 }
797 784
798 /* 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
799 * ever, so put limits in. 786 * ever, so put limits in.
800 */ 787 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 789
803 if (op->contr->count) 790 if (spellparam)
804 { 791 {
792 int count = atoi (spellparam);
793
805 if (op->contr->count > maxdist) 794 if (count > maxdist)
806 { 795 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
808 return 0; 797 return 0;
809 } 798 }
810 799
811 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
812 { 801 {
813 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);
814 803
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 805 break;
817 806
818 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)))
819 break; 808 break;
820 } 809 }
821 810
822 if (dist < op->contr->count) 811 if (dist < count)
823 { 812 {
824 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");
825 op->contr->count = 0;
826 return 0; 814 return 0;
827 } 815 }
828
829 op->contr->count = 0;
830 816
831 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to, 818 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded 819 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
876 break; 862 break;
877 863
878 } 864 }
879 if (!dist) 865 if (!dist)
880 { 866 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
882 return 0; 868 return 0;
883 } 869 }
884 } 870 }
885 871
886 /* Actually move the player now */ 872 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 return 1; 874 return 1;
889 875
890 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
891 return 1; 878 return 1;
892} 879}
893
894 880
895/* cast_heal: Heals something. 881/* cast_heal: Heals something.
896 * op is the caster. 882 * op is the caster.
897 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
898 * spell is the spell object. 884 * spell is the spell object.
925 { 911 {
926 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 914 * on amount of damage healed.
929 */ 915 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
932 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
933 920
934 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 923 else if (heal > 50)
945 success = 1; 932 success = 1;
946 } 933 }
947 } 934 }
948 935
949 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
951 success = 1; 938 success = 1;
952 939
953 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
954 { 941 {
955 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
957 if (poison) 944 if (poison)
958 { 945 {
959 success = 1; 946 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 949 }
963 } 950 }
964 951
965 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
966 { 953 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 955 if (poison)
969 { 956 {
970 success = 1; 957 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 959 poison->duration = 1;
973 } 960 }
974 } 961 }
975 962
976 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
977 { 964 {
978 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
980 if (poison) 967 if (poison)
981 { 968 {
982 success = 1; 969 success = 1;
983 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.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 989 success = 1;
1003 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!");
1004 } 991 }
1005 992
1006 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 994 {
1008 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1009 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1010 tmp->stats.food = 999; 997
1011 success = 1; 998 success = 1;
1012 /* 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 */
1013 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");
1014 } 1001 }
1015 1002
1016 return success; 1003 return success;
1017} 1004}
1018
1019 1005
1020/* 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
1021 * 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
1022 * good comments for those. 1008 * good comments for those.
1023 */ 1009 */
1024static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1025 "You grow no stronger.", 1011 "You grow no stronger.",
1026 "You grow no more agile.", 1012 "You grow no more agile.",
1027 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1028 "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."
1029 "You are no easier to look at.", 1017 "You are no easier to look at.",
1030 "no int",
1031 "no pow"
1032}; 1018};
1033 1019
1034int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1035cast_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)
1036{ 1028{
1037 object *force = NULL; 1029 object *force = 0;
1038 int i; 1030 int i;
1039 1031
1040 /* 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. */
1041 object *tmp = dir 1033 object *tmp = dir
1042 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1043 : op; 1035 : op;
1044 1036
1045 if (!tmp) 1037 if (!tmp)
1046 return 0; 1038 return 0;
1047 1039
1048 /* 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. */
1056 break; 1048 break;
1057 } 1049 }
1058 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1059 { 1051 {
1060 if (!silent) 1052 if (!silent)
1061 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
1062 return 0; 1056 return 0;
1063 } 1057 }
1064 } 1058 }
1065 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1066 if (force == NULL) 1063 if (force)
1067 {
1068 force = get_archetype (FORCE_NAME);
1069 force->subtype = FORCE_CHANGE_ABILITY;
1070 if (spell_ob->race)
1071 force->name = spell_ob->race;
1072 else
1073 force->name = spell_ob->name;
1074 force->name_pl = spell_ob->name;
1075 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1076
1077 } 1064 {
1078 else
1079 {
1080 int duration;
1081
1082 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1083 if (duration > force->duration) 1065 if (duration > force->duration)
1084 { 1066 {
1085 force->duration = duration; 1067 force->duration = duration;
1086 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.");
1087 } 1069 }
1088 else 1070 else
1089 {
1090 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.");
1091 } 1072
1092 return 1; 1073 return 1;
1093 } 1074 }
1094 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
1095 force->speed = 1.0; 1091 force->speed = 1.0;
1096 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1097 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1098 1094
1099 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1100 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1101 {
1102 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1103 {
1104 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));
1105 if (force->resist[i] > 100) 1099
1106 force->resist[i] = 100;
1107 }
1108 }
1109 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1110 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);
1111 1102
1112 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1113 { 1104 {
1131 } 1122 }
1132 } 1123 }
1133 1124
1134 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1135 1126
1136 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1137 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1138 1129
1139 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1140 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1141 1132
1142 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1143 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1144 { 1135 {
1145 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1153 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1154 1145
1155 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1156 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1157 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1158 return 1; 1150 return 1;
1159} 1151}
1160 1152
1161/* 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
1162 * 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
1163 * of the caster. 1155 * of the caster.
1164 */ 1156 */
1165
1166int 1157int
1167cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1168{ 1159{
1169 int i; 1160 int i;
1170 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1171 1162
1172 /* 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. */
1173 if (dir != 0) 1164 if (dir != 0)
1174 { 1165 {
1175 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1176 } 1170 }
1177 else 1171 else
1178 {
1179 tmp = op; 1172 tmp = op;
1180 }
1181 1173
1182 /* 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. */
1183 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1184 { 1176 {
1185 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1186 { 1178 {
1187 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1188 { 1180 {
1194 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);
1195 return 0; 1187 return 0;
1196 } 1188 }
1197 } 1189 }
1198 } 1190 }
1191
1199 if (force == NULL) 1192 if (force == NULL)
1200 { 1193 {
1201 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1196 if (spell_ob->race)
1204 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1205 else 1198 else
1206 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1221 { 1214 {
1222 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.");
1223 } 1216 }
1224 return 0; 1217 return 0;
1225 } 1218 }
1219
1226 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;
1227 force->speed = 1.0; 1221 force->speed = 1.0;
1228 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1229 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1230 1224
1231 if (!god) 1225 if (!god)
1232 { 1226 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1234 } 1228 }
1235 else 1229 else
1236 { 1230 {
1237 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1238 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1239 {
1240 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1241 {
1242 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]);
1243 } 1235
1244 }
1245 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1246 1237
1247 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1248 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1249 1240
1268} 1259}
1269 1260
1270/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1271 * 1262 *
1272 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1273 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1274 * about 90% of that of the item itself. It uses the value of the
1275 * object before charisma adjustments, because the nuggets themselves
1276 * will be will be adjusted by charisma when sold.
1277 * 1265 *
1278 * 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
1279 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1280 * 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
1281 * to the max amount of small nuggets as you could get. 1269 * when sold.
1282 *
1283 * For example, if an item is worth 110 gold, you will get
1284 * 4 large nuggets, and from 0-10 small nuggets.
1285 * 1270 *
1286 * 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
1287 * 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
1288 * alchemised. 1273 * alchemised.
1289 */ 1274 */
1290static void 1275static void
1291alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1292{ 1277{
1293 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1294 1279
1295 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1296 * 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
1297 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1298 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1299 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1300 * the stuff back to town. 1285 * the stuff back to town.
1301 */ 1286 */
1302 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1303 value = 0; 1288 value = 0;
1304 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1305 value /= 3; 1290 value /= 3;
1306 else 1291 else
1307 value = value * 9 / 10; 1292 value = value * 9 / 10;
1312 total_weight += obj->total_weight (); 1297 total_weight += obj->total_weight ();
1313 1298
1314 obj->destroy (); 1299 obj->destroy ();
1315} 1300}
1316 1301
1317static void
1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1319{
1320 int flag = 0;
1321
1322 /* Put any nuggets below the player, but we can only pass this
1323 * flag if we are on the same space as the player
1324 */
1325 if (x == op->x && y == op->y && op->map == m)
1326 flag = INS_BELOW_ORIGINATOR;
1327
1328 if (small_nuggets)
1329 {
1330 object *tmp = small->clone ();
1331 tmp->nrof = small_nuggets;
1332 m->insert (tmp, x, y, op, flag);
1333 }
1334
1335 if (large_nuggets)
1336 {
1337 object *tmp = large->clone ();
1338 tmp->nrof = large_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1345}
1346
1347int 1302int
1348alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1349{ 1304{
1350 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1351 return 0; 1306 return 0;
1352 1307
1353 object *large = get_archetype ("largenugget"); 1308 archetype *nugget[3];
1354 object *small = get_archetype ("smallnugget"); 1309
1310 nugget[0] = archetype::find (shstr_pyrite3);
1311 nugget[1] = archetype::find (shstr_pyrite2);
1312 nugget[2] = archetype::find (shstr_pyrite);
1355 1313
1356 /* Put a maximum weight of items that can be alchemised. Limits the power 1314 /* Put a maximum weight of items that can be alchemised. Limits the power
1357 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1358 * in sight 1316 * in sight
1359 */ 1317 */
1388 1346
1389 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1390 { 1348 {
1391 next = tmp->above; 1349 next = tmp->above;
1392 1350
1393 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1394 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1395 { 1353 {
1396 if (tmp->inv) 1354 if (tmp->inv)
1397 { 1355 {
1398 object *next1, *tmp1; 1356 object *next1, *tmp1;
1399 1357
1400 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1401 { 1359 {
1402 next1 = tmp1->below; 1360 next1 = tmp1->below;
1403 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1404 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1405 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1406 } 1364 }
1407 } 1365 }
1408 1366
1409 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1411 if (weight > weight_max) 1369 if (weight > weight_max)
1412 break; 1370 break;
1413 } 1371 }
1414 } 1372 }
1415 1373
1374 value -= rndm (value >> 4);
1416 value = min (value, value_max); 1375 value = min (value, value_max);
1417 1376
1418 uint64 count = value / large->value; 1377 for (int i = 0; i < array_length (nugget); ++i)
1419 int large_nuggets = count; 1378 if (int nrof = value / nugget [i]->value)
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1424
1425 /* Insert all the nuggets at one time. This probably saves time, but
1426 * it also prevents us from alcheming nuggets that were just created
1427 * with this spell.
1428 */ 1379 {
1429 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1386 }
1430 1387
1431 if (weight > weight_max) 1388 if (weight > weight_max)
1432 goto bailout; 1389 goto bailout;
1433 } 1390 }
1434 } 1391 }
1435 1392
1436bailout: 1393bailout:
1437 large->destroy ();
1438 small->destroy ();
1439 return 1; 1394 return 1;
1440} 1395}
1441
1442 1396
1443/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1444 * items. 1398 * items.
1445 */ 1399 */
1446int 1400int
1447remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1448{ 1402{
1449 object *tmp;
1450 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1451 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
1452 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1453 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1454 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1455 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1456 { 1413 {
1457 was_one++; 1414 ++was_one;
1415
1458 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1459 { 1417 {
1460 success++; 1418 ++success;
1461 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1462 CLEAR_FLAG (tmp, FLAG_DAMNED);
1463 1420
1464 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1465 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1466 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1467 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1468 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1469 } 1428 }
1470 } 1429 }
1471 1430
1472 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1473 { 1432 {
1474 if (success) 1433 if (success)
1475 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1476 else 1435 else
1477 { 1436 {
1478 if (was_one) 1437 if (was_one)
1479 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.>");
1480 else 1439 else
1481 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.>");
1482 } 1441 }
1483 } 1442 }
1484 1443
1485 return success; 1444 return success;
1486} 1445}
1487 1446
1488/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1489
1490int 1448int
1491cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1492{ 1450{
1493 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1494 int success = 0, num_ident;
1495 1452
1496 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));
1497 1454
1498 if (num_ident < 1) 1455 op->splay_marked ();
1499 num_ident = 1;
1500 1456
1501 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1502 { 1458 {
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1504 { 1460 {
1505 identify (tmp); 1461 identify (tmp);
1506 1462
1507 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1508 { 1464 {
1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1510 1466
1511 if (tmp->msg) 1467 if (tmp->msg)
1512 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1515 }
1516 } 1469 }
1517 1470
1518 num_ident--;
1519 success = 1;
1520 if (!num_ident) 1471 if (!--num_ident)
1521 break; 1472 break;
1522 } 1473 }
1523 } 1474 }
1524 1475
1525 /* 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
1526 * 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
1527 * was not fully used. 1478 * was not fully used.
1528 */ 1479 */
1529 if (num_ident) 1480 if (num_ident)
1530 { 1481 {
1531 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1533 { 1484 {
1534 identify (tmp); 1485 identify (tmp);
1535 1486
1536 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1537 { 1488 {
1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1539 1490
1540 if (tmp->msg) 1491 if (tmp->msg)
1541 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1544 }
1545
1546 esrv_send_item (op, tmp);
1547 } 1493 }
1548 1494
1549 num_ident--;
1550 success = 1;
1551 if (!num_ident) 1495 if (!--num_ident)
1552 break; 1496 break;
1553 } 1497 }
1554 } 1498 }
1555 1499
1556 if (!success) 1500 if (buf.empty ())
1557 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 }
1558 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1559 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1560 1511 return 1;
1561 return success; 1512 }
1562} 1513}
1563 1514
1564int 1515int
1565cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1566{ 1517{
1567 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1568 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1569 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1570 maptile *m; 1521 maptile *m;
1571 1522
1572 /* 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
1573 * doing it over and over again. 1524 * doing it over and over again.
1574 */ 1525 */
1575 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1576 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1577 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1578 1529
1579 if (!skill) 1530 if (!skill)
1580 skill = caster; 1531 skill = caster;
1581 1532
1582 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1583 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1584 { 1535 {
1585 m = op->map;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1589
1590 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1591 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1592 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1593 * down - that is easier than working up. 1539 * down - that is easier than working up.
1594 */ 1540 */
1595 1541
1596 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)
1597 last = tmp; 1543 last = tmp;
1598 1544
1599 /* 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
1600 * would happen. 1546 * would happen.
1601 */ 1547 */
1602 if (!last) 1548 if (!last)
1603 continue; 1549 continue;
1604 1550
1605 done_one = 0; 1551 done_one = 0;
1606 floor = 0; 1552 floor = 0;
1607 detect = NULL; 1553 detect = 0;
1608 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1609 { 1555 {
1610 /* show invisible */ 1556 /* show invisible */
1611 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1612 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1613 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1614 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1615 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1616 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
1617 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1618 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1619 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)
1620 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1621 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)))
1622 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1623 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)
1624 { 1581 {
1625 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
1626 done_one = 1; 1664 done_one = 1;
1627 } 1665 }
1628 } 1666 }
1629
1630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1631 floor = 1;
1632
1633 /* All detections below this point don't descend beneath the floor,
1634 * so just continue on. We could be clever and look at the type of
1635 * detection to completely break out if we don't care about objects beneath
1636 * the floor, but once we get to the floor, not likely a very big issue anyways.
1637 */
1638 if (floor)
1639 continue;
1640
1641 /* I had thought about making detect magic and detect curse
1642 * show the flash the magic item like it does for detect monster.
1643 * however, if the object is within sight, this would then make it
1644 * difficult to see what object is magical/cursed, so the
1645 * effect wouldn't be as apparant.
1646 */
1647
1648 /* detect magic */
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1650 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1653 /* make runes more visibile */
1654 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1655 tmp->stats.Cha /= 4;
1656 done_one = 1;
1657 }
1658 /* detect monster */
1659 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1660 {
1661 done_one = 2;
1662 if (!detect)
1663 detect = tmp;
1664 }
1665 /* Basically, if race is set in the spell, then the creatures race must
1666 * match that. if the spell race is set to GOD, then the gods opposing
1667 * race must match.
1668 */
1669 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1670 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1671 (strstr (spell->race, tmp->race))))
1672 {
1673 done_one = 2;
1674 if (!detect)
1675 detect = tmp;
1676 }
1677 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1678 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1679 {
1680 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1681 done_one = 1;
1682 }
1683 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1684 1668
1685 /* 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
1686 * where the magic is. 1670 * where the magic is.
1687 */ 1671 */
1688 if (done_one) 1672 if (done_one)
1689 { 1673 {
1690 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1691 1675
1692 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1693 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1694 { 1678 {
1695 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1696 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1697 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1698 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1699 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1700 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1701 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1702 } 1686 }
1703 1687
1704 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1705 } 1689 }
1706 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1707 1691
1708 1692
1709 /* 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 */
1710 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])
1711 { 1695 {
1712 done_one = 0; 1696 done_one = 0;
1697
1713 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1714 { 1699 {
1715 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1716 { 1701 {
1717 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])
1718 { 1703 {
1719 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1720 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1721 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1722 } 1708 }
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1724 (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]))
1725 { 1712 {
1726 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1727 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1717 }
1730 } /* if item is not identified */ 1718 } /* if item is not identified */
1731 } /* for the players inventory */ 1719 } /* for the players inventory */
1732 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1733 return 1; 1722 return 1;
1734} 1723}
1735 1724
1736 1725
1737/** 1726/**
1750 1739
1751 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.");
1752 1741
1753 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1754 { 1743 {
1755 object *tmp;
1756
1757 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1758
1759 /* Explodes a fireball centered at player */
1760 tmp = get_archetype (EXPLODING_FIREBALL);
1761 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1762 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1763
1764 tmp->insert_at (victim);
1765 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1766 } 1747 }
1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1768 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.");
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1770 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!");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1772 { 1753 {
1773 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1797 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1798 1779
1799 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1800 { 1781 {
1801 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)
1802 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1803 break; 1784 break;
1804 } 1785 }
1805 1786
1806 1787
1807 /* 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
1808 * 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.
1809 */ 1790 */
1810 if (plyr == NULL) 1791 if (plyr == NULL)
1811 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)
1812 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1813 break; 1794 break;
1814 1795
1815 if (!plyr) 1796 if (!plyr)
1816 { 1797 {
1817 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1818 return 0; 1799 return 0;
1819 } 1800 }
1820 /* give sp */ 1801 /* give sp */
1821 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1822 { 1803 {
1823 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);
1824 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1825 return 1; 1806 return 1;
1826 } 1807 }
1827 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1828 else if (op != plyr) 1809 else if (op != plyr)
1829 { 1810 {
1834 if (rate > 95) 1815 if (rate > 95)
1835 rate = 95; 1816 rate = 95;
1836 1817
1837 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1838 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1839 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1840 { 1821 {
1841 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1842 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1843 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1844 if (sucked > 0) 1825 if (sucked > 0)
1845 { 1826 {
1846 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1847 } 1828 }
1848 } 1829 }
1849 return 1; 1830 return 1;
1850 } 1831 }
1851 return 0; 1832 return 0;
1895 * monsters either. 1876 * monsters either.
1896 */ 1877 */
1897 1878
1898 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1899 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1900 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1901 && (op->level > head->level)) 1882 && (op->level > head->level))
1902 head->destroy (); 1883 head->destroy ();
1903 else 1884 else
1904 switch (head->type) 1885 switch (head->type)
1905 { 1886 {
1906 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1907 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1908 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1909 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1910 continue; 1891 continue;
1911 1892
1912 if (op->level > head->level) 1893 if (op->level > head->level)
1913 head->destroy (); 1894 head->destroy ();
1914 1895
1927 break; 1908 break;
1928 } 1909 }
1929 } 1910 }
1930} 1911}
1931 1912
1932
1933
1934/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1935int 1914int
1936cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
1937{ 1916{
1938 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
1939 1918
1940 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1941 1920
1942 if (!god) 1921 if (!god)
1943 { 1922 {
1944 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!");
1945 return 0; 1924 return 0;
1946 } 1925 }
1947 1926
1948 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1949 { 1928 {
1950 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1951 break; 1930 break;
1952 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1953 { 1932 {
1954 1933
1955 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1956 { 1935 {
1957 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);
1958 return 0; 1937 return 0;
1959 } 1938 }
1960 else 1939 else
1961 { 1940 {
1962 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1963 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1964 tmp->name = buf; 1943 tmp->name = buf;
1965 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1966 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
1967 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1968 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
1969 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);
1970 return 1; 1951 return 1;
1971 } 1952 }
1972 } 1953 }
1973 } 1954 }
1974 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!");
1975 return 0; 1957 return 0;
1976} 1958}
1977 1959
1978/* animate_weapon - 1960/* animate_weapon -
1979 * 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.
1986 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1987 */ 1969 */
1988int 1970int
1989animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1990{ 1972{
1991 object *weapon, *tmp;
1992 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1993 int a, i; 1974 int a, i;
1994 sint16 x, y; 1975 sint16 x, y;
1995 maptile *m; 1976 maptile *m;
1996 materialtype_t *mt;
1997 1977
1998 if (!spell->other_arch) 1978 if (!spell->other_arch)
1999 { 1979 {
2000 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2001 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);
2012 return 0; 1992 return 0;
2013 } 1993 }
2014 1994
2015 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2016 if (!dir) 1996 if (!dir)
2017 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);
2018 1998
2019 m = op->map; 1999 m = op->map;
2020 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2021 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2022 2002
2023 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2024 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)
2025 ((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))
2026 { 2006 {
2027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2028 return 0; 2008 return 0;
2029 } 2009 }
2030 2010
2031 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2032 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2033 2013
2034 if (!weapon) 2014 if (!weapon)
2035 { 2015 {
2036 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!");
2037 return 0; 2017 return 0;
2038 } 2018 }
2019
2039 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2040 { 2021 {
2041 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2042 return 0; 2023 return 0;
2043 } 2024 }
2025
2044 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2045 { 2027 {
2046 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.");
2047 return 0; 2029 return 0;
2048 } 2030 }
2049 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2050 { 2033 {
2051 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));
2052 return 0; 2035 return 0;
2053 } 2036 }
2054 2037
2055 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2056 {
2057 tmp = get_split_ob (weapon, 1);
2058 esrv_send_item (op, weapon);
2059 weapon = tmp;
2060 }
2061 2039
2062 /* create the golem object */ 2040 /* create the golem object */
2063 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2064 2042
2065 /* 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 */
2066 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2067 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2068 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2069 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2070 tmp->set_owner (op); 2048 tmp->set_owner (op);
2071 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2072 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2073 2051
2074 /* 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
2075 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2076 * used above. 2054 * used above.
2077 */ 2055 */
2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2079 weapon->remove (); 2057 weapon->remove ();
2080 2058
2081 insert_ob_in_ob (weapon, tmp); 2059 tmp->insert (weapon);
2082 esrv_send_item (op, weapon); 2060
2083 /* 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,
2084 * 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
2085 * body_info, skills, etc) 2063 * body_info, skills, etc)
2086 */ 2064 */
2087 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2088 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2089 tmp->update_stats (); 2067 tmp->update_stats ();
2090 2068
2091 /* 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
2092 * 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 -
2093 * 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.
2113 2091
2114 /* attacktype */ 2092 /* attacktype */
2115 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2116 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2117 2095
2118 mt = NULL;
2119 if (op->materialname != NULL)
2120 mt = name_to_material (op->materialname);
2121 if (mt != NULL)
2122 {
2123 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2124 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2125 a = mt->save[0]; 2098
2126 } 2099 a = op->material->save[0];
2127 else 2100
2128 {
2129 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 5;
2131 a = 10;
2132 }
2133 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2134 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2135 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2136 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2137 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2143 2111
2144 /* 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 */
2145 2113
2146 if (a > 14) 2114 if (a > 14)
2147 a = 14; 2115 a = 14;
2116
2148 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));
2149 2118
2150 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2151 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)));
2152 2121
2153 if (!spell->race) 2122 if (!spell->race)
2154 { 2123 {
2155 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2156 tmp->name = buf; 2125 tmp->name = buf;
2162 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2163 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2164 } 2133 }
2165 2134
2166 /* 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. */
2167 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));
2168 2137
2169 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2170 tmp->direction = dir; 2139 tmp->direction = dir;
2171 2140
2172 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2176/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2177 2146
2178/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2179 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2180 */ 2149 */
2181
2182int 2150int
2183cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2184{ 2152{
2185 int success; 2153 int success;
2186 2154
2190 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2191 2159
2192 if (!success) 2160 if (!success)
2193 { 2161 {
2194 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2195 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2196 else 2164 else
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2198 } 2166 }
2167
2199 return success; 2168 return success;
2200} 2169}
2201
2202
2203
2204
2205 2170
2206/* 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.
2207 * 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,
2208 * spell is the spell object itself. 2173 * spell is the spell object itself.
2209 */ 2174 */
2215 2180
2216 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2217 if (new_aura) 2182 if (new_aura)
2218 refresh = 1; 2183 refresh = 1;
2219 else 2184 else
2220 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2221 2186
2222 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);
2223 2188
2224 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);
2225 2190
2226 new_aura->set_owner (op);
2227 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2228 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2229 2193
2230 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2231 if (refresh) 2196 if (refresh)
2232 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.");
2233 else 2198 else
2234 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
2235 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2236 return 1; 2204 return 1;
2237} 2205}
2238
2239 2206
2240/* 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,
2241 * 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
2242 * around him. 2209 * around him.
2243 * Aura parameters: 2210 * Aura parameters:
2244 * duration: duration counter. 2211 * duration: duration counter.
2245 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2246 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2247 */ 2214 */
2248
2249void 2215void
2250move_aura (object *aura) 2216move_aura (object *aura)
2251{ 2217{
2252 int i, mflags;
2253 object *env;
2254 maptile *m;
2255
2256 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2257 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2258 2221
2259 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2260 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2261 */ 2224 */
2262 aura->remove (); 2225 aura->remove ();
2267 aura->destroy (); 2230 aura->destroy ();
2268 return; 2231 return;
2269 } 2232 }
2270 2233
2271 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2272 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2273 { 2236 {
2274 aura->destroy (); 2237 aura->destroy ();
2275 return; 2238 return;
2276 } 2239 }
2277 2240
2278 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2279 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2280 */ 2243 */
2281 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2282 2245
2283 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2284 { 2247 {
2285 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2286 2250
2287 nx = aura->x + freearr_x[i];
2288 ny = aura->y + freearr_y[i];
2289 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2290
2291 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2292 * 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
2293 * 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.
2294 */ 2254 */
2295 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)))
2296 { 2256 {
2297 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2298 2258
2299 if (aura->other_arch) 2259 if (aura->other_arch)
2300 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2301 } 2261 }
2302 } 2262 }
2303 2263
2304 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2305 aura->remove (); 2265 env->insert (aura);
2306 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2307} 2267}
2308 2268
2309/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2310 * op is the piece object. 2270 * op is the piece object.
2311 */ 2271 */
2312
2313void 2272void
2314move_peacemaker (object *op) 2273move_peacemaker (object *op)
2315{ 2274{
2316 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2317
2318 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2319 { 2276 {
2320 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2321 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2322 2279
2323 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2324 victim = tmp->head;
2325 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2326 continue; 2281 continue;
2327 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2328 continue; 2284 continue;
2285
2329 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2330 continue; 2287 continue;
2331 2288
2332 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2333 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2334 2291
2335 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2336 { 2293 {
2337 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2338 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2339 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2340 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2341#if 0 2299#if 0
2342 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2343 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2346 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2347 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2348 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2349#endif 2307#endif
2350 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2351 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2352 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2353 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2354 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2355 if (victim->name) 2314 if (victim->name)
2356 {
2357 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);
2358 } 2316 }
2359 }
2360 } 2317 }
2361} 2318}
2362
2363 2319
2364/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2365 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2366 */ 2322 */
2367
2368int 2323int
2369write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2370{ 2325{
2371 char rune[HUGE_BUF];
2372 object *tmp;
2373
2374 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2375 { 2327 {
2376 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2377 return 0; 2329 return 0;
2378 } 2330 }
2379 2331
2380 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2381 { 2333 {
2382 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.>");
2383 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);
2384 return 0; 2336 return 0;
2385 } 2337 }
2338
2386 if (!spell->other_arch) 2339 if (!spell->other_arch)
2387 return 0; 2340 return 0;
2388 tmp = arch_to_object (spell->other_arch);
2389 2341
2390 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2391 2343
2392 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2393 tmp->msg = rune; 2345 tmp->msg = msg;
2394 2346
2395 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2396 return 1; 2349 return 1;
2397} 2350}
2351

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