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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.57 by root, Mon Jun 4 13:04:01 2007 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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, 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->speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
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->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_all_archetypes (at) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->type == FOOD || at_tmp->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->stats.food <= food_value && (!at || at_tmp->stats.food > at->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->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->archname, "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->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
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->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
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->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
1029 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1030 "You are no easier to look at.", 1017 "You are no easier to look at.",
1031}; 1018};
1032 1019
1033int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1034cast_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)
1035{ 1028{
1036 object *force = NULL; 1029 object *force = 0;
1037 int i; 1030 int i;
1038 1031
1039 /* 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. */
1040 object *tmp = dir 1033 object *tmp = dir
1041 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1042 : op; 1035 : op;
1043 1036
1044 if (!tmp) 1037 if (!tmp)
1045 return 0; 1038 return 0;
1046 1039
1047 /* 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. */
1055 break; 1048 break;
1056 } 1049 }
1057 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1058 { 1051 {
1059 if (!silent) 1052 if (!silent)
1060 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
1061 return 0; 1056 return 0;
1062 } 1057 }
1063 } 1058 }
1064 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1065 if (force == NULL) 1063 if (force)
1066 {
1067 force = get_archetype (FORCE_NAME);
1068 force->subtype = FORCE_CHANGE_ABILITY;
1069 if (spell_ob->race)
1070 force->name = spell_ob->race;
1071 else
1072 force->name = spell_ob->name;
1073 force->name_pl = spell_ob->name;
1074 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1075
1076 } 1064 {
1077 else
1078 {
1079 int duration;
1080
1081 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1082 if (duration > force->duration) 1065 if (duration > force->duration)
1083 { 1066 {
1084 force->duration = duration; 1067 force->duration = duration;
1085 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.");
1086 } 1069 }
1087 else 1070 else
1088 {
1089 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.");
1090 }
1091 1072
1092 return 1; 1073 return 1;
1093 } 1074 }
1094 1075
1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 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
1096 force->speed = 1.0; 1091 force->speed = 1.0;
1097 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1098 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1099 1094
1100 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1101 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1102 {
1103 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1104 {
1105 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));
1106 if (force->resist[i] > 100)
1107 force->resist[i] = 100;
1108 }
1109 }
1110 1099
1111 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1112 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);
1113 1102
1114 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1133 } 1122 }
1134 } 1123 }
1135 1124
1136 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1137 1126
1138 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1139 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1140 1129
1141 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1142 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1143 1132
1144 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1145 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1146 { 1135 {
1147 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1167 */ 1156 */
1168int 1157int
1169cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1170{ 1159{
1171 int i; 1160 int i;
1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1173 1162
1174 /* 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. */
1175 if (dir != 0) 1164 if (dir != 0)
1176 { 1165 {
1177 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1178 } 1170 }
1179 else 1171 else
1180 {
1181 tmp = op; 1172 tmp = op;
1182 }
1183 1173
1184 /* 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. */
1185 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1186 { 1176 {
1187 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1188 { 1178 {
1189 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1190 { 1180 {
1196 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);
1197 return 0; 1187 return 0;
1198 } 1188 }
1199 } 1189 }
1200 } 1190 }
1191
1201 if (force == NULL) 1192 if (force == NULL)
1202 { 1193 {
1203 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1204 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1205 if (spell_ob->race) 1196 if (spell_ob->race)
1206 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1207 else 1198 else
1208 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1223 { 1214 {
1224 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.");
1225 } 1216 }
1226 return 0; 1217 return 0;
1227 } 1218 }
1219
1228 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;
1229 force->speed = 1.0; 1221 force->speed = 1.0;
1230 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1231 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1232 1224
1233 if (!god) 1225 if (!god)
1234 { 1226 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1236 } 1228 }
1237 else 1229 else
1238 { 1230 {
1239 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1240 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1241 {
1242 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1243 {
1244 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]);
1245 } 1235
1246 }
1247 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1248 1237
1249 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1250 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1251 1240
1270} 1259}
1271 1260
1272/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1273 * 1262 *
1274 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1275 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1276 * about 90% of that of the item itself. It uses the value of the
1277 * object before charisma adjustments, because the nuggets themselves
1278 * will be will be adjusted by charisma when sold.
1279 * 1265 *
1280 * 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
1281 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1282 * 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
1283 * to the max amount of small nuggets as you could get. 1269 * when sold.
1284 *
1285 * For example, if an item is worth 110 gold, you will get
1286 * 4 large nuggets, and from 0-10 small nuggets.
1287 * 1270 *
1288 * 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
1289 * 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
1290 * alchemised. 1273 * alchemised.
1291 */ 1274 */
1292static void 1275static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1277{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1279
1297 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1298 * 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
1299 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1285 * the stuff back to town.
1303 */ 1286 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1288 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1290 value /= 3;
1308 else 1291 else
1309 value = value * 9 / 10; 1292 value = value * 9 / 10;
1314 total_weight += obj->total_weight (); 1297 total_weight += obj->total_weight ();
1315 1298
1316 obj->destroy (); 1299 obj->destroy ();
1317} 1300}
1318 1301
1319static void
1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1321{
1322 int flag = 0;
1323
1324 /* Put any nuggets below the player, but we can only pass this
1325 * flag if we are on the same space as the player
1326 */
1327 if (x == op->x && y == op->y && op->map == m)
1328 flag = INS_BELOW_ORIGINATOR;
1329
1330 if (small_nuggets)
1331 {
1332 object *tmp = small->clone ();
1333 tmp->nrof = small_nuggets;
1334 m->insert (tmp, x, y, op, flag);
1335 }
1336
1337 if (large_nuggets)
1338 {
1339 object *tmp = large->clone ();
1340 tmp->nrof = large_nuggets;
1341 m->insert (tmp, x, y, op, flag);
1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1347}
1348
1349int 1302int
1350alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1351{ 1304{
1352 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1353 return 0; 1306 return 0;
1354 1307
1355 object *large = get_archetype ("largenugget"); 1308 archetype *nugget[3];
1356 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);
1357 1313
1358 /* 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
1359 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1360 * in sight 1316 * in sight
1361 */ 1317 */
1390 1346
1391 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)
1392 { 1348 {
1393 next = tmp->above; 1349 next = tmp->above;
1394 1350
1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1397 { 1353 {
1398 if (tmp->inv) 1354 if (tmp->inv)
1399 { 1355 {
1400 object *next1, *tmp1; 1356 object *next1, *tmp1;
1401 1357
1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1403 { 1359 {
1404 next1 = tmp1->below; 1360 next1 = tmp1->below;
1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1407 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1408 } 1364 }
1409 } 1365 }
1410 1366
1411 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1413 if (weight > weight_max) 1369 if (weight > weight_max)
1414 break; 1370 break;
1415 } 1371 }
1416 } 1372 }
1417 1373
1374 value -= rndm (value >> 4);
1418 value = min (value, value_max); 1375 value = min (value, value_max);
1419 1376
1420 uint64 count = value / large->value; 1377 for (int i = 0; i < array_length (nugget); ++i)
1421 int large_nuggets = count; 1378 if (int nrof = value / nugget [i]->value)
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1426
1427 /* Insert all the nuggets at one time. This probably saves time, but
1428 * it also prevents us from alcheming nuggets that were just created
1429 * with this spell.
1430 */ 1379 {
1431 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 }
1432 1387
1433 if (weight > weight_max) 1388 if (weight > weight_max)
1434 goto bailout; 1389 goto bailout;
1435 } 1390 }
1436 } 1391 }
1437 1392
1438bailout: 1393bailout:
1439 large->destroy ();
1440 small->destroy ();
1441 return 1; 1394 return 1;
1442} 1395}
1443
1444 1396
1445/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1446 * items. 1398 * items.
1447 */ 1399 */
1448int 1400int
1449remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1450{ 1402{
1451 object *tmp;
1452 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1453 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
1454 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1458 { 1413 {
1459 was_one++; 1414 ++was_one;
1415
1460 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1461 { 1417 {
1462 success++; 1418 ++success;
1463 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1464 CLEAR_FLAG (tmp, FLAG_DAMNED);
1465 1420
1466 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1467 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1468 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1469 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1470 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1471 } 1428 }
1472 } 1429 }
1473 1430
1474 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1475 { 1432 {
1476 if (success) 1433 if (success)
1477 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.>");
1478 else 1435 else
1479 { 1436 {
1480 if (was_one) 1437 if (was_one)
1481 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.>");
1482 else 1439 else
1483 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.>");
1484 } 1441 }
1485 } 1442 }
1486 1443
1487 return success; 1444 return success;
1488} 1445}
1489 1446
1490/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1491
1492int 1448int
1493cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1494{ 1450{
1495 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1496 int success = 0, num_ident;
1497 1452
1498 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));
1499 1454
1500 if (num_ident < 1) 1455 op->splay_marked ();
1501 num_ident = 1;
1502 1456
1503 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1504 { 1458 {
1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1506 { 1460 {
1507 identify (tmp); 1461 identify (tmp);
1508 1462
1509 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1510 { 1464 {
1511 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));
1512 1466
1513 if (tmp->msg) 1467 if (tmp->msg)
1514 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1517 }
1518 } 1469 }
1519 1470
1520 num_ident--;
1521 success = 1;
1522 if (!num_ident) 1471 if (!--num_ident)
1523 break; 1472 break;
1524 } 1473 }
1525 } 1474 }
1526 1475
1527 /* 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
1528 * 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
1529 * was not fully used. 1478 * was not fully used.
1530 */ 1479 */
1531 if (num_ident) 1480 if (num_ident)
1532 { 1481 {
1533 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)
1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1535 { 1484 {
1536 identify (tmp); 1485 identify (tmp);
1537 1486
1538 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1539 { 1488 {
1540 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));
1541 1490
1542 if (tmp->msg) 1491 if (tmp->msg)
1543 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1546 }
1547
1548 esrv_send_item (op, tmp);
1549 } 1493 }
1550 1494
1551 num_ident--;
1552 success = 1;
1553 if (!num_ident) 1495 if (!--num_ident)
1554 break; 1496 break;
1555 } 1497 }
1556 } 1498 }
1557 1499
1558 if (!success) 1500 if (buf.empty ())
1559 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 }
1560 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1561 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1562 1511 return 1;
1563 return success; 1512 }
1564} 1513}
1565 1514
1566int 1515int
1567cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1568{ 1517{
1569 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1570 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1571 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1572 maptile *m; 1521 maptile *m;
1573 1522
1574 /* 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
1575 * doing it over and over again. 1524 * doing it over and over again.
1576 */ 1525 */
1577 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1578 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1579 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1580 1529
1581 if (!skill) 1530 if (!skill)
1582 skill = caster; 1531 skill = caster;
1583 1532
1584 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1585 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1586 { 1535 {
1587 m = op->map;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1593 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1594 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1595 * down - that is easier than working up. 1539 * down - that is easier than working up.
1596 */ 1540 */
1597 1541
1598 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)
1599 last = tmp; 1543 last = tmp;
1600 1544
1601 /* 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
1602 * would happen. 1546 * would happen.
1603 */ 1547 */
1604 if (!last) 1548 if (!last)
1605 continue; 1549 continue;
1606 1550
1607 done_one = 0; 1551 done_one = 0;
1608 floor = 0; 1552 floor = 0;
1609 detect = NULL; 1553 detect = 0;
1610 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1611 { 1555 {
1612 /* show invisible */ 1556 /* show invisible */
1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1614 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1617 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1618 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
1619 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1620 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1621 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)
1622 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1623 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)))
1624 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1625 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)
1626 { 1581 {
1627 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
1628 done_one = 1; 1664 done_one = 1;
1629 } 1665 }
1630 } 1666 }
1631
1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1633 floor = 1;
1634
1635 /* All detections below this point don't descend beneath the floor,
1636 * so just continue on. We could be clever and look at the type of
1637 * detection to completely break out if we don't care about objects beneath
1638 * the floor, but once we get to the floor, not likely a very big issue anyways.
1639 */
1640 if (floor)
1641 continue;
1642
1643 /* I had thought about making detect magic and detect curse
1644 * show the flash the magic item like it does for detect monster.
1645 * however, if the object is within sight, this would then make it
1646 * difficult to see what object is magical/cursed, so the
1647 * effect wouldn't be as apparant.
1648 */
1649
1650 /* detect magic */
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1652 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1653 {
1654 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1655 /* make runes more visibile */
1656 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1657 tmp->stats.Cha /= 4;
1658 done_one = 1;
1659 }
1660 /* detect monster */
1661 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1662 {
1663 done_one = 2;
1664 if (!detect)
1665 detect = tmp;
1666 }
1667 /* Basically, if race is set in the spell, then the creatures race must
1668 * match that. if the spell race is set to GOD, then the gods opposing
1669 * race must match.
1670 */
1671 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1672 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1673 (strstr (spell->race, tmp->race))))
1674 {
1675 done_one = 2;
1676 if (!detect)
1677 detect = tmp;
1678 }
1679 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1680 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1681 {
1682 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1683 done_one = 1;
1684 }
1685 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1686 1668
1687 /* 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
1688 * where the magic is. 1670 * where the magic is.
1689 */ 1671 */
1690 if (done_one) 1672 if (done_one)
1691 { 1673 {
1692 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1693 1675
1694 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1695 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1696 { 1678 {
1697 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1698 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1699 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1700 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1701 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1704 } 1686 }
1705 1687
1706 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1707 } 1689 }
1708 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1709 1691
1710 1692
1711 /* 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 */
1712 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])
1713 { 1695 {
1714 done_one = 0; 1696 done_one = 0;
1697
1715 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1716 { 1699 {
1717 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1718 { 1701 {
1719 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])
1720 { 1703 {
1721 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1722 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1723 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1724 } 1708 }
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1726 (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]))
1727 { 1712 {
1728 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1729 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1730 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1731 } 1717 }
1732 } /* if item is not identified */ 1718 } /* if item is not identified */
1733 } /* for the players inventory */ 1719 } /* for the players inventory */
1734 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1735 return 1; 1722 return 1;
1736} 1723}
1737 1724
1738 1725
1739/** 1726/**
1752 1739
1753 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.");
1754 1741
1755 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1756 { 1743 {
1757 object *tmp;
1758
1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1760
1761 /* Explodes a fireball centered at player */
1762 tmp = get_archetype (EXPLODING_FIREBALL);
1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1765
1766 tmp->insert_at (victim);
1767 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1768 } 1747 }
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1770 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.");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1772 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!");
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1774 { 1753 {
1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1799 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1800 1779
1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1802 { 1781 {
1803 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)
1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1805 break; 1784 break;
1806 } 1785 }
1807 1786
1808 1787
1809 /* 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
1810 * 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.
1811 */ 1790 */
1812 if (plyr == NULL) 1791 if (plyr == NULL)
1813 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)
1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1815 break; 1794 break;
1816 1795
1817 if (!plyr) 1796 if (!plyr)
1818 { 1797 {
1819 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1820 return 0; 1799 return 0;
1821 } 1800 }
1822 /* give sp */ 1801 /* give sp */
1823 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1824 { 1803 {
1825 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);
1826 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1827 return 1; 1806 return 1;
1828 } 1807 }
1829 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1830 else if (op != plyr) 1809 else if (op != plyr)
1831 { 1810 {
1836 if (rate > 95) 1815 if (rate > 95)
1837 rate = 95; 1816 rate = 95;
1838 1817
1839 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1840 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1841 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1842 { 1821 {
1843 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1844 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1845 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1846 if (sucked > 0) 1825 if (sucked > 0)
1847 { 1826 {
1848 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1849 } 1828 }
1850 } 1829 }
1851 return 1; 1830 return 1;
1852 } 1831 }
1853 return 0; 1832 return 0;
1897 * monsters either. 1876 * monsters either.
1898 */ 1877 */
1899 1878
1900 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1901 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1902 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1903 && (op->level > head->level)) 1882 && (op->level > head->level))
1904 head->destroy (); 1883 head->destroy ();
1905 else 1884 else
1906 switch (head->type) 1885 switch (head->type)
1907 { 1886 {
1908 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1912 continue; 1891 continue;
1913 1892
1914 if (op->level > head->level) 1893 if (op->level > head->level)
1915 head->destroy (); 1894 head->destroy ();
1916 1895
1929 break; 1908 break;
1930 } 1909 }
1931 } 1910 }
1932} 1911}
1933 1912
1934
1935
1936/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1937int 1914int
1938cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
1939{ 1916{
1940 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
1941 1918
1942 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1943 1920
1944 if (!god) 1921 if (!god)
1945 { 1922 {
1946 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!");
1947 return 0; 1924 return 0;
1948 } 1925 }
1949 1926
1950 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1951 { 1928 {
1952 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1953 break; 1930 break;
1954 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1955 { 1932 {
1956 1933
1957 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1958 { 1935 {
1959 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);
1960 return 0; 1937 return 0;
1961 } 1938 }
1962 else 1939 else
1963 { 1940 {
1964 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1965 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1966 tmp->name = buf; 1943 tmp->name = buf;
1967 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1968 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
1969 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1970 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
1971 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);
1972 return 1; 1951 return 1;
1973 } 1952 }
1974 } 1953 }
1975 } 1954 }
1976 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!");
1977 return 0; 1957 return 0;
1978} 1958}
1979 1959
1980/* animate_weapon - 1960/* animate_weapon -
1981 * 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.
1988 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1989 */ 1969 */
1990int 1970int
1991animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1992{ 1972{
1993 object *weapon, *tmp;
1994 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1995 int a, i; 1974 int a, i;
1996 sint16 x, y; 1975 sint16 x, y;
1997 maptile *m; 1976 maptile *m;
1998 materialtype_t *mt;
1999 1977
2000 if (!spell->other_arch) 1978 if (!spell->other_arch)
2001 { 1979 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2003 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);
2014 return 0; 1992 return 0;
2015 } 1993 }
2016 1994
2017 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2018 if (!dir) 1996 if (!dir)
2019 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);
2020 1998
2021 m = op->map; 1999 m = op->map;
2022 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2023 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2024 2002
2025 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2026 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)
2027 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2028 { 2006 {
2029 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2030 return 0; 2008 return 0;
2031 } 2009 }
2032 2010
2033 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2034 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2035 2013
2036 if (!weapon) 2014 if (!weapon)
2037 { 2015 {
2038 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!");
2039 return 0; 2017 return 0;
2040 } 2018 }
2019
2041 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2042 { 2021 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2044 return 0; 2023 return 0;
2045 } 2024 }
2025
2046 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2047 { 2027 {
2048 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.");
2049 return 0; 2029 return 0;
2050 } 2030 }
2051 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2052 { 2033 {
2053 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));
2054 return 0; 2035 return 0;
2055 } 2036 }
2056 2037
2057 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2058 {
2059 tmp = get_split_ob (weapon, 1);
2060 esrv_send_item (op, weapon);
2061 weapon = tmp;
2062 }
2063 2039
2064 /* create the golem object */ 2040 /* create the golem object */
2065 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2066 2042
2067 /* 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 */
2068 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2069 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2070 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2071 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2072 tmp->set_owner (op); 2048 tmp->set_owner (op);
2073 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2074 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2075 2051
2076 /* 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
2077 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2078 * used above. 2054 * used above.
2079 */ 2055 */
2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2081 weapon->remove (); 2057 weapon->remove ();
2082 2058
2083 insert_ob_in_ob (weapon, tmp); 2059 tmp->insert (weapon);
2084 esrv_send_item (op, weapon); 2060
2085 /* 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,
2086 * 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
2087 * body_info, skills, etc) 2063 * body_info, skills, etc)
2088 */ 2064 */
2089 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2090 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2091 tmp->update_stats (); 2067 tmp->update_stats ();
2092 2068
2093 /* 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
2094 * 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 -
2095 * 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.
2115 2091
2116 /* attacktype */ 2092 /* attacktype */
2117 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2118 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2119 2095
2120 mt = NULL;
2121 if (op->materialname != NULL)
2122 mt = name_to_material (op->materialname);
2123 if (mt != NULL)
2124 {
2125 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2126 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2127 a = mt->save[0]; 2098
2128 } 2099 a = op->material->save[0];
2129 else 2100
2130 {
2131 for (i = 0; i < NROFATTACKS; i++)
2132 tmp->resist[i] = 5;
2133 a = 10;
2134 }
2135 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2136 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2137 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2138 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2145 2111
2146 /* 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 */
2147 2113
2148 if (a > 14) 2114 if (a > 14)
2149 a = 14; 2115 a = 14;
2116
2150 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));
2151 2118
2152 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2153 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)));
2154 2121
2155 if (!spell->race) 2122 if (!spell->race)
2156 { 2123 {
2157 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2158 tmp->name = buf; 2125 tmp->name = buf;
2164 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2166 } 2133 }
2167 2134
2168 /* 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. */
2169 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));
2170 2137
2171 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2172 tmp->direction = dir; 2139 tmp->direction = dir;
2173 2140
2174 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2178/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2179 2146
2180/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2181 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2182 */ 2149 */
2183
2184int 2150int
2185cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2186{ 2152{
2187 int success; 2153 int success;
2188 2154
2192 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2193 2159
2194 if (!success) 2160 if (!success)
2195 { 2161 {
2196 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2198 else 2164 else
2199 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2200 } 2166 }
2167
2201 return success; 2168 return success;
2202} 2169}
2203
2204
2205
2206
2207 2170
2208/* 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.
2209 * 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,
2210 * spell is the spell object itself. 2173 * spell is the spell object itself.
2211 */ 2174 */
2217 2180
2218 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2219 if (new_aura) 2182 if (new_aura)
2220 refresh = 1; 2183 refresh = 1;
2221 else 2184 else
2222 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2223 2186
2224 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);
2225 2188
2226 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);
2227 2190
2228 new_aura->set_owner (op);
2229 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2230 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2231 2193
2232 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2233 if (refresh) 2196 if (refresh)
2234 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.");
2235 else 2198 else
2236 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
2237 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2238 return 1; 2204 return 1;
2239} 2205}
2240
2241 2206
2242/* 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,
2243 * 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
2244 * around him. 2209 * around him.
2245 * Aura parameters: 2210 * Aura parameters:
2246 * duration: duration counter. 2211 * duration: duration counter.
2247 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2248 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2249 */ 2214 */
2250
2251void 2215void
2252move_aura (object *aura) 2216move_aura (object *aura)
2253{ 2217{
2254 int i, mflags;
2255 object *env;
2256 maptile *m;
2257
2258 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2259 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2260 2221
2261 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2262 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2263 */ 2224 */
2264 aura->remove (); 2225 aura->remove ();
2269 aura->destroy (); 2230 aura->destroy ();
2270 return; 2231 return;
2271 } 2232 }
2272 2233
2273 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2274 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2275 { 2236 {
2276 aura->destroy (); 2237 aura->destroy ();
2277 return; 2238 return;
2278 } 2239 }
2279 2240
2280 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2281 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2282 */ 2243 */
2283 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2284 2245
2285 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2286 { 2247 {
2287 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2288 2250
2289 nx = aura->x + freearr_x[i];
2290 ny = aura->y + freearr_y[i];
2291 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2292
2293 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2294 * 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
2295 * 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.
2296 */ 2254 */
2297 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)))
2298 { 2256 {
2299 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2300 2258
2301 if (aura->other_arch) 2259 if (aura->other_arch)
2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2303 } 2261 }
2304 } 2262 }
2305 2263
2306 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2307 aura->remove (); 2265 env->insert (aura);
2308 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2309} 2267}
2310 2268
2311/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2312 * op is the piece object. 2270 * op is the piece object.
2313 */ 2271 */
2314
2315void 2272void
2316move_peacemaker (object *op) 2273move_peacemaker (object *op)
2317{ 2274{
2318 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2319
2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2321 { 2276 {
2322 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2323 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2324 2279
2325 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2326 victim = tmp->head;
2327 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2328 continue; 2281 continue;
2329 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2330 continue; 2284 continue;
2285
2331 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2332 continue; 2287 continue;
2333 2288
2334 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2335 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2336 2291
2337 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2338 { 2293 {
2339 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2340 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2341 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2342 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2343#if 0 2299#if 0
2344 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2345 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2348 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2349 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2350 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2351#endif 2307#endif
2352 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2353 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2354 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2355 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2356 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2357 if (victim->name) 2314 if (victim->name)
2358 {
2359 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);
2360 } 2316 }
2361 }
2362 } 2317 }
2363} 2318}
2364
2365 2319
2366/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2367 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2368 */ 2322 */
2369
2370int 2323int
2371write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2372{ 2325{
2373 char rune[HUGE_BUF];
2374 object *tmp;
2375
2376 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2377 { 2327 {
2378 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2379 return 0; 2329 return 0;
2380 } 2330 }
2381 2331
2382 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2383 { 2333 {
2384 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.>");
2385 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);
2386 return 0; 2336 return 0;
2387 } 2337 }
2338
2388 if (!spell->other_arch) 2339 if (!spell->other_arch)
2389 return 0; 2340 return 0;
2390 tmp = arch_to_object (spell->other_arch);
2391 2341
2392 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2393 2343
2394 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2395 tmp->msg = rune; 2345 tmp->msg = msg;
2396 2346
2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2398 return 1; 2349 return 1;
2399} 2350}
2351

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