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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.64 by root, Thu Jul 26 00:27:09 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 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.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 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));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
78 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;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 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));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 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));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
122 * great a plus, the default is used. 123 * great a plus, the default is used.
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127
128int 128int
129cast_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)
130{ 130{
131 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
132 const char *missile_name; 132 const char *missile_name = "arrow";
133 object *tmp, *missile;
134 133
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
139 missile_name = tmp->race; 136 missile_name = tmp->race;
140 137
141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
142 139
143 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
144 { 143 {
145 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);
146 return 0; 145 return 0;
147 } 146 }
148 147
149 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
150 149
151 if (stringarg) 150 if (spellparam)
152 { 151 {
153 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
155 { 154 {
156 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
157 156
158 for (; al; al = al->next) 157 for (; al; al = al->next)
159 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
160 break; 159 break;
161 160
162 if (!al) 161 if (!al)
163 { 162 {
164 missile->destroy (); 163 missile->destroy ();
165 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);
166 return 0; 165 return 0;
167 } 166 }
168 167
169 if (al->item->slaying) 168 if (al->item->slaying)
170 { 169 {
171 missile->destroy (); 170 missile->destroy ();
172 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);
173 return 0; 172 return 0;
174 } 173 }
175 174
176 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
177 /* 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 -
178 * 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
179 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
180 */ 179 */
181 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0; 181 missile_plus = 0;
183 } 182 }
184 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
185 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
186 } 185 }
187 186
188 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
189 missile_plus = 4;
190 else if (missile_plus < -4)
191 missile_plus = -4;
192 188
193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
194 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
195 191
196 if (missile->nrof < 1) 192 if (missile->nrof < 1)
198 194
199 missile->magic = missile_plus; 195 missile->magic = missile_plus;
200 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
201 missile->value = 0; 197 missile->value = 0;
202 198
203 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
204 200
205 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 ())
206 pick_up (op, missile); 206 pick_up (op, missile);
207 207
208 return 1; 208 return 1;
209} 209}
210 210
211
212/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
213 * 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*/
214int 213int
215cast_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)
216{ 215{
217 int food_value; 216 int food_value;
218 archetype *at = NULL; 217 archetype *at = NULL;
219 object *new_op; 218 object *new_op;
220 219
221 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);
222 221
223 if (stringarg) 222 if (spellparam)
224 { 223 {
225 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
226 if (at == NULL) 225 if (at == NULL)
227 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
228 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
229 stringarg = NULL; 228 spellparam = NULL;
230 } 229 }
231 230
232 if (!stringarg) 231 if (!spellparam)
233 { 232 {
234 archetype *at_tmp; 233 archetype *at_tmp;
235 234
236 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
237 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
256 && at_tmp->weight < at->weight))) 255 && at_tmp->weight < at->weight)))
257 at = at_tmp; 256 at = at_tmp;
258 } 257 }
259 } 258 }
260 } 259 }
260
261 /* 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
262 * know 262 * know
263 */ 263 */
264 if (!at) 264 if (!at)
265 { 265 {
266 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.");
267 return 0; 267 return 0;
268 } 268 }
269 269
270 food_value /= at->stats.food; 270 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 271 new_op = at->instance ();
272 new_op->nrof = food_value; 272 new_op->nrof = food_value;
273 273
274 new_op->value = 0; 274 new_op->value = 0;
275 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
276 new_op->nrof = 1; 276 new_op->nrof = 1;
284{ 284{
285 int r, mflags, maxrange; 285 int r, mflags, maxrange;
286 object *tmp; 286 object *tmp;
287 maptile *m; 287 maptile *m;
288 288
289
290 if (!dir) 289 if (!dir)
291 { 290 {
292 examine_monster (op, op); 291 examine_monster (op, op);
293 return 1; 292 return 1;
294 } 293 }
294
295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
296 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
297 { 297 {
298 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];
299 299
301 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
302 302
303 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
304 break; 304 break;
305 305
306 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
307 { 307 {
308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
309 return 0; 309 return 0;
310 } 310 }
311
311 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
312 { 313 {
313 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)
314 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]))
315 { 316 {
316 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
317 if (tmp->head != NULL) 318 if (tmp->head != NULL)
318 tmp = tmp->head; 319 tmp = tmp->head;
319 examine_monster (op, tmp); 320 examine_monster (op, tmp);
320 return 1; 321 return 1;
321 } 322 }
322 } 323 }
323 } 324 }
325
324 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
325 return 1; 327 return 1;
326} 328}
327
328 329
329/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
330 * does race check, undead check, etc 331 * does race check, undead check, etc
331 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
332 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
334 * pl is invisible. 335 * pl is invisible.
335 */ 336 */
336int 337int
337makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
338{ 339{
339
340 if (!pl->invisible) 340 if (!pl->invisible)
341 return 0; 341 return 0;
342
342 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
343 { 344 {
344 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
345 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
346 { 347 {
347 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
348 return 0; 349 return 0;
350
349 return 1; 351 return 1;
350 } 352 }
353
351 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
352 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
353 return 1; 356 return 1;
357
354 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
355 if (!mon->race) 359 if (!mon->race)
356 return 0; 360 return 0;
361
357 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 363 return 1;
364
359 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
360 return 0; 366 return 0;
361 } 367 }
362 else 368 else
363 { 369 {
378int 384int
379cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
380{ 386{
381 if (op->invisible > 1000) 387 if (op->invisible > 1000)
382 { 388 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 390 return 0;
385 } 391 }
386 392
387 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 394 * and if statement or two.
389 */ 395 */
390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
391 /* max duration */ 398 /* limit duration */
392 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
393 op->invisible = 1000;
394 400
395 if (op->type == PLAYER) 401 if (op->type == PLAYER)
396 { 402 {
397 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
398 404
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
401 else 407 else
402 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
403 409
404 op->contr->hidden = 0; 410 op->contr->hidden = 0;
424/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 431 */
426int 432int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 434{
429 object *tmp, *next;
430 int range, i, j, mflags; 435 int range, i, j, mflags;
431 sint16 sx, sy; 436 sint16 sx, sy;
432 maptile *m; 437 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 438
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 440
439 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 448
447 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
448 continue; 450 continue;
449 451
450 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 454 {
453 next = tmp->above; 455 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 459 }
457 } 460 }
458 461
459 return 1; 462 return 1;
461 464
462void 465void
463execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
464{ 467{
465 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 471 else
470 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 473
477 op->destroy (); 474 op->destroy ();
478} 475}
479 476
480/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
482 * time delay effect. 479 * time delay effect.
483 */ 480 */
484int 481int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 483{
487 object *dummy; 484 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 485 return 0;
492 486
493 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
494 { 488 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1; 490 return 1;
497 } 491 }
498 492
499 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 494
507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
508 if (time < 1)
509 time = 1;
510 496
511 /* value of speed really doesn't make much difference, as long as it is 497 /* value of speed really doesn't make much difference, as long as it is
512 * positive. Lower value may be useful so that the problem doesn't 498 * positive. Lower value may be useful so that the problem doesn't
513 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
514 */ 500 */
515 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
519 505 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 508
527 op->insert (dummy); 509 op->insert (dummy);
528 510
529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530 512
569 551
570int 552int
571perceive_self (object *op) 553perceive_self (object *op)
572{ 554{
573 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
575 557
576 dynbuf_text buf; 558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
577 559
578 if (player *pl = op->contr) 560 if (!op->is_player ())
561 return 0;
562
579 if (object *race = archetype::find (op->race)) 563 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 564 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 565
582 if (object *god = find_god (determine_god (op))) 566 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 567 buf << " - You worship " << &god->name << ".\n";
584 else 568 else
585 buf << "You worship no god.\n"; 569 buf << " - You worship no god.\n";
586 570
587 object *tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
588 572
589 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 574 buf << " - You feel very mundane. ";
591 else 575 else
592 { 576 {
593 buf << "You have: " << cp << ".\n"; 577 buf << " - You have: " << cp << ".\n";
594 578
595 if (tmp) 579 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 } 583 }
600 584
601 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 588 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 590 {
607 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 592 buf << " - Your metabolism isn't focused on anything.\n";
609 else 593 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 595
612 break; 596 break;
613 } 597 }
614 } 598 }
615 599
616 buf << '\0'; // zero-terminate 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 601
620 return 1; 602 return 1;
621} 603}
622 604
623/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
649 631
650 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
651 (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) ||
652 ((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)))
653 { 635 {
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
655 return 0; 637 return 0;
656 } 638 }
657 639
658 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
660 else if (spell_ob->race) 642 else if (spell_ob->race)
661 { 643 {
662 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
663 645
664 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0; 652 return 0;
671 } 653 }
672 654
673 tmp = arch_to_object (at); 655 tmp = at->instance ();
674 } 656 }
675 else 657 else
676 { 658 {
677 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);
678 return 0; 660 return 0;
683 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
684 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);
685 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);
686 tmp->range = 0; 668 tmp->range = 0;
687 } 669 }
688 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
689 { 671 {
690 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);
691 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
692 } 674 }
693 675
694 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])
695 { 677 {
696 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);
697 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
698 } 680 }
699 681
700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
701 { 683 {
702 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);
703 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
704 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
705 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
706 } 688 }
707 689
708 /* 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,
709 * 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
710 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
711 */ 693 */
712 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 695 tmp->set_owner (op);
714 696
715 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
717 699
718 name = tmp->name; 700 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 702 {
721 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);
722 return 0; 704 return 0;
723 } 705 }
724 706
725 /* 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 */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
728 710
729 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
752 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
754 736
755 /* 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 */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
758 740
759 } 741 }
760 else 742 else
761 posblocked = 1; 743 posblocked = 1;
762 744
769 { 751 {
770 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
772 754
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
775 } 757 }
776 else 758 else
777 negblocked = 1; 759 negblocked = 1;
778 } 760 }
779 761
780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
781 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
782 764
783 return 1; 765 return 1;
784} 766}
785 767
786int 768int
787dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
788{ 770{
789 uint32 dist, maxdist; 771 uint32 dist, maxdist;
790 int mflags; 772 int mflags;
791 maptile *m; 773 maptile *m;
792 sint16 sx, sy; 774 sint16 sx, sy;
794 if (op->type != PLAYER) 776 if (op->type != PLAYER)
795 return 0; 777 return 0;
796 778
797 if (!dir) 779 if (!dir)
798 { 780 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
800 return 0; 782 return 0;
801 } 783 }
802 784
803 /* 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
804 * ever, so put limits in. 786 * ever, so put limits in.
805 */ 787 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807 789
808 if (op->contr->count) 790 if (spellparam)
809 { 791 {
792 int count = atoi (spellparam);
793
810 if (op->contr->count > maxdist) 794 if (count > maxdist)
811 { 795 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
813 return 0; 797 return 0;
814 } 798 }
815 799
816 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
817 { 801 {
818 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);
819 803
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break; 805 break;
822 806
823 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)))
824 break; 808 break;
825 } 809 }
826 810
827 if (dist < op->contr->count) 811 if (dist < count)
828 { 812 {
829 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");
830 op->contr->count = 0;
831 return 0; 814 return 0;
832 } 815 }
833
834 op->contr->count = 0;
835 816
836 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
837 * 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,
838 * 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
839 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
881 break; 862 break;
882 863
883 } 864 }
884 if (!dist) 865 if (!dist)
885 { 866 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
887 return 0; 868 return 0;
888 } 869 }
889 } 870 }
890 871
891 /* Actually move the player now */ 872 /* Actually move the player now */
892 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)))
893 return 1; 874 return 1;
894 875
895 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
896 return 1; 878 return 1;
897} 879}
898
899 880
900/* cast_heal: Heals something. 881/* cast_heal: Heals something.
901 * op is the caster. 882 * op is the caster.
902 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
903 * spell is the spell object. 884 * spell is the spell object.
930 { 911 {
931 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
932 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
933 * on amount of damage healed. 914 * on amount of damage healed.
934 */ 915 */
935 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
936 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
937 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
938 920
939 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
941 else if (heal > 50) 923 else if (heal > 50)
950 success = 1; 932 success = 1;
951 } 933 }
952 } 934 }
953 935
954 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
956 success = 1; 938 success = 1;
957 939
958 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
959 { 941 {
960 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
961 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
962 if (poison) 944 if (poison)
963 { 945 {
964 success = 1; 946 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967 } 949 }
968 } 950 }
969 951
970 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
971 { 953 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
973 if (poison) 955 if (poison)
974 { 956 {
975 success = 1; 957 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1; 959 poison->duration = 1;
978 } 960 }
979 } 961 }
980 962
981 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
982 { 964 {
983 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
984 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
985 if (poison) 967 if (poison)
986 { 968 {
987 success = 1; 969 success = 1;
988 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.");
1006 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1007 success = 1; 989 success = 1;
1008 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!");
1009 } 991 }
1010 992
1011 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1012 { 994 {
1013 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1014 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1015 tmp->stats.food = 999; 997
1016 success = 1; 998 success = 1;
1017 /* 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 */
1018 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");
1019 } 1001 }
1020 1002
1034 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1017 "You are no easier to look at.",
1036}; 1018};
1037 1019
1038int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1039cast_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)
1040{ 1028{
1041 object *force = NULL; 1029 object *force = 0;
1042 int i; 1030 int i;
1043 1031
1044 /* 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. */
1045 object *tmp = dir 1033 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1035 : op;
1048 1036
1049 if (!tmp) 1037 if (!tmp)
1050 return 0; 1038 return 0;
1051 1039
1052 /* 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. */
1060 break; 1048 break;
1061 } 1049 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1051 {
1064 if (!silent) 1052 if (!silent)
1065 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
1066 return 0; 1056 return 0;
1067 } 1057 }
1068 } 1058 }
1069 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1070 if (force == NULL) 1063 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1064 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1065 if (duration > force->duration)
1088 { 1066 {
1089 force->duration = duration; 1067 force->duration = duration;
1090 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.");
1091 } 1069 }
1092 else 1070 else
1093 {
1094 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.");
1095 }
1096 1072
1097 return 1; 1073 return 1;
1098 } 1074 }
1099 1075
1100 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
1101 force->speed = 1.0; 1091 force->speed = 1.0;
1102 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1104 1094
1105 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1107 {
1108 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1109 {
1110 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));
1111 if (force->resist[i] > 100)
1112 force->resist[i] = 100;
1113 }
1114 }
1115 1099
1116 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1117 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);
1118 1102
1119 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1138 } 1122 }
1139 } 1123 }
1140 1124
1141 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1142 1126
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1144 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1145 1129
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1147 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1148 1132
1149 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1151 { 1135 {
1152 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1172 */ 1156 */
1173int 1157int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1159{
1176 int i; 1160 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1162
1179 /* 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. */
1180 if (dir != 0) 1164 if (dir != 0)
1181 { 1165 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1183 } 1170 }
1184 else 1171 else
1185 {
1186 tmp = op; 1172 tmp = op;
1187 }
1188 1173
1189 /* 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. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1176 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1178 {
1194 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1195 { 1180 {
1201 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);
1202 return 0; 1187 return 0;
1203 } 1188 }
1204 } 1189 }
1205 } 1190 }
1191
1206 if (force == NULL) 1192 if (force == NULL)
1207 { 1193 {
1208 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1196 if (spell_ob->race)
1211 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1212 else 1198 else
1213 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1228 { 1214 {
1229 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.");
1230 } 1216 }
1231 return 0; 1217 return 0;
1232 } 1218 }
1219
1233 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;
1234 force->speed = 1.0; 1221 force->speed = 1.0;
1235 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1237 1224
1238 if (!god) 1225 if (!god)
1239 { 1226 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 } 1228 }
1242 else 1229 else
1243 { 1230 {
1244 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1248 {
1249 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]);
1250 } 1235
1251 }
1252 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1253 1237
1254 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1256 1240
1275} 1259}
1276 1260
1277/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1278 * 1262 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1281 * about 90% of that of the item itself. It uses the value of the
1282 * object before charisma adjustments, because the nuggets themselves
1283 * will be will be adjusted by charisma when sold.
1284 * 1265 *
1285 * 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
1286 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1287 * 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
1288 * to the max amount of small nuggets as you could get. 1269 * when sold.
1289 *
1290 * For example, if an item is worth 110 gold, you will get
1291 * 4 large nuggets, and from 0-10 small nuggets.
1292 * 1270 *
1293 * 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
1294 * 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
1295 * alchemised. 1273 * alchemised.
1296 */ 1274 */
1297static void 1275static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1277{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1279
1302 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1303 * 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
1304 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1285 * the stuff back to town.
1308 */ 1286 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1288 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1290 value /= 3;
1313 else 1291 else
1314 value = value * 9 / 10; 1292 value = value * 9 / 10;
1319 total_weight += obj->total_weight (); 1297 total_weight += obj->total_weight ();
1320 1298
1321 obj->destroy (); 1299 obj->destroy ();
1322} 1300}
1323 1301
1324static void
1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1326{
1327 int flag = 0;
1328
1329 /* Put any nuggets below the player, but we can only pass this
1330 * flag if we are on the same space as the player
1331 */
1332 if (x == op->x && y == op->y && op->map == m)
1333 flag = INS_BELOW_ORIGINATOR;
1334
1335 if (small_nuggets)
1336 {
1337 object *tmp = small->clone ();
1338 tmp->nrof = small_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (large_nuggets)
1343 {
1344 object *tmp = large->clone ();
1345 tmp->nrof = large_nuggets;
1346 m->insert (tmp, x, y, op, flag);
1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1352}
1353
1354int 1302int
1355alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1356{ 1304{
1357 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1358 return 0; 1306 return 0;
1359 1307
1360 object *large = get_archetype ("largenugget"); 1308 archetype *nugget[3];
1361 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);
1362 1313
1363 /* 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
1364 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1365 * in sight 1316 * in sight
1366 */ 1317 */
1395 1346
1396 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)
1397 { 1348 {
1398 next = tmp->above; 1349 next = tmp->above;
1399 1350
1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1402 { 1353 {
1403 if (tmp->inv) 1354 if (tmp->inv)
1404 { 1355 {
1405 object *next1, *tmp1; 1356 object *next1, *tmp1;
1406 1357
1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1408 { 1359 {
1409 next1 = tmp1->below; 1360 next1 = tmp1->below;
1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1412 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1413 } 1364 }
1414 } 1365 }
1415 1366
1416 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1418 if (weight > weight_max) 1369 if (weight > weight_max)
1419 break; 1370 break;
1420 } 1371 }
1421 } 1372 }
1422 1373
1374 value -= rndm (value >> 4);
1423 value = min (value, value_max); 1375 value = min (value, value_max);
1424 1376
1425 uint64 count = value / large->value; 1377 for (int i = 0; i < array_length (nugget); ++i)
1426 int large_nuggets = count; 1378 if (int nrof = value / nugget [i]->value)
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1431
1432 /* Insert all the nuggets at one time. This probably saves time, but
1433 * it also prevents us from alcheming nuggets that were just created
1434 * with this spell.
1435 */ 1379 {
1436 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 }
1437 1387
1438 if (weight > weight_max) 1388 if (weight > weight_max)
1439 goto bailout; 1389 goto bailout;
1440 } 1390 }
1441 } 1391 }
1442 1392
1443bailout: 1393bailout:
1444 large->destroy ();
1445 small->destroy ();
1446 return 1; 1394 return 1;
1447} 1395}
1448
1449 1396
1450/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1451 * items. 1398 * items.
1452 */ 1399 */
1453int 1400int
1454remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1455{ 1402{
1456 object *tmp;
1457 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1458 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
1459 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1463 { 1413 {
1464 was_one++; 1414 ++was_one;
1415
1465 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1466 { 1417 {
1467 success++; 1418 ++success;
1468 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1469 CLEAR_FLAG (tmp, FLAG_DAMNED);
1470 1420
1471 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1472 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1473 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1474 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1475 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1476 } 1428 }
1477 } 1429 }
1478 1430
1479 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1480 { 1432 {
1481 if (success) 1433 if (success)
1482 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.>");
1483 else 1435 else
1484 { 1436 {
1485 if (was_one) 1437 if (was_one)
1486 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.>");
1487 else 1439 else
1488 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.>");
1489 } 1441 }
1490 } 1442 }
1491 1443
1492 return success; 1444 return success;
1493} 1445}
1494 1446
1495/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1496
1497int 1448int
1498cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1499{ 1450{
1500 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1501 int success = 0, num_ident;
1502 1452
1503 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));
1504 1454
1505 if (num_ident < 1) 1455 op->splay_marked ();
1506 num_ident = 1;
1507 1456
1508 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1509 { 1458 {
1510 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1511 { 1460 {
1512 identify (tmp); 1461 identify (tmp);
1513 1462
1514 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1515 { 1464 {
1516 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));
1517 1466
1518 if (tmp->msg) 1467 if (tmp->msg)
1519 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1522 }
1523 } 1469 }
1524 1470
1525 num_ident--;
1526 success = 1;
1527 if (!num_ident) 1471 if (!--num_ident)
1528 break; 1472 break;
1529 } 1473 }
1530 } 1474 }
1531 1475
1532 /* 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
1533 * 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
1534 * was not fully used. 1478 * was not fully used.
1535 */ 1479 */
1536 if (num_ident) 1480 if (num_ident)
1537 { 1481 {
1538 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)
1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1540 { 1484 {
1541 identify (tmp); 1485 identify (tmp);
1542 1486
1543 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1544 { 1488 {
1545 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));
1546 1490
1547 if (tmp->msg) 1491 if (tmp->msg)
1548 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1551 }
1552
1553 esrv_send_item (op, tmp);
1554 } 1493 }
1555 1494
1556 num_ident--;
1557 success = 1;
1558 if (!num_ident) 1495 if (!--num_ident)
1559 break; 1496 break;
1560 } 1497 }
1561 } 1498 }
1562 1499
1563 if (!success) 1500 if (buf.empty ())
1564 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 }
1565 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1566 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1567 1511 return 1;
1568 return success; 1512 }
1569} 1513}
1570 1514
1571int 1515int
1572cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1573{ 1517{
1574 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1575 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1576 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1577 maptile *m; 1521 maptile *m;
1578 1522
1579 /* 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
1580 * doing it over and over again. 1524 * doing it over and over again.
1581 */ 1525 */
1582 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1583 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1584 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1585 1529
1586 if (!skill) 1530 if (!skill)
1587 skill = caster; 1531 skill = caster;
1588 1532
1589 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1590 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1591 { 1535 {
1592 m = op->map;
1593 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1594 if (mflags & P_OUT_OF_MAP)
1595 continue;
1596
1597 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1598 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1599 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1600 * down - that is easier than working up. 1539 * down - that is easier than working up.
1601 */ 1540 */
1602 1541
1603 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)
1604 last = tmp; 1543 last = tmp;
1605 1544
1606 /* 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
1607 * would happen. 1546 * would happen.
1608 */ 1547 */
1609 if (!last) 1548 if (!last)
1610 continue; 1549 continue;
1611 1550
1612 done_one = 0; 1551 done_one = 0;
1613 floor = 0; 1552 floor = 0;
1614 detect = NULL; 1553 detect = 0;
1615 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1616 { 1555 {
1617 /* show invisible */ 1556 /* show invisible */
1618 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1619 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1620 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1621 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1622 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1623 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
1624 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1625 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1626 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)
1627 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1628 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)))
1629 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1630 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)
1631 { 1581 {
1632 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
1633 done_one = 1; 1664 done_one = 1;
1634 } 1665 }
1635 } 1666 }
1636
1637 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1638 floor = 1;
1639
1640 /* All detections below this point don't descend beneath the floor,
1641 * so just continue on. We could be clever and look at the type of
1642 * detection to completely break out if we don't care about objects beneath
1643 * the floor, but once we get to the floor, not likely a very big issue anyways.
1644 */
1645 if (floor)
1646 continue;
1647
1648 /* I had thought about making detect magic and detect curse
1649 * show the flash the magic item like it does for detect monster.
1650 * however, if the object is within sight, this would then make it
1651 * difficult to see what object is magical/cursed, so the
1652 * effect wouldn't be as apparant.
1653 */
1654
1655 /* detect magic */
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1657 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1660 /* make runes more visibile */
1661 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1662 tmp->stats.Cha /= 4;
1663 done_one = 1;
1664 }
1665 /* detect monster */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1667 {
1668 done_one = 2;
1669 if (!detect)
1670 detect = tmp;
1671 }
1672 /* Basically, if race is set in the spell, then the creatures race must
1673 * match that. if the spell race is set to GOD, then the gods opposing
1674 * race must match.
1675 */
1676 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1677 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1678 (strstr (spell->race, tmp->race))))
1679 {
1680 done_one = 2;
1681 if (!detect)
1682 detect = tmp;
1683 }
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1685 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1686 {
1687 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1688 done_one = 1;
1689 }
1690 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1691 1668
1692 /* 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
1693 * where the magic is. 1670 * where the magic is.
1694 */ 1671 */
1695 if (done_one) 1672 if (done_one)
1696 { 1673 {
1697 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1698 1675
1699 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1700 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1701 { 1678 {
1702 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1703 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1704 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1705 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1706 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1707 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1708 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1709 } 1686 }
1710 1687
1711 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1712 } 1689 }
1713 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1714 1691
1715 1692
1716 /* 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 */
1717 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])
1718 { 1695 {
1719 done_one = 0; 1696 done_one = 0;
1697
1720 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1721 { 1699 {
1722 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1723 { 1701 {
1724 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])
1725 { 1703 {
1726 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1727 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1708 }
1730 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1731 (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]))
1732 { 1712 {
1733 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1734 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1717 }
1737 } /* if item is not identified */ 1718 } /* if item is not identified */
1738 } /* for the players inventory */ 1719 } /* for the players inventory */
1739 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1740 return 1; 1722 return 1;
1741} 1723}
1742 1724
1743 1725
1744/** 1726/**
1757 1739
1758 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.");
1759 1741
1760 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1761 { 1743 {
1762 object *tmp;
1763
1764 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1765
1766 /* Explodes a fireball centered at player */
1767 tmp = get_archetype (EXPLODING_FIREBALL);
1768 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1769 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1770
1771 tmp->insert_at (victim);
1772 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1773 } 1747 }
1774 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1775 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.");
1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1777 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!");
1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1779 { 1753 {
1780 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1804 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1805 1779
1806 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1807 { 1781 {
1808 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)
1809 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1810 break; 1784 break;
1811 } 1785 }
1812 1786
1813 1787
1814 /* 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
1815 * 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.
1816 */ 1790 */
1817 if (plyr == NULL) 1791 if (plyr == NULL)
1818 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)
1819 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1820 break; 1794 break;
1821 1795
1822 if (!plyr) 1796 if (!plyr)
1823 { 1797 {
1824 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1825 return 0; 1799 return 0;
1826 } 1800 }
1827 /* give sp */ 1801 /* give sp */
1828 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1829 { 1803 {
1830 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);
1831 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1832 return 1; 1806 return 1;
1833 } 1807 }
1834 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1835 else if (op != plyr) 1809 else if (op != plyr)
1836 { 1810 {
1841 if (rate > 95) 1815 if (rate > 95)
1842 rate = 95; 1816 rate = 95;
1843 1817
1844 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1845 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1846 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1847 { 1821 {
1848 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1849 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1850 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1851 if (sucked > 0) 1825 if (sucked > 0)
1852 { 1826 {
1853 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1854 } 1828 }
1855 } 1829 }
1856 return 1; 1830 return 1;
1857 } 1831 }
1858 return 0; 1832 return 0;
1902 * monsters either. 1876 * monsters either.
1903 */ 1877 */
1904 1878
1905 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1906 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1908 && (op->level > head->level)) 1882 && (op->level > head->level))
1909 head->destroy (); 1883 head->destroy ();
1910 else 1884 else
1911 switch (head->type) 1885 switch (head->type)
1912 { 1886 {
1913 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1917 continue; 1891 continue;
1918 1892
1919 if (op->level > head->level) 1893 if (op->level > head->level)
1920 head->destroy (); 1894 head->destroy ();
1921 1895
1934 break; 1908 break;
1935 } 1909 }
1936 } 1910 }
1937} 1911}
1938 1912
1939
1940
1941/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1942int 1914int
1943cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
1944{ 1916{
1945 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
1946 1918
1947 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1948 1920
1949 if (!god) 1921 if (!god)
1950 { 1922 {
1951 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!");
1952 return 0; 1924 return 0;
1953 } 1925 }
1954 1926
1955 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1956 { 1928 {
1957 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1958 break; 1930 break;
1959 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1960 { 1932 {
1961 1933
1962 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1963 { 1935 {
1964 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);
1965 return 0; 1937 return 0;
1966 } 1938 }
1967 else 1939 else
1968 { 1940 {
1969 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1970 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1971 tmp->name = buf; 1943 tmp->name = buf;
1972 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1973 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
1974 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1975 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
1976 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);
1977 return 1; 1951 return 1;
1978 } 1952 }
1979 } 1953 }
1980 } 1954 }
1981 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!");
1982 return 0; 1957 return 0;
1983} 1958}
1984 1959
1985/* animate_weapon - 1960/* animate_weapon -
1986 * 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.
1993 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1994 */ 1969 */
1995int 1970int
1996animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1997{ 1972{
1998 object *weapon, *tmp;
1999 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2000 int a, i; 1974 int a, i;
2001 sint16 x, y; 1975 sint16 x, y;
2002 maptile *m; 1976 maptile *m;
2003 1977
2018 return 0; 1992 return 0;
2019 } 1993 }
2020 1994
2021 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2022 if (!dir) 1996 if (!dir)
2023 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);
2024 1998
2025 m = op->map; 1999 m = op->map;
2026 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2028 2002
2029 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2030 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)
2031 ((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))
2032 { 2006 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2034 return 0; 2008 return 0;
2035 } 2009 }
2036 2010
2037 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2038 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2039 2013
2040 if (!weapon) 2014 if (!weapon)
2041 { 2015 {
2042 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!");
2043 return 0; 2017 return 0;
2044 } 2018 }
2019
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2021 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2048 return 0; 2023 return 0;
2049 } 2024 }
2025
2050 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2051 { 2027 {
2052 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.");
2053 return 0; 2029 return 0;
2054 } 2030 }
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2056 { 2033 {
2057 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));
2058 return 0; 2035 return 0;
2059 } 2036 }
2060 2037
2061 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2039
2068 /* create the golem object */ 2040 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2070 2042
2071 /* 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 */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2073 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2074 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2075 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2076 tmp->set_owner (op); 2048 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2079 2051
2080 /* 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
2081 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2082 * used above. 2054 * used above.
2083 */ 2055 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2085 weapon->remove (); 2057 weapon->remove ();
2086 2058
2087 insert_ob_in_ob (weapon, tmp); 2059 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2060
2089 /* 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,
2090 * 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
2091 * body_info, skills, etc) 2063 * body_info, skills, etc)
2092 */ 2064 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2094 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2095 tmp->update_stats (); 2067 tmp->update_stats ();
2096 2068
2097 /* 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
2098 * 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 -
2099 * 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.
2119 2091
2120 /* attacktype */ 2092 /* attacktype */
2121 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2123 2095
2124 if (materialtype_t *mt = name_to_material (op->materialname))
2125 {
2126 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2127 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2128 a = mt->save[0]; 2098
2129 } 2099 a = op->material->save[0];
2130 else
2131 {
2132 for (i = 0; i < NROFATTACKS; i++)
2133 tmp->resist[i] = 5;
2134 a = 10;
2135 }
2136 2100
2137 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2138 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2139 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2140 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2148 /* 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 */
2149 2113
2150 if (a > 14) 2114 if (a > 14)
2151 a = 14; 2115 a = 14;
2152 2116
2153 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));
2154 2118
2155 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2156 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)));
2157 2121
2158 if (!spell->race) 2122 if (!spell->race)
2159 { 2123 {
2160 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2161 tmp->name = buf; 2125 tmp->name = buf;
2167 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2168 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2169 } 2133 }
2170 2134
2171 /* 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. */
2172 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));
2173 2137
2174 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2175 tmp->direction = dir; 2139 tmp->direction = dir;
2176 2140
2177 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2181/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2182 2146
2183/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2184 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2185 */ 2149 */
2186
2187int 2150int
2188cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2189{ 2152{
2190 int success; 2153 int success;
2191 2154
2195 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2196 2159
2197 if (!success) 2160 if (!success)
2198 { 2161 {
2199 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2200 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2201 else 2164 else
2202 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2203 } 2166 }
2167
2204 return success; 2168 return success;
2205} 2169}
2206
2207
2208
2209
2210 2170
2211/* 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.
2212 * 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,
2213 * spell is the spell object itself. 2173 * spell is the spell object itself.
2214 */ 2174 */
2220 2180
2221 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2222 if (new_aura) 2182 if (new_aura)
2223 refresh = 1; 2183 refresh = 1;
2224 else 2184 else
2225 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2226 2186
2227 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);
2228 2188
2229 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);
2230 2190
2231 new_aura->set_owner (op);
2232 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2233 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2234 2193
2235 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2236 if (refresh) 2196 if (refresh)
2237 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.");
2238 else 2198 else
2239 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
2240 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2241 return 1; 2204 return 1;
2242} 2205}
2243
2244 2206
2245/* 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,
2246 * 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
2247 * around him. 2209 * around him.
2248 * Aura parameters: 2210 * Aura parameters:
2249 * duration: duration counter. 2211 * duration: duration counter.
2250 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2251 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2252 */ 2214 */
2253
2254void 2215void
2255move_aura (object *aura) 2216move_aura (object *aura)
2256{ 2217{
2257 int i, mflags;
2258 object *env;
2259 maptile *m;
2260
2261 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2262 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2263 2221
2264 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2265 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2266 */ 2224 */
2267 aura->remove (); 2225 aura->remove ();
2272 aura->destroy (); 2230 aura->destroy ();
2273 return; 2231 return;
2274 } 2232 }
2275 2233
2276 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2277 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2278 { 2236 {
2279 aura->destroy (); 2237 aura->destroy ();
2280 return; 2238 return;
2281 } 2239 }
2282 2240
2283 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2284 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2285 */ 2243 */
2286 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2287 2245
2288 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2289 { 2247 {
2290 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2291 2250
2292 nx = aura->x + freearr_x[i];
2293 ny = aura->y + freearr_y[i];
2294 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2295
2296 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2297 * 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
2298 * 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.
2299 */ 2254 */
2300 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)))
2301 { 2256 {
2302 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2303 2258
2304 if (aura->other_arch) 2259 if (aura->other_arch)
2305 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2306 } 2261 }
2307 } 2262 }
2308 2263
2309 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2310 aura->remove (); 2265 env->insert (aura);
2311 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2312} 2267}
2313 2268
2314/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2315 * op is the piece object. 2270 * op is the piece object.
2316 */ 2271 */
2317
2318void 2272void
2319move_peacemaker (object *op) 2273move_peacemaker (object *op)
2320{ 2274{
2321 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2322
2323 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2324 { 2276 {
2325 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2326 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2327 2279
2328 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2329 victim = tmp->head;
2330 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2331 continue; 2281 continue;
2332 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2333 continue; 2284 continue;
2285
2334 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2335 continue; 2287 continue;
2336 2288
2337 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2338 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2339 2291
2340 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2341 { 2293 {
2342 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2343 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2344 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2345 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2346#if 0 2299#if 0
2347 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2348 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2351 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2352 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2353 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2354#endif 2307#endif
2355 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2356 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2357 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2358 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2359 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2360 if (victim->name) 2314 if (victim->name)
2361 {
2362 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);
2363 } 2316 }
2364 }
2365 } 2317 }
2366} 2318}
2367
2368 2319
2369/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2370 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2371 */ 2322 */
2372
2373int 2323int
2374write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2375{ 2325{
2376 char rune[HUGE_BUF];
2377 object *tmp;
2378
2379 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2380 { 2327 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2382 return 0; 2329 return 0;
2383 } 2330 }
2384 2331
2385 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2386 { 2333 {
2387 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.>");
2388 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);
2389 return 0; 2336 return 0;
2390 } 2337 }
2338
2391 if (!spell->other_arch) 2339 if (!spell->other_arch)
2392 return 0; 2340 return 0;
2393 tmp = arch_to_object (spell->other_arch);
2394 2341
2395 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2396 2343
2397 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2398 tmp->msg = rune; 2345 tmp->msg = msg;
2399 2346
2400 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2401 return 1; 2349 return 1;
2402} 2350}
2351

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