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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.78 by root, Tue Jan 15 12:02:24 2008 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
57} 59}
58 60
59int 61int
60recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
61{ 63{
62 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
66 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
67 { 69 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 71 return 0;
70 } 72 }
73
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 75 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 77 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 78 wand->destroy ();
77 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 81
80 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
82 84
93 95
94 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
96 else 98 else
97 { 99 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 101 return 0;
100 } 102 }
101 103
102 if (!ncharges) 104 if (!ncharges)
103 ncharges = 1; 105 ncharges = 1;
104 106
105 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 109
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 111 {
110 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 113 wand->set_speed (wand->arch->speed);
112 } 114 }
113 115
114 return 1; 116 return 1;
115} 117}
123 * The # of arrows created also goes up with level, so if a 30th level mage 125 * 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 126 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
126 */ 128 */
127int 129int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 131{
130 int bonus_plus = 0; 132 int bonus_plus = 0;
131 const char *missile_name = "arrow"; 133 const char *missile_name = "arrow";
132 134
133 for (object *tmp = op->inv; tmp; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name = tmp->race; 137 missile_name = tmp->race;
136 138
137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
138 140
139 archetype *missile_arch = archetype::find (missile_name); 141 archetype *missile_arch = archetype::find (missile_name);
144 return 0; 146 return 0;
145 } 147 }
146 148
147 object *missile = missile_arch->instance (); 149 object *missile = missile_arch->instance ();
148 150
149 if (stringarg) 151 if (spellparam)
150 { 152 {
151 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
153 { 155 {
154 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
155 157
156 for (; al; al = al->next) 158 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
158 break; 160 break;
159 161
160 if (!al) 162 if (!al)
161 { 163 {
162 missile->destroy (); 164 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
164 return 0; 166 return 0;
165 } 167 }
166 168
167 if (al->item->slaying) 169 if (al->item->slaying)
168 { 170 {
169 missile->destroy (); 171 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 173 return 0;
172 } 174 }
173 175
174 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 177 /* These special arrows cost something extra. Don't have them also be magical -
177 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
178 */ 180 */
179 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 182 missile_plus = 0;
181 } 183 }
182 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
184 } 186 }
185 187
186 missile_plus = clamp (missile_plus, -4, 4); 188 missile_plus = clamp (missile_plus, -4, 4);
187 189
188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 195
194 missile->magic = missile_plus; 196 missile->magic = missile_plus;
195 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
196 missile->value = 0; 198 missile->value = 0;
197 199
198 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
199 201
200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
201 pick_up (op, missile); 207 pick_up (op, missile);
202 208
203 return 1; 209 return 1;
204} 210}
205 211
206
207/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
208 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209int 214int
210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
211{ 216{
212 int food_value; 217 int food_value;
213 archetype *at = NULL; 218 archetype *at = NULL;
214 object *new_op; 219 object *new_op;
215 220
216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
217 222
218 if (stringarg) 223 if (spellparam)
219 { 224 {
220 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 if (at == NULL) 226 if (at == NULL)
222 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 if (at == NULL || at->stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
224 stringarg = NULL; 229 spellparam = NULL;
225 } 230 }
226 231
227 if (!stringarg) 232 if (!spellparam)
228 { 233 {
229 archetype *at_tmp; 234 archetype *at_tmp;
230 235
231 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
232 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
257 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
258 * know 263 * know
259 */ 264 */
260 if (!at) 265 if (!at)
261 { 266 {
262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 op->failmsgf ("You don't have enough experience to create any food.");
263 return 0; 268 return 0;
264 } 269 }
265 270
266 food_value /= at->stats.food; 271 food_value /= at->stats.food;
267 new_op = arch_to_object (at); 272 new_op = at->instance ();
268 new_op->nrof = food_value; 273 new_op->nrof = food_value;
269 274
270 new_op->value = 0; 275 new_op->value = 0;
271 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
272 new_op->nrof = 1; 277 new_op->nrof = 1;
289 } 294 }
290 295
291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
292 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
293 { 298 {
294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
295 300
296 m = op->map; 301 m = op->map;
297 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
298 303
299 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
300 break; 305 break;
301 306
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
303 { 308 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0; 310 return 0;
306 } 311 }
312
307 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
308 { 314 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 315 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 317 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 319 if (tmp->head != NULL)
314 tmp = tmp->head; 320 tmp = tmp->head;
315 examine_monster (op, tmp); 321 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
339 { 345 {
340 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
342 { 348 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
344 return 0; 350 return 0;
345 351
346 return 1; 352 return 1;
347 } 353 }
348 354
349 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 357 return 1;
352 358
353 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
354 if (!mon->race) 360 if (!mon->race)
355 return 0; 361 return 0;
356 362
357 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 364 return 1;
359 365
360 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
361 return 0; 367 return 0;
362 } 368 }
379int 385int
380cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
381{ 387{
382 if (op->invisible > 1000) 388 if (op->invisible > 1000)
383 { 389 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 391 return 0;
386 } 392 }
387 393
388 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 395 * and if statement or two.
390 */ 396 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
392 /* max duration */ 399 /* limit duration */
393 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 401
396 if (op->type == PLAYER) 402 if (op->type == PLAYER)
397 { 403 {
398 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
399 405
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
402 else 408 else
403 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 } 410 }
407 411
408 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
410 else 414 else
425/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 430 */
427int 431int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 433{
430 object *tmp, *next;
431 int range, i, j, mflags; 434 int range, i, j, mflags;
432 sint16 sx, sy; 435 sint16 sx, sy;
433 maptile *m; 436 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 437
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 439
440 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 447
448 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
449 continue; 449 continue;
450 450
451 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 453 {
454 next = tmp->above; 454 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 458 }
458 } 459 }
459 460
460 return 1; 461 return 1;
462 463
463void 464void
464execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
465{ 466{
466 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 470 else
471 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 }
477 472
478 op->destroy (); 473 op->destroy ();
479} 474}
480 475
481/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
482 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
483 * time delay effect. 478 * time delay effect.
484 */ 479 */
485int 480int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 482{
488 object *dummy; 483 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 484 return 0;
493 485
494 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
495 { 487 {
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 489 return 1;
498 } 490 }
499 491
500 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
501 if (dummy == NULL)
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0;
506 }
507 493
508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
509 if (time < 1)
510 time = 1;
511 495
512 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
513 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
514 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
515 */ 499 */
516 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
520 504 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
523 */
524 EXIT_PATH (dummy) = op->contr->savebed_map;
525 EXIT_X (dummy) = op->contr->bed_x;
526 EXIT_Y (dummy) = op->contr->bed_y;
527 507
528 op->insert (dummy); 508 op->insert (dummy);
529 509
530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531 511
570 550
571int 551int
572perceive_self (object *op) 552perceive_self (object *op)
573{ 553{
574 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
576 556
577 dynbuf_text buf; 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 558
579 if (player *pl = op->contr) 559 if (!op->is_player ())
560 return 0;
561
580 if (object *race = archetype::find (op->race)) 562 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 563 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 564
583 if (object *god = find_god (determine_god (op))) 565 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 566 buf << " - You worship " << &god->name << ".\n";
585 else 567 else
586 buf << "You worship no god.\n"; 568 buf << " - You worship no god.\n";
587 569
588 object *tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
589 571
590 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 573 buf << " - You feel very mundane. ";
592 else 574 else
593 { 575 {
594 buf << "You have: " << cp << ".\n"; 576 buf << " - You have: " << cp << ".\n";
595 577
596 if (tmp) 578 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 582 }
601 583
602 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 587 {
606 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 589 {
608 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 591 buf << " - Your metabolism isn't focused on anything.\n";
610 else 592 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 594
613 break; 595 break;
614 } 596 }
615 } 597 }
616 598
617 buf << '\0'; // zero-terminate 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 600
621 return 1; 601 return 1;
622} 602}
623 603
624/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
640 x = op->x; 620 x = op->x;
641 y = op->y; 621 y = op->y;
642 } 622 }
643 else 623 else
644 { 624 {
645 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
646 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
647 } 627 }
648 628
649 m = op->map; 629 m = op->map;
650 630
651 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
652 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
654 { 634 {
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
656 return 0; 636 return 0;
657 } 637 }
658 638
659 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 641 else if (spell_ob->race)
662 { 642 {
663 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
664 644
665 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 651 return 0;
672 } 652 }
673 653
674 tmp = arch_to_object (at); 654 tmp = at->instance ();
675 } 655 }
676 else 656 else
677 { 657 {
678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
679 return 0; 659 return 0;
684 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
685 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
687 tmp->range = 0; 667 tmp->range = 0;
688 } 668 }
689 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
690 { 670 {
691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
693 } 673 }
694 674
695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
696 { 676 {
697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
698 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
699 } 679 }
700 680
701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
702 { 682 {
703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
704 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
705 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
706 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
707 } 687 }
708 688
709 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
710 * these fields just won't be used. Do not set the owner for 690 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
712 */ 692 */
713 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 694 tmp->set_owner (op);
715 695
716 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
718 698
719 name = tmp->name; 699 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 701 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
723 return 0; 703 return 0;
724 } 704 }
725 705
726 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 709
730 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
734 * blocked spaces. 714 * blocked spaces.
735 */ 715 */
736 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
741 { 721 {
742 int dir2; 722 int dir2;
743 723
744 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
745 725
746 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
747 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
748 m = tmp->map; 728 m = tmp->map;
749 729
750 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
752 { 732 {
753 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
755 735
756 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
759 739
760 } 740 }
761 else 741 else
762 posblocked = 1; 742 posblocked = 1;
763 743
764 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
765 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
766 m = tmp->map; 746 m = tmp->map;
767 747
768 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
770 { 750 {
771 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
773 753
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
776 } 756 }
777 else 757 else
778 negblocked = 1; 758 negblocked = 1;
779 } 759 }
780 760
781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
782 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
783 763
784 return 1; 764 return 1;
785} 765}
786 766
787int 767int
788dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 769{
790 uint32 dist, maxdist; 770 uint32 dist, maxdist;
791 int mflags; 771 int mflags;
792 maptile *m; 772 maptile *m;
793 sint16 sx, sy; 773 sint16 sx, sy;
795 if (op->type != PLAYER) 775 if (op->type != PLAYER)
796 return 0; 776 return 0;
797 777
798 if (!dir) 778 if (!dir)
799 { 779 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
801 return 0; 781 return 0;
802 } 782 }
803 783
804 /* Given the new outdoor maps, can't let players dimension door for 784 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in. 785 * ever, so put limits in.
806 */ 786 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 788
809 if (op->contr->count) 789 if (spellparam)
810 { 790 {
791 int count = atoi (spellparam);
792
811 if (op->contr->count > maxdist) 793 if (count > maxdist)
812 { 794 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
814 return 0; 796 return 0;
815 } 797 }
816 798
817 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
818 { 800 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
820 802
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 804 break;
823 805
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break; 807 break;
826 } 808 }
827 809
828 if (dist < op->contr->count) 810 if (dist < count)
829 { 811 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0; 813 return 0;
833 } 814 }
834
835 op->contr->count = 0;
836 815
837 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
838 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
839 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
841 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
842 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
843 */ 822 */
844 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
845 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
846 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
847 { 826 {
848 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
849 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
850 } 829 }
856 * spaces that blocked the players view. 835 * spaces that blocked the players view.
857 */ 836 */
858 837
859 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
860 { 839 {
861 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
862 841
863 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
864 break; 843 break;
865 844
866 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
871 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
872 * find a place for the player. 851 * find a place for the player.
873 */ 852 */
874 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
875 { 854 {
876 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
877 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
878 continue; 857 continue;
879 858
880 859
881 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
882 break; 861 break;
883 862
884 } 863 }
885 if (!dist) 864 if (!dist)
886 { 865 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
888 return 0; 867 return 0;
889 } 868 }
890 } 869 }
891 870
892 /* Actually move the player now */ 871 /* Actually move the player now */
893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
894 return 1; 873 return 1;
895 874
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
897 return 1; 877 return 1;
898} 878}
899 879
900/* cast_heal: Heals something. 880/* cast_heal: Heals something.
901 * op is the caster. 881 * op is the caster.
956 if (cure_disease (tmp, op, spell)) 936 if (cure_disease (tmp, op, spell))
957 success = 1; 937 success = 1;
958 938
959 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
960 { 940 {
961 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
963 if (poison) 943 if (poison)
964 { 944 {
965 success = 1; 945 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 948 }
969 } 949 }
970 950
971 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
972 { 952 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 954 if (poison)
975 { 955 {
976 success = 1; 956 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 958 poison->duration = 1;
979 } 959 }
980 } 960 }
981 961
982 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
983 { 963 {
984 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
986 if (poison) 966 if (poison)
987 { 967 {
988 success = 1; 968 success = 1;
989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 988 success = 1;
1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1010 } 990 }
1011 991
1012 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 993 {
1014 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1015 995 min_it (tmp->stats.food, MAX_FOOD);
1016 if (tmp->stats.food > 999)
1017 tmp->stats.food = 999;
1018 996
1019 success = 1; 997 success = 1;
1020 /* We could do something a bit better like the messages for healing above */ 998 /* We could do something a bit better like the messages for healing above */
1021 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1022 } 1000 }
1037 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1038 "You are no easier to look at.", 1016 "You are no easier to look at.",
1039}; 1017};
1040 1018
1041int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1043{ 1027{
1044 object *force = NULL; 1028 object *force = 0;
1045 int i; 1029 int i;
1046 1030
1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1048 object *tmp = dir 1032 object *tmp = dir
1049 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1050 : op; 1034 : op;
1051 1035
1052 if (!tmp) 1036 if (!tmp)
1053 return 0; 1037 return 0;
1054 1038
1055 /* If we've already got a force of this type, don't add a new one. */ 1039 /* If we've already got a force of this type, don't add a new one. */
1063 break; 1047 break;
1064 } 1048 }
1065 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 { 1050 {
1067 if (!silent) 1051 if (!silent)
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1069 return 0; 1055 return 0;
1070 } 1056 }
1071 } 1057 }
1072 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1073 if (force == NULL) 1062 if (force)
1074 {
1075 force = get_archetype (FORCE_NAME);
1076 force->subtype = FORCE_CHANGE_ABILITY;
1077 if (spell_ob->race)
1078 force->name = spell_ob->race;
1079 else
1080 force->name = spell_ob->name;
1081 force->name_pl = spell_ob->name;
1082 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1083
1084 } 1063 {
1085 else
1086 {
1087 int duration;
1088
1089 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1090 if (duration > force->duration) 1064 if (duration > force->duration)
1091 { 1065 {
1092 force->duration = duration; 1066 force->duration = duration;
1093 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1094 } 1068 }
1095 else 1069 else
1096 {
1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1098 }
1099 1071
1100 return 1; 1072 return 1;
1101 } 1073 }
1102 1074
1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1104 force->speed = 1.0; 1090 force->speed = 1.0;
1105 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1106 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1107 1093
1108 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1109 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1110 {
1111 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1112 {
1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1114 if (force->resist[i] > 100)
1115 force->resist[i] = 100;
1116 }
1117 }
1118 1098
1119 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1121 1101
1122 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1141 } 1121 }
1142 } 1122 }
1143 1123
1144 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1145 1125
1146 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1147 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1148 1128
1149 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1150 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1151 1131
1152 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1153 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1154 { 1134 {
1155 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1175 */ 1155 */
1176int 1156int
1177cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178{ 1158{
1179 int i; 1159 int i;
1180 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181 1161
1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1183 if (dir != 0) 1163 if (dir != 0)
1184 { 1164 {
1185 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1186 } 1169 }
1187 else 1170 else
1188 {
1189 tmp = op; 1171 tmp = op;
1190 }
1191 1172
1192 /* If we've already got a force of this type, don't add a new one. */ 1173 /* If we've already got a force of this type, don't add a new one. */
1193 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1194 { 1175 {
1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1196 { 1177 {
1197 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1198 { 1179 {
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1185 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1205 return 0; 1186 return 0;
1206 } 1187 }
1207 } 1188 }
1208 } 1189 }
1190
1209 if (force == NULL) 1191 if (force == NULL)
1210 { 1192 {
1211 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1213 if (spell_ob->race) 1195 if (spell_ob->race)
1214 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1215 else 1197 else
1216 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1231 { 1213 {
1232 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1233 } 1215 }
1234 return 0; 1216 return 0;
1235 } 1217 }
1218
1236 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1237 force->speed = 1.0; 1220 force->speed = 1.0;
1238 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1239 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1240 1223
1241 if (!god) 1224 if (!god)
1242 { 1225 {
1243 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1244 } 1227 }
1245 else 1228 else
1246 { 1229 {
1247 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1248 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1249 {
1250 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1251 {
1252 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1253 } 1234
1254 }
1255 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1256 1236
1257 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1258 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1259 1239
1279 1259
1280/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1281 * 1261 *
1282 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1283 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1284 * 1264 *
1285 * The value of the gold nuggets being about 90% of that of the item 1265 * The value of the gold nuggets being about 90% of that of the item
1286 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1287 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1288 * when sold. 1268 * when sold.
1289 * 1269 *
1301 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1302 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1303 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1304 * the stuff back to town. 1284 * the stuff back to town.
1305 */ 1285 */
1306 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1307 value = 0; 1287 value = 0;
1308 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1309 value /= 3; 1289 value /= 3;
1310 else 1290 else
1311 value = value * 9 / 10; 1291 value = value * 9 / 10;
1324 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1325 return 0; 1305 return 0;
1326 1306
1327 archetype *nugget[3]; 1307 archetype *nugget[3];
1328 1308
1329 nugget[0] = archetype::find ("pyrite3"); 1309 nugget[0] = archetype::find (shstr_pyrite3);
1330 nugget[1] = archetype::find ("pyrite2"); 1310 nugget[1] = archetype::find (shstr_pyrite2);
1331 nugget[2] = archetype::find ("pyrite"); 1311 nugget[2] = archetype::find (shstr_pyrite);
1332 1312
1333 /* Put a maximum weight of items that can be alchemised. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1334 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1335 * in sight 1315 * in sight
1336 */ 1316 */
1365 1345
1366 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1367 { 1347 {
1368 next = tmp->above; 1348 next = tmp->above;
1369 1349
1370 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1371 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1372 { 1352 {
1373 if (tmp->inv) 1353 if (tmp->inv)
1374 { 1354 {
1375 object *next1, *tmp1; 1355 object *next1, *tmp1;
1376 1356
1377 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1378 { 1358 {
1379 next1 = tmp1->below; 1359 next1 = tmp1->below;
1380 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1381 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1382 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1383 } 1363 }
1384 } 1364 }
1385 1365
1386 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1391 } 1371 }
1392 1372
1393 value -= rndm (value >> 4); 1373 value -= rndm (value >> 4);
1394 value = min (value, value_max); 1374 value = min (value, value_max);
1395 1375
1396 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1376 for (int i = 0; i < array_length (nugget); ++i)
1397 if (int nrof = value / nugget [i]->value) 1377 if (int nrof = value / nugget [i]->value)
1398 { 1378 {
1399 value -= nrof * nugget[i]->value; 1379 value -= nrof * nugget[i]->value;
1400 1380
1401 object *tmp = arch_to_object (nugget[i]); 1381 object *tmp = nugget[i]->instance ();
1402 tmp->nrof = nrof; 1382 tmp->nrof = nrof;
1403 tmp->flag [FLAG_IDENTIFIED] = true; 1383 tmp->flag [FLAG_IDENTIFIED] = true;
1404 op->map->insert (tmp, x, y, op, 0); 1384 op->map->insert (tmp, x, y, op, 0);
1405 } 1385 }
1406 1386
1411 1391
1412bailout: 1392bailout:
1413 return 1; 1393 return 1;
1414} 1394}
1415 1395
1416
1417/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1418 * items. 1397 * items.
1419 */ 1398 */
1420int 1399int
1421remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1422{ 1401{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1425 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1412 {
1431 was_one++; 1413 ++was_one;
1414
1432 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1433 { 1416 {
1434 success++; 1417 ++success;
1435 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1436 CLEAR_FLAG (tmp, FLAG_DAMNED);
1437 1419
1438 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1440 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1441 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1442 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 } 1427 }
1444 } 1428 }
1445 1429
1446 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1447 { 1431 {
1448 if (success) 1432 if (success)
1449 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1450 else 1434 else
1451 { 1435 {
1452 if (was_one) 1436 if (was_one)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1454 else 1438 else
1455 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1456 } 1440 }
1457 } 1441 }
1458 1442
1459 return success; 1443 return success;
1460} 1444}
1461 1445
1462/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1463int 1447int
1464cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1465{ 1449{
1466 dynbuf_text buf; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 object *tmp;
1468 1451
1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1470 1453
1471 if (num_ident < 1) 1454 op->splay_marked ();
1472 num_ident = 1;
1473 1455
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1457 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1477 { 1459 {
1478 identify (tmp); 1460 identify (tmp);
1479 1461
1480 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1481 { 1463 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1465
1484 if (tmp->msg) 1466 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1468 }
1487 1469
1488 num_ident--;
1489 if (!num_ident) 1470 if (!--num_ident)
1490 break; 1471 break;
1491 } 1472 }
1492 } 1473 }
1493 1474
1494 /* If all the power of the spell has been used up, don't go and identify 1475 /* If all the power of the spell has been used up, don't go and identify
1495 * stuff on the floor. Only identify stuff on the floor if the spell 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1496 * was not fully used. 1477 * was not fully used.
1497 */ 1478 */
1498 if (num_ident) 1479 if (num_ident)
1499 { 1480 {
1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1502 { 1483 {
1503 identify (tmp); 1484 identify (tmp);
1504 1485
1505 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1506 { 1487 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508 1489
1509 if (tmp->msg) 1490 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511
1512 esrv_send_item (op, tmp);
1513 } 1492 }
1514 1493
1515 num_ident--;
1516 if (!num_ident) 1494 if (!--num_ident)
1517 break; 1495 break;
1518 } 1496 }
1519 } 1497 }
1520 1498
1521 if (buf.empty ()) 1499 if (buf.empty ())
1535 1513
1536int 1514int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1516{
1539 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1540 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1541 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1542 maptile *m; 1520 maptile *m;
1543 1521
1544 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1545 * doing it over and over again. 1523 * doing it over and over again.
1546 */ 1524 */
1547 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1528
1551 if (!skill) 1529 if (!skill)
1552 skill = caster; 1530 skill = caster;
1553 1531
1554 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1534 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1538 * down - that is easier than working up.
1566 */ 1539 */
1567 1540
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1569 last = tmp; 1542 last = tmp;
1570 1543
1571 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1572 * would happen. 1545 * would happen.
1573 */ 1546 */
1574 if (!last) 1547 if (!last)
1575 continue; 1548 continue;
1576 1549
1577 done_one = 0; 1550 done_one = 0;
1578 floor = 0; 1551 floor = 0;
1579 detect = NULL; 1552 detect = 0;
1580 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1554 {
1582 /* show invisible */ 1555 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1584 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1587 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1594 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1580 {
1597 tmp->invisible = 0; 1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1598 done_one = 1; 1663 done_one = 1;
1599 } 1664 }
1600 } 1665 }
1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643 (strstr (spell->race, tmp->race))))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1656 1667
1657 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1669 * where the magic is.
1659 */ 1670 */
1660 if (done_one) 1671 if (done_one)
1661 { 1672 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1663 1674
1664 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1666 { 1677 {
1667 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1685 }
1675 1686
1676 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1688 }
1678 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1679 1690
1680 1691
1681 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1683 { 1694 {
1684 done_one = 0; 1695 done_one = 0;
1696
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1698 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1688 { 1700 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1690 { 1702 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1707 }
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1697 { 1711 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1716 }
1702 } /* if item is not identified */ 1717 } /* if item is not identified */
1703 } /* for the players inventory */ 1718 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1705 return 1; 1721 return 1;
1706} 1722}
1707 1723
1708 1724
1709/** 1725/**
1722 1738
1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1724 1740
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1742 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1738 } 1746 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1752 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1761 sint16 x, y; 1769 sint16 x, y;
1762 maptile *m; 1770 maptile *m;
1763 int mflags; 1771 int mflags;
1764 1772
1765 m = op->map; 1773 m = op->map;
1766 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1767 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1768 1776
1769 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1770 1778
1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1772 { 1780 {
1773 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1775 break; 1783 break;
1776 } 1784 }
1777 1785
1778 1786
1779 /* If we did not find a player in the specified direction, transfer 1787 /* If we did not find a player in the specified direction, transfer
1780 * to anyone on top of us. This is used for the rune of transference mostly. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
1781 */ 1789 */
1782 if (plyr == NULL) 1790 if (plyr == NULL)
1783 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1785 break; 1793 break;
1786 1794
1787 if (!plyr) 1795 if (!plyr)
1788 { 1796 {
1789 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1790 return 0; 1798 return 0;
1791 } 1799 }
1792 /* give sp */ 1800 /* give sp */
1793 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1794 { 1802 {
1795 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1805 return 1;
1798 } 1806 }
1799 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1808 else if (op != plyr)
1801 { 1809 {
1806 if (rate > 95) 1814 if (rate > 95)
1807 rate = 95; 1815 rate = 95;
1808 1816
1809 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1810 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1811 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1812 { 1820 {
1813 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1816 if (sucked > 0) 1824 if (sucked > 0)
1817 { 1825 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1827 }
1820 } 1828 }
1821 return 1; 1829 return 1;
1822 } 1830 }
1823 return 0; 1831 return 0;
1836 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1837 int mflags; 1845 int mflags;
1838 maptile *m; 1846 maptile *m;
1839 sint16 sx, sy; 1847 sint16 sx, sy;
1840 1848
1841 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1842 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1843 m = op->map; 1851 m = op->map;
1844 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1845 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1846 return; 1854 return;
1847 1855
1860 1868
1861 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1862 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1863 continue; 1871 continue;
1864 1872
1865 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1866 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1867 * monsters either. 1875 * monsters either.
1868 */ 1876 */
1869 1877
1870 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1871 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1873 && (op->level > head->level)) 1881 && (op->level > head->level))
1874 head->destroy (); 1882 head->destroy ();
1875 else 1883 else
1876 switch (head->type) 1884 switch (head->type)
1877 { 1885 {
1878 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1882 continue; 1890 continue;
1883 1891
1884 if (op->level > head->level) 1892 if (op->level > head->level)
1885 head->destroy (); 1893 head->destroy ();
1886 1894
1899 break; 1907 break;
1900 } 1908 }
1901 } 1909 }
1902} 1910}
1903 1911
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
1907int 1913int
1908cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
1909{ 1915{
1910 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
1911 1917
1912 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1913 1919
1914 if (!god) 1920 if (!god)
1915 { 1921 {
1916 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1917 return 0; 1923 return 0;
1918 } 1924 }
1919 1925
1920 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1921 { 1927 {
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1923 break; 1929 break;
1924 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1925 { 1931 {
1926 1932
1927 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1928 { 1934 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0; 1936 return 0;
1931 } 1937 }
1932 else 1938 else
1933 { 1939 {
1934 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1942 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
1939 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1; 1950 return 1;
1943 } 1951 }
1944 } 1952 }
1945 } 1953 }
1946 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
1947 return 0; 1956 return 0;
1948} 1957}
1949 1958
1950/* animate_weapon - 1959/* animate_weapon -
1951 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1952 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
1953 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
1954 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
1955 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
1956 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
1957 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
1958 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1959 */ 1968 */
1960int 1969int
1961animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1962{ 1971{
1963 object *weapon, *tmp;
1964 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1965 int a, i; 1973 int a, i;
1966 sint16 x, y; 1974 sint16 x, y;
1967 maptile *m; 1975 maptile *m;
1968 1976
1983 return 0; 1991 return 0;
1984 } 1992 }
1985 1993
1986 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1987 if (!dir) 1995 if (!dir)
1988 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1989 1997
1990 m = op->map; 1998 m = op->map;
1991 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1992 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1993 2001
1994 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 { 2005 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
1999 return 0; 2007 return 0;
2000 } 2008 }
2001 2009
2002 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2003 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2004 2012
2005 if (!weapon) 2013 if (!weapon)
2006 { 2014 {
2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2008 return 0; 2016 return 0;
2009 } 2017 }
2018
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2020 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2013 return 0; 2022 return 0;
2014 } 2023 }
2024
2015 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2016 { 2026 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2018 return 0; 2028 return 0;
2019 } 2029 }
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2021 { 2032 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2034 return 0;
2024 } 2035 }
2025 2036
2026 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2038
2033 /* create the golem object */ 2039 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2035 2041
2036 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2037 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2038 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2039 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2040 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2041 tmp->set_owner (op); 2047 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2044 2050
2045 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2046 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2047 * used above. 2053 * used above.
2048 */ 2054 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2050 weapon->remove (); 2056 weapon->remove ();
2051 2057
2052 insert_ob_in_ob (weapon, tmp); 2058 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2059
2054 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2055 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc) 2062 * body_info, skills, etc)
2057 */ 2063 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2059 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2060 tmp->update_stats (); 2066 tmp->update_stats ();
2061 2067
2062 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2063 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2064 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2084 2090
2085 /* attacktype */ 2091 /* attacktype */
2086 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2088 2094
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093 a = mt->save[0]; 2097
2094 } 2098 a = op->material->save[0];
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101 2099
2102 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2113 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2114 2112
2115 if (a > 14) 2113 if (a > 14)
2116 a = 14; 2114 a = 14;
2117 2115
2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2119 2117
2120 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2122 2120
2123 if (!spell->race) 2121 if (!spell->race)
2124 { 2122 {
2125 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2126 tmp->name = buf; 2124 tmp->name = buf;
2132 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2132 }
2135 2133
2136 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138 2136
2139 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2140 tmp->direction = dir; 2138 tmp->direction = dir;
2141 2139
2142 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2147 2145
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2150 */ 2148 */
2151
2152int 2149int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2151{
2155 int success; 2152 int success;
2156 2153
2160 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2161 2158
2162 if (!success) 2159 if (!success)
2163 { 2160 {
2164 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2166 else 2163 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2168 } 2165 }
2166
2169 return success; 2167 return success;
2170} 2168}
2171 2169
2172/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2173 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2181 2179
2182 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2183 if (new_aura) 2181 if (new_aura)
2184 refresh = 1; 2182 refresh = 1;
2185 else 2183 else
2186 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2187 2185
2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2189 2187
2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2191 2189
2192 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2193 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2194 2192
2195 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2196 2194
2197 if (refresh) 2195 if (refresh)
2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2199 else 2197 else
2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2207 2205
2208/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2209 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2210 * around him. 2208 * around him.
2211 * Aura parameters: 2209 * Aura parameters:
2212 * duration: duration counter. 2210 * duration: duration counter.
2213 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2214 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2215 */ 2213 */
2216void 2214void
2217move_aura (object *aura) 2215move_aura (object *aura)
2218{ 2216{
2219 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2220 object *env = aura->env; 2218 object *env = aura->env;
2221 object *owner = aura->owner; 2219 object *owner = aura->owner;
2222 2220
2223 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2224 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2225 */ 2223 */
2226 aura->remove (); 2224 aura->remove ();
2227 2225
2228 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2229 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2238 aura->destroy (); 2236 aura->destroy ();
2239 return; 2237 return;
2240 } 2238 }
2241 2239
2242 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2243 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2244 */ 2242 */
2245 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2246 2244
2247 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2248 { 2246 {
2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2257 { 2255 {
2258 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2259 2257
2260 if (aura->other_arch) 2258 if (aura->other_arch)
2261 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2262 } 2260 }
2263 } 2261 }
2264 2262
2265 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2266 env->insert (aura); 2264 env->insert (aura);
2271 * op is the piece object. 2269 * op is the piece object.
2272 */ 2270 */
2273void 2271void
2274move_peacemaker (object *op) 2272move_peacemaker (object *op)
2275{ 2273{
2276 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2277
2278 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2279 { 2275 {
2280 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2281 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2282 2278
2283 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2284 victim = tmp->head;
2285 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2286 continue; 2280 continue;
2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2288 continue; 2283 continue;
2284
2289 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2290 continue; 2286 continue;
2291 2287
2292 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2293 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2294 2290
2295 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2296 { 2292 {
2297 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2298 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2299 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2300 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2301#if 0 2298#if 0
2302 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2303 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2306 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2307 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2308 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2309#endif 2306#endif
2310 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2312 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2313 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2314 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2315 if (victim->name) 2313 if (victim->name)
2316 {
2317 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2318 } 2315 }
2319 }
2320 } 2316 }
2321} 2317}
2322
2323 2318
2324/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2325 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2326 */ 2321 */
2327
2328int 2322int
2329write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2330{ 2324{
2331 char rune[HUGE_BUF];
2332 object *tmp;
2333
2334 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2335 { 2326 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2337 return 0; 2328 return 0;
2338 } 2329 }
2339 2330
2340 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2341 { 2332 {
2342 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2343 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2344 return 0; 2335 return 0;
2345 } 2336 }
2337
2346 if (!spell->other_arch) 2338 if (!spell->other_arch)
2347 return 0; 2339 return 0;
2348 tmp = arch_to_object (spell->other_arch);
2349 2340
2350 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2351 2342
2352 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2353 tmp->msg = rune; 2344 tmp->msg = msg;
2354 2345
2355 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2356 return 1; 2348 return 1;
2357} 2349}
2350

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