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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.80 by root, Tue Apr 22 07:01:47 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 wand->destroy (); 78 wand->destroy ();
76 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
77 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;
78 81
79 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
81 84
92 95
93 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
95 else 98 else
96 { 99 {
97 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));
98 return 0; 101 return 0;
99 } 102 }
100 103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 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));
106 109
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 111 {
109 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 113 wand->set_speed (wand->arch->speed);
111 } 114 }
112 115
113 return 1; 116 return 1;
114} 117}
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
125 */ 128 */
126int 129int
127cast_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)
128{ 131{
129 int bonus_plus = 0; 132 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 133 const char *missile_name = "arrow";
131 134
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 137 missile_name = tmp->race;
135 138
136 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);
137 140
138 archetype *missile_arch = archetype::find (missile_name); 141 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 146 return 0;
144 } 147 }
145 148
146 object *missile = missile_arch->instance (); 149 object *missile = missile_arch->instance ();
147 150
148 if (stringarg) 151 if (spellparam)
149 { 152 {
150 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
152 { 155 {
153 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
154 157
155 for (; al; al = al->next) 158 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
157 break; 160 break;
158 161
159 if (!al) 162 if (!al)
160 { 163 {
161 missile->destroy (); 164 missile->destroy ();
162 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);
163 return 0; 166 return 0;
164 } 167 }
165 168
166 if (al->item->slaying) 169 if (al->item->slaying)
167 { 170 {
168 missile->destroy (); 171 missile->destroy ();
169 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);
170 return 0; 173 return 0;
171 } 174 }
172 175
173 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
174 /* 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 -
176 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
177 */ 180 */
178 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 182 missile_plus = 0;
180 } 183 }
181 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
183 } 186 }
184 187
185 missile_plus = clamp (missile_plus, -4, 4); 188 missile_plus = clamp (missile_plus, -4, 4);
186 189
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 195
193 missile->magic = missile_plus; 196 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
195 missile->value = 0; 198 missile->value = 0;
196 199
197 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
198 201
199 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 ())
200 pick_up (op, missile); 207 pick_up (op, missile);
201 208
202 return 1; 209 return 1;
203} 210}
204 211
205
206/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
207 * 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*/
208int 214int
209cast_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)
210{ 216{
211 int food_value; 217 int food_value;
212 archetype *at = NULL; 218 archetype *at = NULL;
213 object *new_op; 219 object *new_op;
214 220
215 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);
216 222
217 if (stringarg) 223 if (spellparam)
218 { 224 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 226 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 229 spellparam = NULL;
224 } 230 }
225 231
226 if (!stringarg) 232 if (!spellparam)
227 { 233 {
228 archetype *at_tmp; 234 archetype *at_tmp;
229 235
230 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
256 /* 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
257 * know 263 * know
258 */ 264 */
259 if (!at) 265 if (!at)
260 { 266 {
261 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.");
262 return 0; 268 return 0;
263 } 269 }
264 270
265 food_value /= at->stats.food; 271 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 272 new_op = at->instance ();
267 new_op->nrof = food_value; 273 new_op->nrof = food_value;
268 274
269 new_op->value = 0; 275 new_op->value = 0;
270 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
271 new_op->nrof = 1; 277 new_op->nrof = 1;
288 } 294 }
289 295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 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);
294 300
295 m = op->map; 301 m = op->map;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 303
298 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
299 break; 305 break;
300 306
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 308 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
312
306 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
307 { 314 {
308 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)
309 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]))
310 { 317 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 319 if (tmp->head != NULL)
313 tmp = tmp->head; 320 tmp = tmp->head;
314 examine_monster (op, tmp); 321 examine_monster (op, tmp);
337 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
338 { 345 {
339 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
341 { 348 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
343 return 0; 350 return 0;
344 351
345 return 1; 352 return 1;
346 } 353 }
347 354
348 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 357 return 1;
351 358
352 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
353 if (!mon->race) 360 if (!mon->race)
354 return 0; 361 return 0;
355 362
356 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 364 return 1;
358 365
359 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
360 return 0; 367 return 0;
361 } 368 }
378int 385int
379cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
380{ 387{
381 if (op->invisible > 1000) 388 if (op->invisible > 1000)
382 { 389 {
383 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");
384 return 0; 391 return 0;
385 } 392 }
386 393
387 /* 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
388 * and if statement or two. 395 * and if statement or two.
389 */ 396 */
390 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
391 /* max duration */ 399 /* limit duration */
392 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
393 op->invisible = 1000;
394 401
395 if (op->type == PLAYER) 402 if (op->type == PLAYER)
396 { 403 {
397 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
398 405
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
401 else 408 else
402 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
403
404 op->contr->hidden = 0;
405 } 410 }
406 411
407 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
408 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!");
409 else 414 else
424/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 430 */
426int 431int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 433{
429 object *tmp, *next;
430 int range, i, j, mflags; 434 int range, i, j, mflags;
431 sint16 sx, sy; 435 sint16 sx, sy;
432 maptile *m; 436 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 437
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 439
439 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 447
447 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
448 continue; 449 continue;
449 450
450 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
451 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)
452 { 453 {
453 next = tmp->above; 454 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 458 }
457 } 459 }
458 460
459 return 1; 461 return 1;
461 463
462void 464void
463execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
464{ 466{
465 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 470 else
470 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 472
477 op->destroy (); 473 op->destroy ();
478} 474}
479 475
480/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
481 * 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
482 * time delay effect. 478 * time delay effect.
483 */ 479 */
484int 480int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 482{
487 object *dummy; 483 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 484 return 0;
492 485
493 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))
494 { 487 {
495 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.");
496 return 1; 489 return 1;
497 } 490 }
498 491
499 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 493
507 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));
508 if (time < 1)
509 time = 1;
510 495
511 /* 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
512 * 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
513 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
514 */ 499 */
515 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
519 504 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 507
527 op->insert (dummy); 508 op->insert (dummy);
528 509
529 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.");
530 511
569 550
570int 551int
571perceive_self (object *op) 552perceive_self (object *op)
572{ 553{
573 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
575 556
576 dynbuf_text buf; 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
577 558
578 if (player *pl = op->contr) 559 if (!op->is_player ())
560 return 0;
561
579 if (object *race = archetype::find (op->race)) 562 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 563 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 564
582 if (object *god = find_god (determine_god (op))) 565 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 566 buf << " - You worship " << &god->name << ".\n";
584 else 567 else
585 buf << "You worship no god.\n"; 568 buf << " - You worship no god.\n";
586 569
587 object *tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
588 571
589 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 573 buf << " - You feel very mundane. ";
591 else 574 else
592 { 575 {
593 buf << "You have: " << cp << ".\n"; 576 buf << " - You have: " << cp << ".\n";
594 577
595 if (tmp) 578 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
598 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));
599 } 582 }
600 583
601 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 587 {
605 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 589 {
607 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 591 buf << " - Your metabolism isn't focused on anything.\n";
609 else 592 else
610 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";
611 594
612 break; 595 break;
613 } 596 }
614 } 597 }
615 598
616 buf << '\0'; // zero-terminate 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 600
620 return 1; 601 return 1;
621} 602}
622 603
623/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
639 x = op->x; 620 x = op->x;
640 y = op->y; 621 y = op->y;
641 } 622 }
642 else 623 else
643 { 624 {
644 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
645 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
646 } 627 }
647 628
648 m = op->map; 629 m = op->map;
649 630
650 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
651 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
652 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
653 { 634 {
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
655 return 0; 636 return 0;
656 } 637 }
657 638
658 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
660 else if (spell_ob->race) 641 else if (spell_ob->race)
661 { 642 {
662 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
663 644
664 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0; 651 return 0;
671 } 652 }
672 653
673 tmp = arch_to_object (at); 654 tmp = at->instance ();
674 } 655 }
675 else 656 else
676 { 657 {
677 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);
678 return 0; 659 return 0;
683 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
684 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);
685 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);
686 tmp->range = 0; 667 tmp->range = 0;
687 } 668 }
688 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
689 { 670 {
690 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);
691 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
692 } 673 }
693 674
694 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])
695 { 676 {
696 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);
697 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
698 } 679 }
699 680
700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
701 { 682 {
702 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);
703 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
704 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
705 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
706 } 687 }
707 688
708 /* 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,
709 * 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
710 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
711 */ 692 */
712 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 694 tmp->set_owner (op);
714 695
715 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
717 698
718 name = tmp->name; 699 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 701 {
721 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);
722 return 0; 703 return 0;
723 } 704 }
724 705
725 /* 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 */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
728 709
729 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
733 * blocked spaces. 714 * blocked spaces.
734 */ 715 */
735 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
740 { 721 {
741 int dir2; 722 int dir2;
742 723
743 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
744 725
745 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
746 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
747 m = tmp->map; 728 m = tmp->map;
748 729
749 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)) &&
750 ((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)
751 { 732 {
752 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
754 735
755 /* 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 */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
758 739
759 } 740 }
760 else 741 else
761 posblocked = 1; 742 posblocked = 1;
762 743
763 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
764 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
765 m = tmp->map; 746 m = tmp->map;
766 747
767 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)) &&
768 ((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)
769 { 750 {
770 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
772 753
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
775 } 756 }
776 else 757 else
777 negblocked = 1; 758 negblocked = 1;
778 } 759 }
779 760
780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
781 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
782 763
783 return 1; 764 return 1;
784} 765}
785 766
786int 767int
787dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
788{ 769{
789 uint32 dist, maxdist; 770 uint32 dist, maxdist;
790 int mflags; 771 int mflags;
791 maptile *m; 772 maptile *m;
792 sint16 sx, sy; 773 sint16 sx, sy;
794 if (op->type != PLAYER) 775 if (op->type != PLAYER)
795 return 0; 776 return 0;
796 777
797 if (!dir) 778 if (!dir)
798 { 779 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
800 return 0; 781 return 0;
801 } 782 }
802 783
803 /* 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
804 * ever, so put limits in. 785 * ever, so put limits in.
805 */ 786 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807 788
808 if (op->contr->count) 789 if (spellparam)
809 { 790 {
791 int count = atoi (spellparam);
792
810 if (op->contr->count > maxdist) 793 if (count > maxdist)
811 { 794 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
813 return 0; 796 return 0;
814 } 797 }
815 798
816 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
817 { 800 {
818 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);
819 802
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break; 804 break;
822 805
823 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)))
824 break; 807 break;
825 } 808 }
826 809
827 if (dist < op->contr->count) 810 if (dist < count)
828 { 811 {
829 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");
830 op->contr->count = 0;
831 return 0; 813 return 0;
832 } 814 }
833
834 op->contr->count = 0;
835 815
836 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
837 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
838 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
839 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
840 * 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
841 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
842 */ 822 */
843 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
844 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);
845 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)))
846 { 826 {
847 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");
848 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
849 } 829 }
855 * spaces that blocked the players view. 835 * spaces that blocked the players view.
856 */ 836 */
857 837
858 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
859 { 839 {
860 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);
861 841
862 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
863 break; 843 break;
864 844
865 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)))
870 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
871 * find a place for the player. 851 * find a place for the player.
872 */ 852 */
873 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
874 { 854 {
875 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,
876 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
877 continue; 857 continue;
878 858
879 859
880 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)))
881 break; 861 break;
882 862
883 } 863 }
884 if (!dist) 864 if (!dist)
885 { 865 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
887 return 0; 867 return 0;
888 } 868 }
889 } 869 }
890 870
891 /* Actually move the player now */ 871 /* Actually move the player now */
892 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
893 return 1; 873 return 1;
894 874
895 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
896 return 1; 877 return 1;
897} 878}
898 879
899/* cast_heal: Heals something. 880/* cast_heal: Heals something.
900 * op is the caster. 881 * op is the caster.
955 if (cure_disease (tmp, op, spell)) 936 if (cure_disease (tmp, op, spell))
956 success = 1; 937 success = 1;
957 938
958 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
959 { 940 {
960 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
961 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
962 if (poison) 943 if (poison)
963 { 944 {
964 success = 1; 945 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967 } 948 }
968 } 949 }
969 950
970 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
971 { 952 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
973 if (poison) 954 if (poison)
974 { 955 {
975 success = 1; 956 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1; 958 poison->duration = 1;
978 } 959 }
979 } 960 }
980 961
981 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
982 { 963 {
983 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
984 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
985 if (poison) 966 if (poison)
986 { 967 {
987 success = 1; 968 success = 1;
988 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.");
1006 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1007 success = 1; 988 success = 1;
1008 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!");
1009 } 990 }
1010 991
1011 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1012 { 993 {
1013 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1014 995 min_it (tmp->stats.food, MAX_FOOD);
1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1017 996
1018 success = 1; 997 success = 1;
1019 /* 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 */
1020 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");
1021 } 1000 }
1036 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1037 "You are no easier to look at.", 1016 "You are no easier to look at.",
1038}; 1017};
1039 1018
1040int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1041cast_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)
1042{ 1027{
1043 object *force = NULL; 1028 object *force = 0;
1044 int i; 1029 int i;
1045 1030
1046 /* 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. */
1047 object *tmp = dir 1032 object *tmp = dir
1048 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1049 : op; 1034 : op;
1050 1035
1051 if (!tmp) 1036 if (!tmp)
1052 return 0; 1037 return 0;
1053 1038
1054 /* 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. */
1062 break; 1047 break;
1063 } 1048 }
1064 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 { 1050 {
1066 if (!silent) 1051 if (!silent)
1067 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
1068 return 0; 1055 return 0;
1069 } 1056 }
1070 } 1057 }
1071 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1072 if (force == NULL) 1062 if (force)
1073 {
1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY;
1076 if (spell_ob->race)
1077 force->name = spell_ob->race;
1078 else
1079 force->name = spell_ob->name;
1080 force->name_pl = spell_ob->name;
1081 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1082
1083 } 1063 {
1084 else
1085 {
1086 int duration;
1087
1088 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1089 if (duration > force->duration) 1064 if (duration > force->duration)
1090 { 1065 {
1091 force->duration = duration; 1066 force->duration = duration;
1092 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.");
1093 } 1068 }
1094 else 1069 else
1095 {
1096 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.");
1097 }
1098 1071
1099 return 1; 1072 return 1;
1100 } 1073 }
1101 1074
1102 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
1103 force->speed = 1.0; 1090 force->speed = 1.0;
1104 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1106 1093
1107 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1109 {
1110 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1111 {
1112 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));
1113 if (force->resist[i] > 100)
1114 force->resist[i] = 100;
1115 }
1116 }
1117 1098
1118 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1119 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);
1120 1101
1121 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1140 } 1121 }
1141 } 1122 }
1142 1123
1143 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1144 1125
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1146 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1147 1128
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1149 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1150 1131
1151 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1153 { 1134 {
1154 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1174 */ 1155 */
1175int 1156int
1176cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1177{ 1158{
1178 int i; 1159 int i;
1179 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1180 1161
1181 /* 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. */
1182 if (dir != 0) 1163 if (dir != 0)
1183 { 1164 {
1184 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1185 } 1169 }
1186 else 1170 else
1187 {
1188 tmp = op; 1171 tmp = op;
1189 }
1190 1172
1191 /* 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. */
1192 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1193 { 1175 {
1194 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1195 { 1177 {
1196 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1197 { 1179 {
1203 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);
1204 return 0; 1186 return 0;
1205 } 1187 }
1206 } 1188 }
1207 } 1189 }
1190
1208 if (force == NULL) 1191 if (force == NULL)
1209 { 1192 {
1210 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1211 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1212 if (spell_ob->race) 1195 if (spell_ob->race)
1213 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1214 else 1197 else
1215 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1230 { 1213 {
1231 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.");
1232 } 1215 }
1233 return 0; 1216 return 0;
1234 } 1217 }
1218
1235 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;
1236 force->speed = 1.0; 1220 force->speed = 1.0;
1237 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1238 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1239 1223
1240 if (!god) 1224 if (!god)
1241 { 1225 {
1242 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1243 } 1227 }
1244 else 1228 else
1245 { 1229 {
1246 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1247 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1248 {
1249 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1250 {
1251 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]);
1252 } 1234
1253 }
1254 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1255 1236
1256 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1257 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1258 1239
1278 1259
1279/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1280 * 1261 *
1281 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1282 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1283 * 1264 *
1284 * 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
1285 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1286 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1287 * when sold. 1268 * when sold.
1288 * 1269 *
1300 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1301 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1302 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1303 * the stuff back to town. 1284 * the stuff back to town.
1304 */ 1285 */
1305 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1306 value = 0; 1287 value = 0;
1307 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1308 value /= 3; 1289 value /= 3;
1309 else 1290 else
1310 value = value * 9 / 10; 1291 value = value * 9 / 10;
1323 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1324 return 0; 1305 return 0;
1325 1306
1326 archetype *nugget[3]; 1307 archetype *nugget[3];
1327 1308
1328 nugget[0] = archetype::find ("pyrite3"); 1309 nugget[0] = archetype::find (shstr_pyrite3);
1329 nugget[1] = archetype::find ("pyrite2"); 1310 nugget[1] = archetype::find (shstr_pyrite2);
1330 nugget[2] = archetype::find ("pyrite"); 1311 nugget[2] = archetype::find (shstr_pyrite);
1331 1312
1332 /* 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
1333 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1334 * in sight 1315 * in sight
1335 */ 1316 */
1364 1345
1365 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)
1366 { 1347 {
1367 next = tmp->above; 1348 next = tmp->above;
1368 1349
1369 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1370 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1371 { 1352 {
1372 if (tmp->inv) 1353 if (tmp->inv)
1373 { 1354 {
1374 object *next1, *tmp1; 1355 object *next1, *tmp1;
1375 1356
1376 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1377 { 1358 {
1378 next1 = tmp1->below; 1359 next1 = tmp1->below;
1379 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1380 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1381 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1382 } 1363 }
1383 } 1364 }
1384 1365
1385 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1390 } 1371 }
1391 1372
1392 value -= rndm (value >> 4); 1373 value -= rndm (value >> 4);
1393 value = min (value, value_max); 1374 value = min (value, value_max);
1394 1375
1395 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1376 for (int i = 0; i < array_length (nugget); ++i)
1396 if (int nrof = value / nugget [i]->value) 1377 if (int nrof = value / nugget [i]->value)
1397 { 1378 {
1398 value -= nrof * nugget[i]->value; 1379 value -= nrof * nugget[i]->value;
1399 1380
1400 object *tmp = arch_to_object (nugget[i]); 1381 object *tmp = nugget[i]->instance ();
1401 tmp->nrof = nrof; 1382 tmp->nrof = nrof;
1402 tmp->flag [FLAG_IDENTIFIED] = true; 1383 tmp->flag [FLAG_IDENTIFIED] = true;
1403 op->map->insert (tmp, x, y, op, 0); 1384 op->map->insert (tmp, x, y, op, 0);
1404 } 1385 }
1405 1386
1416 * items. 1397 * items.
1417 */ 1398 */
1418int 1399int
1419remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1420{ 1401{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1423 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
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1412 {
1429 was_one++; 1413 ++was_one;
1430 1414
1431 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1432 { 1416 {
1433 success++; 1417 ++success;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436 1419
1437 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1439 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1440 1424
1441 if (object *pl = tmp->visible_to ()) 1425 if (object *pl = tmp->visible_to ())
1442 esrv_update_item (UPD_FLAGS, pl, 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 (object *pl = tmp->visible_to ()) 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 } 1492 }
1512 1493
1513 num_ident--;
1514 if (!num_ident) 1494 if (!--num_ident)
1515 break; 1495 break;
1516 } 1496 }
1517 } 1497 }
1518 1498
1519 if (buf.empty ()) 1499 if (buf.empty ())
1533 1513
1534int 1514int
1535cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1536{ 1516{
1537 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1538 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1539 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1540 maptile *m; 1520 maptile *m;
1541 1521
1542 /* 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
1543 * doing it over and over again. 1523 * doing it over and over again.
1544 */ 1524 */
1545 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1548 1528
1549 if (!skill) 1529 if (!skill)
1550 skill = caster; 1530 skill = caster;
1551 1531
1552 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1553 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1554 { 1534 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up. 1538 * down - that is easier than working up.
1564 */ 1539 */
1565 1540
1566 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)
1567 last = tmp; 1542 last = tmp;
1568 1543
1569 /* 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
1570 * would happen. 1545 * would happen.
1571 */ 1546 */
1572 if (!last) 1547 if (!last)
1573 continue; 1548 continue;
1574 1549
1575 done_one = 0; 1550 done_one = 0;
1576 floor = 0; 1551 floor = 0;
1577 detect = NULL; 1552 detect = 0;
1578 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1579 { 1554 {
1580 /* show invisible */ 1555 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1582 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1585 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1586 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
1587 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1589 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)
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1591 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)))
1592 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1593 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)
1594 { 1580 {
1595 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
1596 done_one = 1; 1663 done_one = 1;
1597 } 1664 }
1598 } 1665 }
1599
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1;
1602
1603 /* All detections below this point don't descend beneath the floor,
1604 * so just continue on. We could be clever and look at the type of
1605 * detection to completely break out if we don't care about objects beneath
1606 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */
1608 if (floor)
1609 continue;
1610
1611 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster.
1613 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant.
1616 */
1617
1618 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4;
1626 done_one = 1;
1627 }
1628 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 {
1631 done_one = 2;
1632 if (!detect)
1633 detect = tmp;
1634 }
1635 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match.
1638 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1641 (strstr (spell->race, tmp->race))))
1642 {
1643 done_one = 2;
1644 if (!detect)
1645 detect = tmp;
1646 }
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1;
1652 }
1653 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1654 1667
1655 /* 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
1656 * where the magic is. 1669 * where the magic is.
1657 */ 1670 */
1658 if (done_one) 1671 if (done_one)
1659 { 1672 {
1660 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1661 1674
1662 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1664 { 1677 {
1665 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1672 } 1685 }
1673 1686
1674 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1675 } 1688 }
1676 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1677 1690
1678 1691
1679 /* 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 */
1680 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])
1681 { 1694 {
1682 done_one = 0; 1695 done_one = 0;
1683 1696
1684 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1685 { 1698 {
1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1687 { 1700 {
1688 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])
1689 { 1702 {
1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1691 1704
1692 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1693 esrv_update_item (UPD_FLAGS, pl, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1707 }
1695 1708
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1698 { 1711 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1700 1713
1701 if (object *pl = tmp->visible_to ()) 1714 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 } 1716 }
1704 } /* if item is not identified */ 1717 } /* if item is not identified */
1725 1738
1726 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.");
1727 1740
1728 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 { 1742 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* Explodes a fireball centered at player */
1735 tmp = get_archetype (EXPLODING_FIREBALL);
1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1741 } 1746 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 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.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 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!");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 { 1752 {
1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1764 sint16 x, y; 1769 sint16 x, y;
1765 maptile *m; 1770 maptile *m;
1766 int mflags; 1771 int mflags;
1767 1772
1768 m = op->map; 1773 m = op->map;
1769 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1770 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1771 1776
1772 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1773 1778
1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 { 1780 {
1776 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)
1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1778 break; 1783 break;
1779 } 1784 }
1780 1785
1781 1786
1782 /* 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
1783 * 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.
1784 */ 1789 */
1785 if (plyr == NULL) 1790 if (plyr == NULL)
1786 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)
1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1788 break; 1793 break;
1789 1794
1790 if (!plyr) 1795 if (!plyr)
1791 { 1796 {
1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1793 return 0; 1798 return 0;
1794 } 1799 }
1795 /* give sp */ 1800 /* give sp */
1796 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1797 { 1802 {
1798 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);
1799 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1800 return 1; 1805 return 1;
1801 } 1806 }
1802 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr) 1808 else if (op != plyr)
1804 { 1809 {
1809 if (rate > 95) 1814 if (rate > 95)
1810 rate = 95; 1815 rate = 95;
1811 1816
1812 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1813 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1814 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1815 { 1820 {
1816 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1819 if (sucked > 0) 1824 if (sucked > 0)
1820 { 1825 {
1821 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1822 } 1827 }
1823 } 1828 }
1824 return 1; 1829 return 1;
1825 } 1830 }
1826 return 0; 1831 return 0;
1839 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1840 int mflags; 1845 int mflags;
1841 maptile *m; 1846 maptile *m;
1842 sint16 sx, sy; 1847 sint16 sx, sy;
1843 1848
1844 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1845 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1846 m = op->map; 1851 m = op->map;
1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1848 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1849 return; 1854 return;
1850 1855
1863 1868
1864 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1865 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1866 continue; 1871 continue;
1867 1872
1868 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1869 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1870 * monsters either. 1875 * monsters either.
1871 */ 1876 */
1872 1877
1873 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1874 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1876 && (op->level > head->level)) 1881 && (op->level > head->level))
1877 head->destroy (); 1882 head->destroy ();
1878 else 1883 else
1879 switch (head->type) 1884 switch (head->type)
1880 { 1885 {
1881 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1885 continue; 1890 continue;
1886 1891
1887 if (op->level > head->level) 1892 if (op->level > head->level)
1888 head->destroy (); 1893 head->destroy ();
1889 1894
1912 1917
1913 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1914 1919
1915 if (!god) 1920 if (!god)
1916 { 1921 {
1917 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!");
1918 return 0; 1923 return 0;
1919 } 1924 }
1920 1925
1921 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1922 { 1927 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1924 break; 1929 break;
1925 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1926 { 1931 {
1927 1932
1928 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1929 { 1934 {
1930 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);
1931 return 0; 1936 return 0;
1932 } 1937 }
1933 else 1938 else
1934 { 1939 {
1935 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1942 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1940 1945
1941 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1943 1948
1944 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);
1945 return 1; 1950 return 1;
1946 } 1951 }
1947 } 1952 }
1948 } 1953 }
1949 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!");
1950 return 0; 1956 return 0;
1951} 1957}
1952 1958
1953/* animate_weapon - 1959/* animate_weapon -
1954 * 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.
1955 * 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
1956 * 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
1957 * 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.
1958 * 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,
1959 * 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
1960 * 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
1961 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1962 */ 1968 */
1963int 1969int
1964animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1965{ 1971{
1966 object *weapon, *tmp;
1967 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1968 int a, i; 1973 int a, i;
1969 sint16 x, y; 1974 sint16 x, y;
1970 maptile *m; 1975 maptile *m;
1971 1976
1986 return 0; 1991 return 0;
1987 } 1992 }
1988 1993
1989 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1990 if (!dir) 1995 if (!dir)
1991 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);
1992 1997
1993 m = op->map; 1998 m = op->map;
1994 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1995 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1996 2001
1997 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
1998 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)
1999 ((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))
2000 { 2005 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2002 return 0; 2007 return 0;
2003 } 2008 }
2004 2009
2005 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2006 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2007 2012
2008 if (!weapon) 2013 if (!weapon)
2009 { 2014 {
2010 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!");
2011 return 0; 2016 return 0;
2012 } 2017 }
2018
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2014 { 2020 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2016 return 0; 2022 return 0;
2017 } 2023 }
2024
2018 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2019 { 2026 {
2020 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.");
2021 return 0; 2028 return 0;
2022 } 2029 }
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2024 { 2032 {
2025 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));
2026 return 0; 2034 return 0;
2027 } 2035 }
2028 2036
2029 weapon = weapon->split (); 2037 weapon = weapon->split ();
2030 2038
2031 /* create the golem object */ 2039 /* create the golem object */
2032 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2033 2041
2034 /* 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 */
2035 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2036 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2037 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2038 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2039 tmp->set_owner (op); 2047 tmp->set_owner (op);
2040 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2042 2050
2043 /* 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
2044 * removed flag - it should only be set if weapon->split was 2052 * removed flag - it should only be set if weapon->split was
2045 * used above. 2053 * used above.
2046 */ 2054 */
2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2048 weapon->remove (); 2056 weapon->remove ();
2049 2057
2050 tmp->insert (weapon); 2058 tmp->insert (weapon);
2051 2059
2052 /* 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,
2053 * 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
2054 * body_info, skills, etc) 2062 * body_info, skills, etc)
2055 */ 2063 */
2056 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2057 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2058 tmp->update_stats (); 2066 tmp->update_stats ();
2059 2067
2060 /* 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
2061 * 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 -
2062 * 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.
2082 2090
2083 /* attacktype */ 2091 /* attacktype */
2084 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2085 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2086 2094
2087 if (materialtype_t *mt = name_to_material (op->materialname))
2088 {
2089 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2090 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2091 a = mt->save[0]; 2097
2092 } 2098 a = op->material->save[0];
2093 else
2094 {
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 5;
2097 a = 10;
2098 }
2099 2099
2100 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2101 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2102 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2103 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2111 /* 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 */
2112 2112
2113 if (a > 14) 2113 if (a > 14)
2114 a = 14; 2114 a = 14;
2115 2115
2116 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));
2117 2117
2118 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2119 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)));
2120 2120
2121 if (!spell->race) 2121 if (!spell->race)
2122 { 2122 {
2123 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2124 tmp->name = buf; 2124 tmp->name = buf;
2130 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 } 2132 }
2133 2133
2134 /* 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. */
2135 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));
2136 2136
2137 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2138 tmp->direction = dir; 2138 tmp->direction = dir;
2139 2139
2140 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2144/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2145 2145
2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2148 */ 2148 */
2149
2150int 2149int
2151cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{ 2151{
2153 int success; 2152 int success;
2154 2153
2158 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2159 2158
2160 if (!success) 2159 if (!success)
2161 { 2160 {
2162 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2164 else 2163 else
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2166 } 2165 }
2166
2167 return success; 2167 return success;
2168} 2168}
2169 2169
2170/* 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.
2171 * 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,
2179 2179
2180 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2181 if (new_aura) 2181 if (new_aura)
2182 refresh = 1; 2182 refresh = 1;
2183 else 2183 else
2184 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2185 2185
2186 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);
2187 2187
2188 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);
2189 2189
2190 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2192 2192
2193 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194 2194
2195 if (refresh) 2195 if (refresh)
2196 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.");
2197 else 2197 else
2198 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.");
2205 2205
2206/* 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,
2207 * 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
2208 * around him. 2208 * around him.
2209 * Aura parameters: 2209 * Aura parameters:
2210 * duration: duration counter. 2210 * duration: duration counter.
2211 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2212 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2213 */ 2213 */
2214void 2214void
2215move_aura (object *aura) 2215move_aura (object *aura)
2216{ 2216{
2217 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2218 object *env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner; 2219 object *owner = aura->owner;
2220 2220
2221 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2222 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2223 */ 2223 */
2224 aura->remove (); 2224 aura->remove ();
2225 2225
2226 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2227 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2236 aura->destroy (); 2236 aura->destroy ();
2237 return; 2237 return;
2238 } 2238 }
2239 2239
2240 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2241 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2242 */ 2242 */
2243 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2244 2244
2245 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2246 { 2246 {
2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2255 { 2255 {
2256 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2257 2257
2258 if (aura->other_arch) 2258 if (aura->other_arch)
2259 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2260 } 2260 }
2261 } 2261 }
2262 2262
2263 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2264 env->insert (aura); 2264 env->insert (aura);
2269 * op is the piece object. 2269 * op is the piece object.
2270 */ 2270 */
2271void 2271void
2272move_peacemaker (object *op) 2272move_peacemaker (object *op)
2273{ 2273{
2274 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 { 2275 {
2278 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2279 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2280 2278
2281 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2282 victim = tmp->head;
2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2284 continue; 2280 continue;
2285 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2286 continue; 2283 continue;
2284
2287 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2288 continue; 2286 continue;
2289 2287
2290 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2291 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2292 2290
2293 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2294 { 2292 {
2295 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2296 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2297 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2298 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2299#if 0 2298#if 0
2300 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2301 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2304 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2305 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2306 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2307#endif 2306#endif
2308 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2309 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2310 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2311 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2312 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2313 if (victim->name) 2313 if (victim->name)
2314 {
2315 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);
2316 } 2315 }
2317 }
2318 } 2316 }
2319} 2317}
2320
2321 2318
2322/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2324 */ 2321 */
2325
2326int 2322int
2327write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2328{ 2324{
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2333 { 2326 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2335 return 0; 2328 return 0;
2336 } 2329 }
2337 2330
2338 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2339 { 2332 {
2340 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.>");
2341 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);
2342 return 0; 2335 return 0;
2343 } 2336 }
2337
2344 if (!spell->other_arch) 2338 if (!spell->other_arch)
2345 return 0; 2339 return 0;
2346 tmp = arch_to_object (spell->other_arch);
2347 2340
2348 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2349 2342
2350 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune; 2344 tmp->msg = msg;
2352 2345
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2354 return 1; 2348 return 1;
2355} 2349}
2350

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