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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.133 by root, Sun May 2 19:51:50 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
59} 58}
60 59
61int 60int
62recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
63{ 62{
64 object *wand, *tmp;
65 int ncharges; 63 int ncharges;
66 64
67 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
68 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
69 { 68 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
71 return 0; 70 return 0;
72 } 71 }
72
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 74 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 77 wand->destroy ();
79 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
84 83
95 94
96 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
98 else 97 else
99 { 98 {
100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
101 return 0; 100 return 0;
102 } 101 }
103 102
104 if (!ncharges) 103 if (!ncharges)
105 ncharges = 1; 104 ncharges = 1;
106 105
107 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 108
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
111 { 110 {
112 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
114 } 113 }
115 114
116 return 1; 115 return 1;
117} 116}
118 117
124 * great a plus, the default is used. 123 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
128 */ 127 */
129
130int 128int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
132{ 130{
133 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
134 const char *missile_name; 132 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 133
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
141 missile_name = tmp->race; 136 missile_name = tmp->race;
142 137
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 139
145 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
146 { 143 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 145 return 0;
149 } 146 }
150 147
151 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
152 149
153 if (stringarg) 150 if (spellparam)
154 { 151 {
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
166 missile->destroy (); 163 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
168 return 0; 165 return 0;
169 } 166 }
170 167
171 if (al->item->slaying) 168 if (al->item->slaying)
172 { 169 {
173 missile->destroy (); 170 missile->destroy ();
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
175 return 0; 172 return 0;
176 } 173 }
177 174
178 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
182 */ 179 */
183 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 181 missile_plus = 0;
185 } 182 }
186 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
188 } 185 }
189 186
190 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 188
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 191
198 if (missile->nrof < 1) 192 if (missile->nrof < 1)
200 194
201 missile->magic = missile_plus; 195 missile->magic = missile_plus;
202 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
203 missile->value = 0; 197 missile->value = 0;
204 198
205 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
206 200
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
208 pick_up (op, missile); 202 pick_up (op, missile);
209 203
210 return 1; 204 return 1;
211} 205}
212 206
213 207
214/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
216int 210int
217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
218{ 212{
219 int food_value; 213 int food_value;
220 archetype *at = NULL; 214 archetype *at = NULL;
221 object *new_op; 215 object *new_op;
222 216
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 218
225 if (stringarg) 219 if (spellparam)
226 { 220 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 222 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 225 spellparam = NULL;
232 } 226 }
233 227
234 if (!stringarg) 228 if (!spellparam)
235 { 229 {
236 archetype *at_tmp; 230 archetype *at_tmp;
237 231
238 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
241 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 236 * to be altered from the donor.
243 */ 237 */
244 238
245 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
247 { 241 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 243 {
250 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 246 * the item we have now, take it instead.
253 */ 247 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
255 at = at_tmp; 253 at = at_tmp;
256 } 254 }
257 } 255 }
258 } 256 }
257
259 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
260 * know 259 * know
261 */ 260 */
262 if (!at) 261 if (!at)
263 { 262 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
265 return 0; 264 return 0;
266 } 265 }
267 266
268 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 268 new_op = at->instance ();
270 new_op->nrof = food_value; 269 new_op->nrof = food_value;
271 270
272 new_op->value = 0; 271 new_op->value = 0;
273 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
274 new_op->nrof = 1; 273 new_op->nrof = 1;
282{ 281{
283 int r, mflags, maxrange; 282 int r, mflags, maxrange;
284 object *tmp; 283 object *tmp;
285 maptile *m; 284 maptile *m;
286 285
287
288 if (!dir) 286 if (!dir)
289 { 287 {
290 examine_monster (op, op); 288 examine_monster (op, op);
291 return 1; 289 return 1;
292 } 290 }
291
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
295 { 294 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 296
299 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
300 299
301 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
302 break; 301 break;
303 302
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
305 { 304 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 306 return 0;
308 } 307 }
308
309 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
310 { 310 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 { 313 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 315 if (tmp->head != NULL)
316 tmp = tmp->head; 316 tmp = tmp->head;
317 examine_monster (op, tmp); 317 examine_monster (op, tmp);
318 return 1; 318 return 1;
319 } 319 }
320 } 320 }
321 } 321 }
322
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 324 return 1;
324} 325}
325
326 326
327/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 328 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 332 * pl is invisible.
333 */ 333 */
334int 334int
335makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
336{ 336{
337
338 if (!pl->invisible) 337 if (!pl->invisible)
339 return 0; 338 return 0;
339
340 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
341 { 341 {
342 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
344 { 344 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
346 return 0; 346 return 0;
347
347 return 1; 348 return 1;
348 } 349 }
350
349 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 353 return 1;
354
352 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
353 if (!mon->race) 356 if (!mon->race)
354 return 0; 357 return 0;
358
355 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 360 return 1;
361
357 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
358 return 0; 363 return 0;
359 } 364 }
360 else 365 else
361 { 366 {
374 * normal applies. 379 * normal applies.
375 */ 380 */
376int 381int
377cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
378{ 383{
379 object *tmp;
380
381 if (op->invisible > 1000) 384 if (op->invisible > 1000)
382 { 385 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 387 return 0;
385 } 388 }
386 389
387 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 391 * and if statement or two.
394 397
395 if (op->type == PLAYER) 398 if (op->type == PLAYER)
396 { 399 {
397 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
398 401
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
401 else 404 else
402 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
403 406
404 op->contr->hidden = 0; 407 op->contr->hidden = 0;
405 } 408 }
409
406 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 412 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 414
411 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
412 416
413 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
414 * harm to the player. 418 * harm to the player.
415 */ 419 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
417 if (tmp->enemy == op) 421 if (tmp->enemy == op)
418 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
419 return 1; 424 return 1;
420} 425}
421 426
422/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 428 */
424int 429int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 431{
427 object *tmp, *next;
428 int range, i, j, mflags; 432 int range, i, j, mflags;
429 sint16 sx, sy; 433 sint16 sx, sy;
430 maptile *m; 434 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 435
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 437
437 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 445
445 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
446 continue; 447 continue;
447 448
448 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 451 {
451 next = tmp->above; 452 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
458
456 return 1; 459 return 1;
457} 460}
458
459 461
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 object *wor = op; 465 if (object *pl = op->in_player ())
464 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 while (op != NULL && op->type != PLAYER)
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 468 else
472 op->enter_exit (wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
473 470
474 wor->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
479 * time delay effect. 476 * time delay effect.
480 */ 477 */
481int 478int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 480{
484 object *dummy; 481 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 482 return 0;
489 483
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 485 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 487 return 1;
494 } 488 }
495 489
496 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 491
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
504 if (time < 1)
505 time = 1;
506 493
507 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
510 */ 497 */
511 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
502 dummy->slaying = op->contr->savebed_map;
503 dummy->stats.hp = op->contr->bed_x;
504 dummy->stats.sp = op->contr->bed_y;
515 505
516 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 507
523 (void) insert_ob_in_ob (dummy, op);
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
509
525 return 1; 510 return 1;
526} 511}
527 512
528/* cast_wonder 513/* cast_wonder
529 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
562} 547}
563 548
564int 549int
565perceive_self (object *op) 550perceive_self (object *op)
566{ 551{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
558 return 0;
559
560 if (object *race = archetype::find (op->race))
561 buf << " - You are a G<male|female> " << &race->name << ".\n";
562
572 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
573 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 565 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
577 567
578 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
579 569
580 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
582 else 572 else
583 { 573 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
586 if (tmp != NULL) 576 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
589 { 578 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 580 }
597 581
598 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 585 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 587 {
605 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 590 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 592
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 593 break;
615 } 594 }
616 } 595 }
617 }
618 return 1;
619}
620 596
621/* int cast_create_town_portal (object *op, object *caster, int dir) 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_map (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
731 while (tmp)
732 {
733 if (tmp->name == old_force->name)
734 {
735 tmp->destroy ();
736 break;
737 }
738
739 tmp = tmp->above;
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_map (force->name, 0);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 op_level = caster_level (caster, spell);
770 if (op_level < 15)
771 snprintf (portal_message, 1024,
772 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
773 &op->name);
774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
776 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
777 else if (op_level < 60)
778 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
779 else
780 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
781 &op->name);
782
783 /* Create a portal in front of player
784 * dummy contain the portal and
785 * force contain the track to kill it later
786 */
787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
788 dummy = get_archetype (spell->slaying); /*The portal */
789 if (dummy == NULL)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
793 return 0;
794 }
795
796 EXIT_PATH (dummy) = force->name;
797 EXIT_X (dummy) = EXIT_X (force);
798 EXIT_Y (dummy) = EXIT_Y (force);
799 dummy->name = dummy->name_pl = portal_name;
800 dummy->msg = portal_message;
801 dummy->race = op->name; /*Save the owner of the portal */
802 cast_create_obj (op, caster, dummy, 0);
803
804 /* Now we need to to create a town portal marker inside the player
805 * object, so on future castings, we can know that he has an active
806 * town portal.
807 */
808 tmp = get_archetype (spell->race);
809 if (tmp == NULL)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
813 return 0;
814 }
815
816 tmp->race = op->map->path;
817 tmp->name = portal_name;
818 EXIT_X (tmp) = dummy->x;
819 EXIT_Y (tmp) = dummy->y;
820 op->insert (tmp);
821
822 /* Create a portal in the destination map
823 * dummy contain the portal and
824 * force the track to kill it later
825 * the 'force' variable still contains the 'reminder' of
826 * where this portal goes to.
827 */
828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
829 dummy = get_archetype (spell->slaying); /*The portal */
830 if (dummy == NULL)
831 {
832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
834 return 0;
835 }
836
837 EXIT_PATH (dummy) = op->map->path;
838 EXIT_X (dummy) = op->x;
839 EXIT_Y (dummy) = op->y;
840 dummy->name = dummy->name_pl = portal_name;
841 dummy->msg = portal_message;
842 dummy->race = op->name; /*Save the owner of the portal */
843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
844
845 /* Now we create another town portal marker that
846 * points back to the one we just made
847 */
848 tmp = get_archetype (spell->race);
849 if (tmp == NULL)
850 {
851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
853 return 0;
854 }
855
856 tmp->race = force->name;
857 tmp->name = portal_name;
858 EXIT_X (tmp) = dummy->x;
859 EXIT_Y (tmp) = dummy->y;
860 insert_ob_in_ob (tmp, op);
861
862 /* Describe the player what happened
863 */
864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
865 force->destroy ();
866 598
867 return 1; 599 return 1;
868} 600}
869 601
870/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
896 628
897 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
898 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
899 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
900 { 632 {
901 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
902 return 0; 634 return 0;
903 } 635 }
904 636
905 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
906 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
907 else if (spell_ob->race) 639 else if (spell_ob->race)
908 { 640 {
909 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
910 642
911 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
917 return 0; 649 return 0;
918 } 650 }
919 651
920 tmp = arch_to_object (at); 652 tmp = at->instance ();
921 } 653 }
922 else 654 else
923 { 655 {
924 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
925 return 0; 657 return 0;
930 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
931 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
932 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
933 tmp->range = 0; 665 tmp->range = 0;
934 } 666 }
935 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
936 { 668 {
937 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
938 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
939 } 671 }
940 672
941 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
942 { 674 {
943 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
945 } 677 }
946 678
947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
948 { 680 {
949 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
951 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
952 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
953 } 685 }
954 686
955 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
956 * these fields just won't be used. Do not set the owner for 688 * these fields just won't be used. Do not set the owner for
957 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
958 */ 690 */
959 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
960 tmp->set_owner (op); 692 tmp->set_owner (op);
961 693
962 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
963 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
964 696
965 name = tmp->name; 697 name = tmp->name;
966 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
967 { 699 {
968 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
969 return 0; 701 return 0;
970 } 702 }
971 703
972 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
975 707
976 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
979 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
998 { 730 {
999 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1001 733
1002 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1005 737
1006 } 738 }
1007 else 739 else
1008 posblocked = 1; 740 posblocked = 1;
1009 741
1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1016 { 748 {
1017 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1019 751
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1022 } 754 }
1023 else 755 else
1024 negblocked = 1; 756 negblocked = 1;
1025 } 757 }
1026 758
1027 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1028 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1029 761
1030 return 1; 762 return 1;
1031} 763}
1032 764
1033int 765int
1034dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1035{ 767{
1036 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1037 int mflags; 769 int mflags;
1038 maptile *m; 770 maptile *m;
1039 sint16 sx, sy; 771 sint16 sx, sy;
1041 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1042 return 0; 774 return 0;
1043 775
1044 if (!dir) 776 if (!dir)
1045 { 777 {
1046 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1047 return 0; 779 return 0;
1048 } 780 }
1049 781
1050 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
1051 * ever, so put limits in. 783 * ever, so put limits in.
1052 */ 784 */
1053 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1054 786
1055 if (op->contr->count) 787 if (spellparam)
1056 { 788 {
789 int count = atoi (spellparam);
790
1057 if (op->contr->count > maxdist) 791 if (count > maxdist)
1058 { 792 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1060 return 0; 794 return 0;
1061 } 795 }
1062 796
1063 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1064 { 798 {
1065 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1066 800
1067 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1068 break; 802 break;
1069 803
1070 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1071 break; 805 break;
1072 } 806 }
1073 807
1074 if (dist < op->contr->count) 808 if (dist < count)
1075 { 809 {
1076 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1077 op->contr->count = 0;
1078 return 0; 811 return 0;
1079 } 812 }
1080
1081 op->contr->count = 0;
1082 813
1083 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1084 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1085 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1086 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1128 break; 859 break;
1129 860
1130 } 861 }
1131 if (!dist) 862 if (!dist)
1132 { 863 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1134 return 0; 865 return 0;
1135 } 866 }
1136 } 867 }
1137 868
1138 /* Actually move the player now */ 869 /* Actually move the player now */
1139 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1140 return 1; 871 return 1;
1141 872
1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1143 return 1; 875 return 1;
1144} 876}
1145
1146 877
1147/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1148 * op is the caster. 879 * op is the caster.
1149 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1150 * spell is the spell object. 881 * spell is the spell object.
1157 object *poison; 888 object *poison;
1158 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1159 890
1160 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1161 892
1162 if (tmp == NULL) 893 if (!tmp)
1163 return 0; 894 return 0;
1164 895
1165 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1167 */ 898 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 902
1172 if (heal) 903 if (heal)
1173 { 904 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 906 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 907 else
1179 { 908 {
1180 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 911 * on amount of damage healed.
1183 */ 912 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1186 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1187 917
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 920 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 922 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 924 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 926 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 928
1208 success = 1; 929 success = 1;
1209 } 930 }
1210 } 931 }
932
1211 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1213 success = 1; 935 success = 1;
1214 936
1215 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1216 { 938 {
1217 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1218 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1219 if (poison) 941 if (poison)
1220 { 942 {
1221 success = 1; 943 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 945 poison->stats.food = 1;
1224 } 946 }
1225 } 947 }
948
1226 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1227 { 950 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1229 if (poison) 952 if (poison)
1230 { 953 {
1231 success = 1; 954 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 956 poison->duration = 1;
1234 } 957 }
1235 } 958 }
959
1236 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1237 { 961 {
1238 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1239 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 964 if (poison)
1241 { 965 {
1242 success = 1; 966 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 968 poison->stats.food = 1;
1245 } 969 }
1246 } 970 }
971
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 973 {
1249 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 977 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 979 }
980
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 982 {
1257 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 986 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 988 }
989
1263 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1264 { 991 {
1265 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1266 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1267 tmp->stats.food = 999; 994
1268 success = 1; 995 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 998 }
999
1272 return success; 1000 return success;
1273} 1001}
1274
1275 1002
1276/* This is used for the spells that gain stats. There are no spells 1003/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1005 * good comments for those.
1279 */ 1006 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1008 "You grow no stronger.",
1282 "You grow no more agile.", 1009 "You grow no more agile.",
1283 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1284 "no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1014 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1015};
1289 1016
1290int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1025{
1293 object *force = NULL; 1026 object *force = 0;
1294 int i; 1027 int i;
1295 1028
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1030 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1032 : op;
1300 1033
1301 if (!tmp) 1034 if (!tmp)
1302 return 0; 1035 return 0;
1303 1036
1304 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1045 break;
1313 } 1046 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1048 {
1316 if (!silent) 1049 if (!silent)
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1318 return 0; 1053 return 0;
1319 } 1054 }
1320 } 1055 }
1321 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1322 if (force == NULL) 1060 if (force)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 } 1061 {
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration) 1062 if (duration > force->duration)
1340 { 1063 {
1341 force->duration = duration; 1064 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1066 }
1344 else 1067 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1069
1348 return 1; 1070 return 1;
1349 } 1071 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1351 force->speed = 1.0; 1088 force->speed = 1.0;
1352 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1354 1091
1355 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1356 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1357 {
1358 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1359 {
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1361 if (force->resist[i] > 100) 1096
1362 force->resist[i] = 100;
1363 }
1364 }
1365 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1099
1368 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1369 { 1101 {
1370 /* Stat adjustment spells */ 1102 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1103 for (i = 0; i < NUM_STATS; i++)
1372 { 1104 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1105 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1106 {
1377 sm = 0; 1107 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1108 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1109 sm += rndm (1, 3);
1380 1110
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1111 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1112 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1113
1384 if (sm < 0) 1114 force->stats.stat (i) = sm;
1385 sm = 0; 1115
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1116 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1117 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1118 }
1391 } 1119 }
1392 } 1120 }
1393 1121
1394 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1395 1123
1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1397 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1398 1126
1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1400 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1401 1129
1402 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1403 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1404 { 1132 {
1405 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1413 force->attacktype = spell_ob->attacktype; 1141 force->attacktype = spell_ob->attacktype;
1414 1142
1415 insert_ob_in_ob (force, tmp); 1143 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1144 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1145 tmp->update_stats ();
1146
1418 return 1; 1147 return 1;
1419} 1148}
1420 1149
1421/* This used to be part of cast_change_ability, but it really didn't make 1150/* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god 1151 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1152 * of the caster.
1424 */ 1153 */
1425
1426int 1154int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1156{
1429 int i; 1157 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1159
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1160 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1161 if (dir != 0)
1434 { 1162 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1436 } 1167 }
1437 else 1168 else
1438 {
1439 tmp = op; 1169 tmp = op;
1440 }
1441 1170
1442 /* If we've already got a force of this type, don't add a new one. */ 1171 /* If we've already got a force of this type, don't add a new one. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1173 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1175 {
1447 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1448 { 1177 {
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1455 return 0; 1184 return 0;
1456 } 1185 }
1457 } 1186 }
1458 } 1187 }
1188
1459 if (force == NULL) 1189 if (force == NULL)
1460 { 1190 {
1461 force = get_archetype (FORCE_NAME); 1191 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1193 if (spell_ob->race)
1481 { 1211 {
1482 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1483 } 1213 }
1484 return 0; 1214 return 0;
1485 } 1215 }
1216
1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1487 force->speed = 1.0; 1218 force->speed = 1.0;
1488 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1489 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1490 1221
1491 if (!god) 1222 if (!god)
1492 { 1223 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1494 } 1225 }
1495 else 1226 else
1496 { 1227 {
1497 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1501 {
1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1503 } 1232
1504 }
1505 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1506 1234
1507 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1508 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1509 1237
1525 insert_ob_in_ob (force, tmp); 1253 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1254 tmp->update_stats ();
1527 return 1; 1255 return 1;
1528} 1256}
1529 1257
1530
1531
1532/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1533 * 1259 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1536 * about 90% of that of the item itself. It uses the value of the
1537 * object before charisma adjustments, because the nuggets themselves
1538 * will be will be adjusted by charisma when sold.
1539 * 1262 *
1540 * Large nuggets are worth 25 gp each (base). You will always get 1263 * The value of the gold nuggets being about 90% of that of the item
1541 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1542 * Small nuggets are worth 1 gp each (base). You will get from 0 1265 * because the nuggets themselves will be will be adjusted by charisma
1543 * to the max amount of small nuggets as you could get. 1266 * when sold.
1544 *
1545 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1267 *
1548 * There is also a chance (1:30) that you will get nothing at all 1268 * There is also a chance (1:30) that you will get nothing at all
1549 * for the object. There is also a maximum weight that will be 1269 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1270 * alchemised.
1551 */ 1271 */
1552
1553/* I didn't feel like passing these as arguements to the
1554 * two functions that need them. Real values are put in them
1555 * when the spell is cast, and these are freed when the spell
1556 * is finished.
1557 */
1558static object *small, *large;
1559
1560static void 1272static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1274{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1276
1565 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1278 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1282 * the stuff back to town.
1571 */ 1283 */
1572 1284 if (obj->flag [FLAG_UNPAID])
1573 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1285 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1287 value /= 3;
1577 else 1288 else
1578 value = (value * 9) / 10; 1289 value = value * 9 / 10;
1579 1290
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1291 if (obj->value > 0 && rndm (0, 29))
1583 { 1292 total_value += value;
1584 int count;
1585 1293
1586 count = value / large->value;
1587 *large_nuggets += count;
1588 value -= (uint64) count *(uint64) large->value;
1589
1590 count = value / small->value;
1591 *small_nuggets += count;
1592 }
1593
1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1595 * of large nuggets is not evenly divisable by the small nugget
1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1597 */
1598 if (*small_nuggets * small->value >= large->value)
1599 {
1600 (*large_nuggets)++;
1601 *small_nuggets -= large->value / small->value;
1602 if (*small_nuggets && large->value % small->value)
1603 (*small_nuggets)--;
1604 }
1605 weight += obj->weight; 1294 total_weight += obj->total_weight ();
1295
1606 obj->destroy (); 1296 obj->destroy ();
1607} 1297}
1608 1298
1609static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1611{
1612 object *tmp;
1613 int flag = 0;
1614
1615 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player
1617 */
1618 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR;
1620
1621 if (small_nuggets)
1622 {
1623 tmp = small->clone ();
1624 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag);
1626 }
1627
1628 if (large_nuggets)
1629 {
1630 tmp = large->clone ();
1631 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634}
1635
1636int 1299int
1637alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1638{ 1301{
1639 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1640 sint16 nx, ny;
1641 object *next, *tmp;
1642 maptile *mp;
1643
1644 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1645 return 0; 1303 return 0;
1646 1304
1305 archetype *nugget[3];
1306
1307 nugget[0] = archetype::find (shstr_pyrite3);
1308 nugget[1] = archetype::find (shstr_pyrite2);
1309 nugget[2] = archetype::find (shstr_pyrite);
1310
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1648 * some, and also prevents people from alcheming every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1313 * in sight
1650 */ 1314 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1315 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1316 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1317 uint64 value_max = duration * 1000;
1654 1318
1319 int weight = 0;
1320
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1321 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1322 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1323 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1324 {
1325 uint64 value = 0;
1326
1659 nx = x; 1327 sint16 nx = x;
1660 ny = y; 1328 sint16 ny = y;
1661 1329
1662 mp = op->map; 1330 maptile *mp = op->map;
1663 1331
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1332 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1333
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1334 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1335 continue;
1668 1336
1669 /* Treat alchemy a little differently - most spell effects 1337 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1339 * ground level effect.
1672 */ 1340 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1341 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1342 continue;
1675 1343
1676 small_nuggets = 0; 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1677 large_nuggets = 0;
1678
1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1680 { 1345 {
1681 next = tmp->above; 1346 next = tmp->above;
1347
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1684 { 1350 {
1685
1686 if (tmp->inv) 1351 if (tmp->inv)
1687 { 1352 {
1688 object *next1, *tmp1; 1353 object *next1, *tmp1;
1689 1354
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1356 {
1692 next1 = tmp1->below; 1357 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1360 alchemy_object (tmp1, value, weight);
1696 } 1361 }
1697 } 1362 }
1363
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1364 alchemy_object (tmp, value, weight);
1699 1365
1700 if (weight > weight_max) 1366 if (weight > weight_max)
1701 { 1367 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1368 }
1707 } /* is alchemable object */
1708 } /* process all objects on this space */
1709
1710 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell.
1713 */ 1369 }
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1370
1371 value -= rndm (value >> 4);
1372 value = min (value, value_max);
1373
1374 for (int i = 0; i < array_length (nugget); ++i)
1375 if (int nrof = value / nugget [i]->value)
1376 {
1377 value -= nrof * nugget[i]->value;
1378
1379 object *tmp = nugget[i]->instance ();
1380 tmp->nrof = nrof;
1381 tmp->flag [FLAG_IDENTIFIED] = true;
1382 op->map->insert (tmp, x, y, op, 0);
1715 } 1383 }
1716 }
1717 1384
1718 large->destroy (); 1385 if (weight > weight_max)
1719 small->destroy (); 1386 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1387 }
1721 * it is redrawn properly. 1388 }
1722 */ 1389
1723 op->contr->ns->look_position = 0; 1390bailout:
1724 return 1; 1391 return 1;
1725} 1392}
1726
1727 1393
1728/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1729 * items. 1395 * items.
1730 */ 1396 */
1731int 1397int
1732remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1733{ 1399{
1734 object *tmp;
1735 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1736 1401
1737 for (tmp = op->inv; tmp; tmp = tmp->below) 1402 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1403 if (tmp->flag [FLAG_APPLIED] &&
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1404 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1405 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1741 { 1406 {
1742 was_one++; 1407 was_one++;
1408
1743 if (tmp->level <= caster_level (caster, spell)) 1409 if (tmp->level <= casting_level (caster, spell))
1744 { 1410 {
1745 success++; 1411 success++;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1412 if (spell->flag [FLAG_DAMNED])
1747 CLEAR_FLAG (tmp, FLAG_DAMNED); 1413 tmp->clr_flag (FLAG_DAMNED);
1748 1414
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1415 tmp->clr_flag (FLAG_CURSED);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1416 tmp->clr_flag (FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1417 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1418
1419 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1420 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1421 }
1755 } 1422 }
1756 1423
1757 if (op->type == PLAYER) 1424 if (op->type == PLAYER)
1758 { 1425 {
1759 if (success) 1426 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1427 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1428 else
1764 { 1429 {
1765 if (was_one) 1430 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1432 else
1771 1436
1772 return success; 1437 return success;
1773} 1438}
1774 1439
1775/* Identifies objects in the players inventory/on the ground */ 1440/* Identifies objects in the players inventory/on the ground */
1776
1777int 1441int
1778cast_identify (object *op, object *caster, object *spell) 1442cast_identify (object *op, object *caster, object *spell)
1779{ 1443{
1780 object *tmp; 1444 object *tmp;
1781 int success = 0, num_ident; 1445 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1782 1446
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1447 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1784
1785 if (num_ident < 1)
1786 num_ident = 1;
1787 1448
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1449 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 { 1450 {
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1451 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1791 { 1452 {
1792 identify (tmp); 1453 identify (tmp);
1793 1454
1794 if (op->type == PLAYER) 1455 if (op->type == PLAYER)
1795 { 1456 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1457 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1797 1458
1798 if (tmp->msg) 1459 if (tmp->msg)
1799 { 1460 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803 } 1461 }
1804 1462
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1463 if (!--num_ident)
1808 break; 1464 break;
1809 } 1465 }
1810 } 1466 }
1811 1467
1812 /* If all the power of the spell has been used up, don't go and identify 1468 /* If all the power of the spell has been used up, don't go and identify
1813 * stuff on the floor. Only identify stuff on the floor if the spell 1469 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1470 * was not fully used.
1815 */ 1471 */
1816 if (num_ident) 1472 if (num_ident)
1817 { 1473 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1820 { 1476 {
1821 identify (tmp); 1477 identify (tmp);
1822 1478
1823 if (op->type == PLAYER) 1479 if (object *pl = tmp->visible_to ())
1824 { 1480 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1481 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1826 1482
1827 if (tmp->msg) 1483 if (tmp->msg)
1828 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1831 }
1832
1833 esrv_send_item (op, tmp);
1834 } 1485 }
1835 1486
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1487 if (!--num_ident)
1839 break; 1488 break;
1840 } 1489 }
1841 } 1490 }
1842 1491
1843 if (!success) 1492 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1493 {
1494 op->failmsg ("You can't reach anything unidentified.");
1495 return 0;
1496 }
1845 else 1497 else
1498 {
1499 if (op->contr)
1500 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1501
1846 spell_effect (spell, op->x, op->y, op->map, op); 1502 spell_effect (spell, op->x, op->y, op->map, op);
1847 1503 return 1;
1848 return success; 1504 }
1849} 1505}
1850 1506
1851int 1507int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1508cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1509{
1858 1514
1859 /* We precompute some values here so that we don't have to keep 1515 /* We precompute some values here so that we don't have to keep
1860 * doing it over and over again. 1516 * doing it over and over again.
1861 */ 1517 */
1862 god = find_god (determine_god (op)); 1518 god = find_god (determine_god (op));
1863 level = caster_level (caster, spell); 1519 level = casting_level (caster, spell);
1864 range = spell->range + SP_level_range_adjust (caster, spell); 1520 range = spell->range + SP_level_range_adjust (caster, spell);
1865 1521
1866 if (!skill) 1522 if (!skill)
1867 skill = caster; 1523 skill = caster;
1868 1524
1869 for (x = op->x - range; x <= op->x + range; x++) 1525 dynbuf buf;
1870 for (y = op->y - range; y <= op->y + range; y++) 1526 unordered_mapwalk (buf, op, -range, -range, range, range)
1871 { 1527 {
1872 m = op->map;
1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1874 if (mflags & P_OUT_OF_MAP)
1875 continue;
1876
1877 /* For most of the detections, we only detect objects above the 1528 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible. 1529 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work 1530 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up. 1531 * down - that is easier than working up.
1881 */ 1532 */
1882 1533
1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1534 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1884 last = tmp; 1535 last = tmp;
1885 1536
1886 /* Shouldn't happen, but if there are no objects on a space, this 1537 /* Shouldn't happen, but if there are no objects on a space, this
1887 * would happen. 1538 * would happen.
1888 */ 1539 */
1889 if (!last) 1540 if (!last)
1890 continue; 1541 continue;
1891 1542
1892 done_one = 0; 1543 done_one = 0;
1893 floor = 0; 1544 floor = 0;
1894 detect = NULL; 1545 detect = 0;
1895 for (tmp = last; tmp; tmp = tmp->below) 1546 for (tmp = last; tmp; tmp = tmp->below)
1896 { 1547 {
1897 /* show invisible */ 1548 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1549 if (spell->flag [FLAG_MAKE_INVIS]
1899 /* Might there be other objects that we can make visible? */ 1550 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1551 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1552 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1902 tmp->type == CF_HANDLE || 1553 || tmp->type == T_HANDLE
1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1554 || tmp->type == TRAPDOOR
1555 || tmp->type == EXIT
1556 || tmp->type == HOLE
1557 || tmp->type == BUTTON
1904 tmp->type == BUTTON || tmp->type == TELEPORTER || 1558 || tmp->type == TELEPORTER
1559 || tmp->type == GATE
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1560 || tmp->type == LOCKED_DOOR
1906 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1561 || tmp->type == WEAPON
1562 || tmp->type == ALTAR
1563 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1564 || tmp->type == TRIGGER_PEDESTAL
1908 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1565 || tmp->type == SPECIAL_KEY
1566 || tmp->type == TREASURE
1567 || tmp->type == BOOK
1568 || tmp->type == HOLY_ALTAR
1569 || tmp->type == CONTAINER)))
1909 { 1570 {
1571 printf ("show inv %s\n", tmp->debug_desc());//D
1910 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1572 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1911 { 1573 {
1912 tmp->invisible = 0; 1574 tmp->invisible = 0;
1575 done_one = 1;
1576 }
1577 }
1578
1579 if (tmp->flag [FLAG_IS_FLOOR])
1580 floor = 1;
1581
1582 /* All detections below this point don't descend beneath the floor,
1583 * so just continue on. We could be clever and look at the type of
1584 * detection to completely break out if we don't care about objects beneath
1585 * the floor, but once we get to the floor, not likely a very big issue anyways.
1586 */
1587 if (floor)
1588 continue;
1589
1590 /* I had thought about making detect magic and detect curse
1591 * show the flash the magic item like it does for detect monster.
1592 * however, if the object is within sight, this would then make it
1593 * difficult to see what object is magical/cursed, so the
1594 * effect wouldn't be as apparent.
1595 */
1596
1597 /* detect magic */
1598 if (spell->flag [FLAG_KNOWN_MAGICAL]
1599 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1600 && !tmp->flag [FLAG_IDENTIFIED]
1601 && tmp->need_identify ()
1602 && is_magical (tmp))
1603 {
1604 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1605 /* make runes more visible */
1606 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1607 tmp->stats.Cha /= 4;
1608
1609 done_one = 1;
1610 }
1611
1612 /* detect monster */
1613 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1614 {
1615 done_one = 2;
1616
1617 if (!detect)
1618 detect = tmp;
1619 }
1620
1621 /* Basically, if race is set in the spell, then the creatures race must
1622 * match that. if the spell race is set to GOD, then the gods opposing
1623 * race must match.
1624 */
1625 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1626 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1627 spell->race.contains (tmp->race)))
1628 {
1629 done_one = 2;
1630
1631 if (!detect)
1632 detect = tmp;
1633 }
1634
1635 if (spell->flag [FLAG_KNOWN_CURSED]
1636 && !tmp->flag [FLAG_KNOWN_CURSED]
1637 && tmp->need_identify ()
1638 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1639 {
1640 tmp->set_flag (FLAG_KNOWN_CURSED);
1641 done_one = 1;
1642 }
1643
1644 // Do mining detection spell:
1645 if (spell->last_sp == 1) // 1 - detect any vein
1646 {
1647 if (tmp->type == VEIN)
1648 {
1649 if (tmp->other_arch)
1650 {
1651 if (!detect)
1652 detect = tmp->other_arch;
1653 done_one = 2;
1654 }
1655 else
1913 done_one = 1; 1656 done_one = 1;
1914 } 1657 }
1915 } 1658 }
1916
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 floor = 1;
1919
1920 /* All detections below this point don't descend beneath the floor,
1921 * so just continue on. We could be clever and look at the type of
1922 * detection to completely break out if we don't care about objects beneath
1923 * the floor, but once we get to the floor, not likely a very big issue anyways.
1924 */
1925 if (floor)
1926 continue;
1927
1928 /* I had thought about making detect magic and detect curse
1929 * show the flash the magic item like it does for detect monster.
1930 * however, if the object is within sight, this would then make it
1931 * difficult to see what object is magical/cursed, so the
1932 * effect wouldn't be as apparant.
1933 */
1934
1935 /* detect magic */
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1937 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1940 /* make runes more visibile */
1941 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1942 tmp->stats.Cha /= 4;
1943 done_one = 1;
1944 }
1945 /* detect monster */
1946 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1947 {
1948 done_one = 2;
1949 if (!detect)
1950 detect = tmp;
1951 }
1952 /* Basically, if race is set in the spell, then the creatures race must
1953 * match that. if the spell race is set to GOD, then the gods opposing
1954 * race must match.
1955 */
1956 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1957 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1958 (strstr (spell->race, tmp->race))))
1959 {
1960 done_one = 2;
1961 if (!detect)
1962 detect = tmp;
1963 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 done_one = 1;
1969 }
1970 } /* for stack of objects on this space */ 1659 } /* for stack of objects on this space */
1971 1660
1972 /* Code here puts an effect of the spell on the space, so you can see 1661 /* Code here puts an effect of the spell on the space, so you can see
1973 * where the magic is. 1662 * where the magic is.
1974 */ 1663 */
1975 if (done_one) 1664 if (done_one)
1976 { 1665 {
1977 object *detect_ob = arch_to_object (spell->other_arch); 1666 object *detect_ob = spell->other_arch->instance ();
1978 1667
1979 /* if this is set, we want to copy the face */ 1668 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect) 1669 if (done_one == 2 && detect)
1981 { 1670 {
1982 detect_ob->face = detect->face; 1671 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id; 1672 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed; 1673 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0; 1674 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */ 1675 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1676 if (!detect->flag [FLAG_ANIMATE])
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1677 detect_ob->clr_flag (FLAG_ANIMATE);
1989 } 1678 }
1990 1679
1991 m->insert (detect_ob, nx, ny, op); 1680 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1992 } 1681 }
1993 } /* for processing the surrounding spaces */ 1682 } /* for processing the surrounding spaces */
1994 1683
1995 1684
1996 /* Now process objects in the players inventory if detect curse or magic */ 1685 /* Now process objects in the players inventory if detect curse or magic */
1997 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1686 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1998 { 1687 {
1999 done_one = 0; 1688 done_one = 0;
1689
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1690 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1691 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1692 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2003 { 1693 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1694 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2005 { 1695 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1696 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1697
1698 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1699 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1700 }
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1701
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1702 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1703 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2012 { 1704 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1705 tmp->set_flag (FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1706
1707 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1708 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1709 }
2017 } /* if item is not identified */ 1710 } /* if item is not identified */
2018 } /* for the players inventory */ 1711 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1712 } /* if detect magic/curse and object is a player */
1713
2020 return 1; 1714 return 1;
2021} 1715}
2022 1716
2023 1717
2024/** 1718/**
2037 1731
2038 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2039 1733
2040 if (victim->stats.sp >= victim->stats.maxsp * 2) 1734 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 { 1735 {
2042 object *tmp;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2045
2046 /* Explodes a fireball centered at player */
2047 tmp = get_archetype (EXPLODING_FIREBALL);
2048 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2049 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2050
2051 tmp->insert_at (victim);
2052 victim->stats.sp = 2 * victim->stats.maxsp; 1737 victim->stats.sp = 2 * victim->stats.maxsp;
1738 create_exploding_ball_at (victim, caster_level);
2053 } 1739 }
2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2055 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1741 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 { 1745 {
2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2084 mflags = get_map_flags (m, &m, x, y, &x, &y); 1770 mflags = get_map_flags (m, &m, x, y, &x, &y);
2085 1771
2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1772 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2087 { 1773 {
2088 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1774 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1775 if (plyr != op && plyr->flag [FLAG_ALIVE])
2090 break; 1776 break;
2091 } 1777 }
2092 1778
2093 1779
2094 /* If we did not find a player in the specified direction, transfer 1780 /* If we did not find a player in the specified direction, transfer
2095 * to anyone on top of us. This is used for the rune of transference mostly. 1781 * to anyone on top of us. This is used for the rune of transference mostly.
2096 */ 1782 */
2097 if (plyr == NULL) 1783 if (plyr == NULL)
2098 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1784 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1785 if (plyr != op && plyr->flag [FLAG_ALIVE])
2100 break; 1786 break;
2101 1787
2102 if (!plyr) 1788 if (!plyr)
2103 { 1789 {
2104 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1790 op->failmsg ("There is no one there.");
2105 return 0; 1791 return 0;
2106 } 1792 }
2107 /* give sp */ 1793 /* give sp */
2108 if (spell->stats.dam > 0) 1794 if (spell->stats.dam > 0)
2109 { 1795 {
2110 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1796 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2111 charge_mana_effect (plyr, caster_level (caster, spell)); 1797 charge_mana_effect (plyr, casting_level (caster, spell));
2112 return 1; 1798 return 1;
2113 } 1799 }
2114 /* suck sp away. Can't suck sp from yourself */ 1800 /* suck sp away. Can't suck sp from yourself */
2115 else if (op != plyr) 1801 else if (op != plyr)
2116 { 1802 {
2121 if (rate > 95) 1807 if (rate > 95)
2122 rate = 95; 1808 rate = 95;
2123 1809
2124 sucked = (plyr->stats.sp * rate) / 100; 1810 sucked = (plyr->stats.sp * rate) / 100;
2125 plyr->stats.sp -= sucked; 1811 plyr->stats.sp -= sucked;
2126 if (QUERY_FLAG (op, FLAG_ALIVE)) 1812 if (op->flag [FLAG_ALIVE])
2127 { 1813 {
2128 /* Player doesn't get full credit */ 1814 /* Player doesn't get full credit */
2129 sucked = (sucked * rate) / 100; 1815 sucked = (sucked * rate) / 100;
2130 op->stats.sp += sucked; 1816 op->stats.sp += sucked;
2131 if (sucked > 0) 1817 if (sucked > 0)
2132 { 1818 {
2133 charge_mana_effect (op, caster_level (caster, spell)); 1819 charge_mana_effect (op, casting_level (caster, spell));
2134 } 1820 }
2135 } 1821 }
2136 return 1; 1822 return 1;
2137 } 1823 }
2138 return 0; 1824 return 0;
2180 /* Basically, if the object is magical and not counterspell, 1866 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1867 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1868 * monsters either.
2183 */ 1869 */
2184 1870
2185 if (head->attacktype & AT_MAGIC && 1871 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1872 && !(head->attacktype & AT_COUNTERSPELL)
1873 && !head->flag [FLAG_MONSTER]
1874 && (op->level > head->level))
2187 head->destroy (); 1875 head->destroy ();
2188 else 1876 else
2189 switch (head->type) 1877 switch (head->type)
2190 { 1878 {
2191 case SPELL_EFFECT: 1879 case SPELL_EFFECT:
1880 // XXX: Don't affect floor spelleffects. See also XXX comment
1881 // about sanctuary in spell_util.C
1882 if (tmp->flag [FLAG_IS_FLOOR])
1883 continue;
1884
2192 if (op->level > head->level) 1885 if (op->level > head->level)
2193 head->destroy (); 1886 head->destroy ();
2194 1887
2195 break; 1888 break;
2196 1889
2207 break; 1900 break;
2208 } 1901 }
2209 } 1902 }
2210} 1903}
2211 1904
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1905/* cast_consecrate() - a spell to make an altar your god's */
2215int 1906int
2216cast_consecrate (object *op, object *caster, object *spell) 1907cast_consecrate (object *op, object *caster, object *spell)
2217{ 1908{
2218 char buf[MAX_BUF]; 1909 char buf[MAX_BUF];
2219 1910
2220 object *tmp, *god = find_god (determine_god (op)); 1911 object *tmp, *god = find_god (determine_god (op));
2221 1912
2222 if (!god) 1913 if (!god)
2223 { 1914 {
2224 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1915 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2225 return 0; 1916 return 0;
2226 } 1917 }
2227 1918
2228 for (tmp = op->below; tmp; tmp = tmp->below) 1919 for (tmp = op->below; tmp; tmp = tmp->below)
2229 { 1920 {
2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1921 if (tmp->flag [FLAG_IS_FLOOR])
2231 break; 1922 break;
2232 if (tmp->type == HOLY_ALTAR) 1923 if (tmp->type == HOLY_ALTAR)
2233 { 1924 {
2234 1925
2235 if (tmp->level > caster_level (caster, spell)) 1926 if (tmp->level > casting_level (caster, spell))
2236 { 1927 {
2237 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1928 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2238 return 0; 1929 return 0;
2239 } 1930 }
2240 else 1931 else
2241 { 1932 {
2242 /* If we got here, we are consecrating an altar */ 1933 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1934 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1935 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1936 tmp->level = casting_level (caster, spell);
2246 tmp->other_arch = god->arch; 1937 tmp->other_arch = god->arch;
1938
2247 if (op->type == PLAYER) 1939 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1940 esrv_update_item (UPD_NAME, op, tmp);
1941
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1942 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1; 1943 return 1;
2251 } 1944 }
2252 } 1945 }
2253 } 1946 }
2254 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1947
1948 op->failmsg ("You are not standing over an altar!");
2255 return 0; 1949 return 0;
2256} 1950}
2257 1951
2258/* animate_weapon - 1952/* animate_weapon -
2259 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1953 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2263 * This code was very odd - code early on would only let players use the spell, 1957 * This code was very odd - code early on would only let players use the spell,
2264 * yet the code wass full of player checks. I've presumed that the code 1958 * yet the code wass full of player checks. I've presumed that the code
2265 * that only let players use it was correct, and removed all the other 1959 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2267 */ 1961 */
2268
2269int 1962int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1964{
2272 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1965 char buf[MAX_BUF];
2274 int a, i; 1966 int a, i;
2275 sint16 x, y; 1967 sint16 x, y;
2276 maptile *m; 1968 maptile *m;
2277 materialtype_t *mt;
2278 1969
2279 if (!spell->other_arch) 1970 if (!spell->other_arch)
2280 { 1971 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1973 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1976 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1977 if (op->type != PLAYER)
2287 return 0; 1978 return 0;
2288 1979
2289 /* if player already has a golem, abort */ 1980 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1981 if (object *golem = op->contr->golem)
2291 { 1982 {
2292 control_golem (op->contr->ranges[range_golem], dir); 1983 control_golem (golem, dir);
2293 return 0; 1984 return 0;
2294 } 1985 }
2295 1986
2296 /* if no direction specified, pick one */ 1987 /* if no direction specified, pick one */
2297 if (!dir) 1988 if (!dir)
2298 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1989 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2299 1990
2300 m = op->map; 1991 m = op->map;
2301 x = op->x + freearr_x[dir]; 1992 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 1993 y = op->y + freearr_y[dir];
2303 1994
2304 /* if there's no place to put the golem, abort */ 1995 /* if there's no place to put the golem, abort */
2305 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1996 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2306 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1997 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 1998 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1999 op->failmsg ("There is something in the way.");
2309 return 0; 2000 return 0;
2310 } 2001 }
2311 2002
2312 /* Use the weapon marked by the player. */ 2003 /* Use the weapon marked by the player. */
2313 weapon = find_marked_object (op); 2004 object *weapon = op->mark ();
2314 2005
2315 if (!weapon) 2006 if (!weapon)
2316 { 2007 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2008 op->failmsg ("You must mark a weapon to use with this spell!");
2318 return 0; 2009 return 0;
2319 } 2010 }
2011
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2012 if (spell->race && weapon->arch->archname != spell->race)
2321 { 2013 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2014 op->failmsg ("The spell fails to transform your weapon.");
2323 return 0; 2015 return 0;
2324 } 2016 }
2017
2325 if (weapon->type != WEAPON) 2018 if (weapon->type != WEAPON)
2326 { 2019 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2020 op->failmsg ("You need to wield a weapon to animate it.");
2328 return 0; 2021 return 0;
2329 } 2022 }
2330 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2023
2024 if (weapon->flag [FLAG_APPLIED])
2331 { 2025 {
2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2026 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2333 return 0; 2027 return 0;
2334 } 2028 }
2335 2029
2336 if (weapon->nrof > 1) 2030 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2031
2343 /* create the golem object */ 2032 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2033 object *tmp = spell->other_arch->instance ();
2345 2034
2346 /* if animated by a player, give the player control of the golem */ 2035 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2036 tmp->clr_flag (FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2037 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2038 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2039 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2040 tmp->set_owner (op);
2041 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2042 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2043
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2044 /* Give the weapon to the golem now. A bit of a hack to check the
2358 * removed flag - it should only be set if get_split_object was 2045 * removed flag - it should only be set if weapon->split was
2359 * used above. 2046 * used above.
2360 */ 2047 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2048 if (!weapon->flag [FLAG_REMOVED])
2362 weapon->remove (); 2049 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2050
2364 esrv_send_item (op, weapon); 2051 tmp->insert (weapon);
2052
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2053 /* To do everything necessary to let a golem use the weapon is a pain,
2366 * so instead, just set it as equipped (otherwise, we need to update 2054 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2055 * body_info, skills, etc)
2368 */ 2056 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2057 tmp->set_flag (FLAG_USE_WEAPON);
2370 SET_FLAG (weapon, FLAG_APPLIED); 2058 weapon->set_flag (FLAG_APPLIED);
2371 tmp->update_stats (); 2059 tmp->update_stats ();
2372 2060
2373 /* There used to be 'odd' code that basically seemed to take the absolute 2061 /* There used to be 'odd' code that basically seemed to take the absolute
2374 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2062 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2375 * if you're using a crappy weapon, it shouldn't be as good. 2063 * if you're using a crappy weapon, it shouldn't be as good.
2395 2083
2396 /* attacktype */ 2084 /* attacktype */
2397 if (!tmp->attacktype) 2085 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2086 tmp->attacktype = AT_PHYSICAL;
2399 2087
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname);
2403 if (mt != NULL)
2404 {
2405 for (i = 0; i < NROFATTACKS; i++) 2088 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2089 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2407 a = mt->save[0]; 2090
2408 } 2091 a = op->material->save[0];
2409 else 2092
2410 {
2411 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5;
2413 a = 10;
2414 }
2415 /* Set weapon's immunity */ 2093 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2094 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2095 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2096 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2097 tmp->resist[ATNR_PARALYZE] = 100;
2425 2103
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2104 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2105
2428 if (a > 14) 2106 if (a > 14)
2429 a = 14; 2107 a = 14;
2108
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2109 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2110
2432 /* Determine golem's speed */ 2111 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2112 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2113
2444 tmp->state = weapon->state; 2123 tmp->state = weapon->state;
2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2124 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2446 } 2125 }
2447 2126
2448 /* make experience increase in proportion to the strength of the summoned creature. */ 2127 /* make experience increase in proportion to the strength of the summoned creature. */
2449 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2128 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2450 2129
2451 tmp->speed_left = -1; 2130 tmp->speed_left = -1;
2452 tmp->direction = dir; 2131 tmp->direction = dir;
2453 2132
2454 m->insert (tmp, x, y, op); 2133 m->insert (tmp, x, y, op);
2458/* cast_daylight() - changes the map darkness level *lower* */ 2137/* cast_daylight() - changes the map darkness level *lower* */
2459 2138
2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2139/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2461 * This changes the light level for the entire map. 2140 * This changes the light level for the entire map.
2462 */ 2141 */
2463
2464int 2142int
2465cast_change_map_lightlevel (object *op, object *caster, object *spell) 2143cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{ 2144{
2467 int success; 2145 int success;
2468 2146
2472 success = op->map->change_map_light (spell->stats.dam); 2150 success = op->map->change_map_light (spell->stats.dam);
2473 2151
2474 if (!success) 2152 if (!success)
2475 { 2153 {
2476 if (spell->stats.dam < 0) 2154 if (spell->stats.dam < 0)
2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2155 op->failmsg ("It can be no brighter here.");
2478 else 2156 else
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2157 op->failmsg ("It can be no darker here.");
2480 } 2158 }
2159
2481 return success; 2160 return success;
2482} 2161}
2483
2484
2485
2486
2487 2162
2488/* create an aura spell object and put it in the player's inventory. 2163/* create an aura spell object and put it in the player's inventory.
2489 * as usual, op is player, caster is the object casting the spell, 2164 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2165 * spell is the spell object itself.
2491 */ 2166 */
2497 2172
2498 new_aura = present_arch_in_ob (spell->other_arch, op); 2173 new_aura = present_arch_in_ob (spell->other_arch, op);
2499 if (new_aura) 2174 if (new_aura)
2500 refresh = 1; 2175 refresh = 1;
2501 else 2176 else
2502 new_aura = arch_to_object (spell->other_arch); 2177 new_aura = spell->other_arch->instance ();
2503 2178
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2179 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2180
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2181 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2182
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2183 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2184 new_aura->attacktype = spell->attacktype;
2511 2185
2512 new_aura->level = caster_level (caster, spell); 2186 new_aura->level = casting_level (caster, spell);
2187
2513 if (refresh) 2188 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2189 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2190 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2192
2517 insert_ob_in_ob (new_aura, op); 2193 insert_ob_in_ob (new_aura, op);
2194 new_aura->set_owner (op);
2195
2518 return 1; 2196 return 1;
2519} 2197}
2520
2521 2198
2522/* move aura function. An aura is a part of someone's inventory, 2199/* move aura function. An aura is a part of someone's inventory,
2523 * which he carries with him, but which acts on the map immediately 2200 * which he carries with him, but which acts on the map immediately
2524 * around him. 2201 * around him.
2525 * Aura parameters: 2202 * Aura parameters:
2526 * duration: duration counter. 2203 * duration: duration counter.
2527 * attacktype: aura's attacktype 2204 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2205 * other_arch: archetype to drop where we attack
2529 */ 2206 */
2530
2531void 2207void
2532move_aura (object *aura) 2208move_aura (object *aura)
2533{ 2209{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2210 /* auras belong in inventories */
2539 env = aura->env; 2211 object *env = aura->env;
2212 object *owner = aura->owner;
2540 2213
2541 /* no matter what we've gotta remove the aura... 2214 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2215 * we'll put it back if its time isn't up.
2543 */ 2216 */
2544 aura->remove (); 2217 aura->remove ();
2549 aura->destroy (); 2222 aura->destroy ();
2550 return; 2223 return;
2551 } 2224 }
2552 2225
2553 /* auras only exist in inventories */ 2226 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2227 if (!env || !env->map)
2555 { 2228 {
2556 aura->destroy (); 2229 aura->destroy ();
2557 return; 2230 return;
2558 } 2231 }
2559 2232
2560 /* we need to jump out of the inventory for a bit 2233 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2234 * in order to hit the map conveniently.
2562 */ 2235 */
2563 aura->insert_at (env, aura); 2236 aura->insert_at (env, aura);
2564 2237
2565 for (i = 1; i < 9; i++) 2238 for (int i = 1; i < 9; i++)
2566 { 2239 {
2567 sint16 nx, ny; 2240 mapxy pos (env);
2241 pos.move (i);
2568 2242
2569 nx = aura->x + freearr_x[i];
2570 ny = aura->y + freearr_y[i];
2571 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2572
2573 /* Consider the movement tyep of the person with the aura as 2243 /* Consider the movement type of the person with the aura as
2574 * movement type of the aura. Eg, if the player is flying, the aura 2244 * movement type of the aura. Eg, if the player is flying, the aura
2575 * is flying also, if player is walking, it is on the ground, etc. 2245 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2246 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2247 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2248 {
2579 hit_map (aura, i, aura->attacktype, 0); 2249 hit_map (aura, i, aura->attacktype, 0);
2580 2250
2581 if (aura->other_arch) 2251 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2252 pos.insert (aura->other_arch->instance (), aura);
2583 } 2253 }
2584 } 2254 }
2585 2255
2586 /* put the aura back in the player's inventory */ 2256 /* put the aura back in the player's inventory */
2587 aura->remove (); 2257 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2258 aura->set_owner (owner);
2589} 2259}
2590 2260
2591/* moves the peacemaker spell. 2261/* moves the peacemaker spell.
2592 * op is the piece object. 2262 * op is the piece object.
2593 */ 2263 */
2594
2595void 2264void
2596move_peacemaker (object *op) 2265move_peacemaker (object *op)
2597{ 2266{
2598 object *tmp; 2267 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2599
2600 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2601 { 2268 {
2602 int atk_lev, def_lev; 2269 int atk_lev, def_lev;
2603 object *victim = tmp; 2270 object *victim = tmp->head_ ();
2604 2271
2605 if (tmp->head) 2272 if (!victim->flag [FLAG_MONSTER])
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2273 continue;
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2274
2275 if (victim->flag [FLAG_UNAGGRESSIVE])
2610 continue; 2276 continue;
2277
2611 if (victim->stats.exp == 0) 2278 if (victim->stats.exp == 0)
2612 continue; 2279 continue;
2613 2280
2614 def_lev = MAX (1, victim->level); 2281 def_lev = max (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2282 atk_lev = max (1, op->level);
2616 2283
2617 if (rndm (0, atk_lev - 1) > def_lev) 2284 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2285 {
2619 /* make this sucker peaceful. */ 2286 /* make this sucker peaceful. */
2620 2287
2288 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2289 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2290 victim->stats.exp = 0;
2623#if 0 2291#if 0
2624 /* No idea why these were all set to zero - if something 2292 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2293 * makes this creature agressive, he should still do damage.
2628 victim->stats.sp = 0; 2296 victim->stats.sp = 0;
2629 victim->stats.grace = 0; 2297 victim->stats.grace = 0;
2630 victim->stats.Pow = 0; 2298 victim->stats.Pow = 0;
2631#endif 2299#endif
2632 victim->attack_movement = RANDO2; 2300 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2301 victim->set_flag (FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2302 victim->set_flag (FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2303 victim->set_flag (FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2304 victim->clr_flag (FLAG_MONSTER);
2305
2637 if (victim->name) 2306 if (victim->name)
2638 {
2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2307 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2640 } 2308 }
2641 }
2642 } 2309 }
2643} 2310}
2644
2645 2311
2646/* This writes a rune that contains the appropriate message. 2312/* This writes a rune that contains the appropriate message.
2647 * There really isn't any adjustments we make. 2313 * There really isn't any adjustments we make.
2648 */ 2314 */
2649
2650int 2315int
2651write_mark (object *op, object *spell, const char *msg) 2316write_mark (object *op, object *spell, const char *msg)
2652{ 2317{
2653 char rune[HUGE_BUF];
2654 object *tmp;
2655
2656 if (!msg || msg[0] == 0) 2318 if (!msg || msg[0] == 0)
2657 { 2319 {
2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2320 op->failmsg ("Write what?");
2659 return 0; 2321 return 0;
2660 } 2322 }
2661 2323
2662 if (strcasestr_local (msg, "endmsg")) 2324 if (!msg_is_safe (msg))
2663 { 2325 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2326 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2665 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2327 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2666 return 0; 2328 return 0;
2667 } 2329 }
2330
2668 if (!spell->other_arch) 2331 if (!spell->other_arch)
2669 return 0; 2332 return 0;
2670 tmp = arch_to_object (spell->other_arch);
2671 2333
2672 snprintf (rune, sizeof (rune), "%s\n", msg); 2334 object *tmp = spell->other_arch->instance ();
2673 2335
2674 tmp->race = op->name; /*Save the owner of the rune */ 2336 tmp->race = op->name; /*Save the owner of the rune */
2675 tmp->msg = rune; 2337 tmp->msg = msg;
2676 2338
2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2339 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2340
2678 return 1; 2341 return 1;
2679} 2342}
2343

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