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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.50 by root, Sat May 12 08:36:35 2007 UTC vs.
Revision 1.147 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
58} 58}
59 59
60int 60int
61recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
62{ 62{
63 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
207 pick_up (op, missile); 206 pick_up (op, missile);
208 207
209 return 1; 208 return 1;
210} 209}
211 210
212
213/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 213int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 215{
218 int food_value; 216 int food_value;
219 archetype *at = NULL; 217 archetype *at = NULL;
220 object *new_op; 218 object *new_op;
221 219
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 221
224 if (stringarg) 222 if (spellparam)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 spellparam = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!spellparam)
234 { 232 {
235 archetype *at_tmp; 233 archetype *at_tmp;
236 234
237 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 239 * to be altered from the donor.
242 */ 240 */
243 241
244 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 246 {
249 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 249 * the item we have now, take it instead.
252 */ 250 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
254 at = at_tmp; 256 at = at_tmp;
255 } 257 }
256 } 258 }
257 } 259 }
260
258 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
259 * know 262 * know
260 */ 263 */
261 if (!at) 264 if (!at)
262 { 265 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0; 267 return 0;
265 } 268 }
266 269
267 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 271 new_op = at->instance ();
269 new_op->nrof = food_value; 272 new_op->nrof = food_value;
270 273
271 new_op->value = 0; 274 new_op->value = 0;
272 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
273 new_op->nrof = 1; 276 new_op->nrof = 1;
281{ 284{
282 int r, mflags, maxrange; 285 int r, mflags, maxrange;
283 object *tmp; 286 object *tmp;
284 maptile *m; 287 maptile *m;
285 288
286
287 if (!dir) 289 if (!dir)
288 { 290 {
289 examine_monster (op, op); 291 examine_monster (op, op);
290 return 1; 292 return 1;
291 } 293 }
294
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
294 { 297 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
296 299
297 m = op->map; 300 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 302
300 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
301 break; 304 break;
302 305
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 307 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 309 return 0;
307 } 310 }
311
308 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
309 { 313 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 316 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 318 if (tmp->head != NULL)
315 tmp = tmp->head; 319 tmp = tmp->head;
316 examine_monster (op, tmp); 320 examine_monster (op, tmp);
317 return 1; 321 return 1;
318 } 322 }
319 } 323 }
320 } 324 }
325
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 327 return 1;
323} 328}
324
325 329
326/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 331 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 335 * pl is invisible.
332 */ 336 */
333int 337int
334makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
335{ 339{
336
337 if (!pl->invisible) 340 if (!pl->invisible)
338 return 0; 341 return 0;
342
339 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
340 { 344 {
341 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
343 { 347 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
345 return 0; 349 return 0;
350
346 return 1; 351 return 1;
347 } 352 }
353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 356 return 1;
357
351 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
352 if (!mon->race) 359 if (!mon->race)
353 return 0; 360 return 0;
361
354 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 363 return 1;
364
356 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
357 return 0; 366 return 0;
358 } 367 }
359 else 368 else
360 { 369 {
375int 384int
376cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
377{ 386{
378 if (op->invisible > 1000) 387 if (op->invisible > 1000)
379 { 388 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 390 return 0;
382 } 391 }
383 392
384 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 394 * and if statement or two.
386 */ 395 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
388 /* max duration */ 398 /* limit duration */
389 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 400
392 if (op->type == PLAYER) 401 if (op->type == PLAYER)
393 { 402 {
394 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
395 404
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 } 409 }
403 410
404 if (makes_invisible_to (op, op)) 411 if (makes_invisible_to (op, op))
405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
406 else 413 else
421/* earth to dust spell. Basically destroys earthwalls in the area. 428/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 429 */
423int 430int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 431cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 432{
426 object *tmp, *next;
427 int range, i, j, mflags; 433 int range, i, j, mflags;
428 sint16 sx, sy; 434 sint16 sx, sy;
429 maptile *m; 435 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 436
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 438
436 for (i = -range; i <= range; i++) 439 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 440 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 446
444 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
445 continue; 448 continue;
446 449
447 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 451 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 452 {
450 next = tmp->above; 453 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454
455 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 457 }
454 } 458 }
455 459
456 return 1; 460 return 1;
458 462
459void 463void
460execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
461{ 465{
462 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 469 else
467 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 471
474 op->destroy (); 472 op->destroy ();
475} 473}
476 474
477/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
479 * time delay effect. 477 * time delay effect.
480 */ 478 */
481int 479int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 481{
484 object *dummy; 482 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 483 return 0;
489 484
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 486 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 488 return 1;
494 } 489 }
495 490
496 dummy = get_archetype (FORCE_NAME); 491 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 492
504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
505 if (time < 1)
506 time = 1;
507 494
508 /* value of speed really doesn't make much difference, as long as it is 495 /* value of speed really doesn't make much difference, as long as it is
509 * positive. Lower value may be useful so that the problem doesn't 496 * positive. Lower value may be useful so that the problem doesn't
510 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
511 */ 498 */
512 dummy->set_speed (0.002); 499 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
516 503 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 504 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 505 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 506
524 op->insert (dummy); 507 op->insert (dummy);
525 508
526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527 510
565} 548}
566 549
567int 550int
568perceive_self (object *op) 551perceive_self (object *op)
569{ 552{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 553 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 555
556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
557
558 if (!op->is_player ())
559 return 0;
560
561 if (object *race = archetype::find (op->race))
562 buf << " - You are a G<male|female> " << &race->name << ".\n";
563
576 tmp = find_god (determine_god (op)); 564 if (object *god = find_god (determine_god (op)))
577 if (tmp) 565 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 566 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 567 buf << " - You worship no god.\n";
581 568
582 tmp = present_arch_in_ob (at, op); 569 object *tmp = present_arch_in_ob (at, op);
583 570
584 if (*cp == '\0' && tmp == NULL) 571 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 572 buf << " - You feel very mundane. ";
586 else 573 else
587 { 574 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 575 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 576
590 if (tmp != NULL) 577 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
593 { 579 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 580 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 581 }
601 582
602 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 586 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 588 {
609 if (tmp->stats.exp == 0) 589 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 590 buf << " - Your metabolism isn't focused on anything.\n";
611 else 591 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 592 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 593
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 594 break;
616 } 595 }
617 } 596 }
618 }
619 597
620 return 1; 598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 599
871 return 1; 600 return 1;
872} 601}
873 602
874/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
890 x = op->x; 619 x = op->x;
891 y = op->y; 620 y = op->y;
892 } 621 }
893 else 622 else
894 { 623 {
895 x = op->x + freearr_x[dir]; 624 x = op->x + DIRX (dir);
896 y = op->y + freearr_y[dir]; 625 y = op->y + DIRY (dir);
897 } 626 }
898 627
899 m = op->map; 628 m = op->map;
900 629
901 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 if ((spell_ob->move_block || x != op->x || y != op->y) &&
902 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 631 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 632 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
904 { 633 {
905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
906 return 0; 635 return 0;
907 } 636 }
908 637
909 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
910 tmp = arch_to_object (spell_ob->other_arch); 639 tmp = spell_ob->other_arch->instance ();
911 else if (spell_ob->race) 640 else if (spell_ob->race)
912 { 641 {
913 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
914 643
915 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0; 650 return 0;
922 } 651 }
923 652
924 tmp = arch_to_object (at); 653 tmp = at->instance ();
925 } 654 }
926 else 655 else
927 { 656 {
928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 657 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
929 return 0; 658 return 0;
934 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
935 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 664 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
936 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 665 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
937 tmp->range = 0; 666 tmp->range = 0;
938 } 667 }
939 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
940 { 669 {
941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 670 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
943 } 672 }
944 673
945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
946 { 675 {
947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 676 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
949 } 678 }
950 679
951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680 if (spell_ob->flag [FLAG_TEAR_DOWN])
952 { 681 {
953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
954 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
955 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
956 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
957 } 686 }
958 687
959 /* This can't really hurt - if the object doesn't kill anything, 688 /* This can't really hurt - if the object doesn't kill anything,
960 * these fields just won't be used. Do not set the owner for 689 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts. 690 * earthwalls, though, so they survive restarts.
962 */ 691 */
963 if (tmp->type != EARTHWALL) //TODO 692 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 693 tmp->set_owner (op);
965 694
966 set_spell_skill (op, caster, spell_ob, tmp); 695 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 696 tmp->level = casting_level (caster, spell_ob) / 2;
968 697
969 name = tmp->name; 698 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 699 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 700 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 701 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 702 return 0;
974 } 703 }
975 704
976 /* If this is a spellcasting wall, need to insert the spell object */ 705 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 708
980 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
984 * blocked spaces. 713 * blocked spaces.
985 */ 714 */
986 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 715 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
991 { 720 {
992 int dir2; 721 int dir2;
993 722
994 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 723 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
995 724
996 x = tmp->x + i * freearr_x[dir2]; 725 x = tmp->x + i * DIRX (dir2);
997 y = tmp->y + i * freearr_y[dir2]; 726 y = tmp->y + i * DIRY (dir2);
998 m = tmp->map; 727 m = tmp->map;
999 728
1000 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 729 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 730 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1002 { 731 {
1003 object *tmp2 = tmp->clone (); 732 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 733 m->insert (tmp2, x, y, op);
1005 734
1006 /* If this is a spellcasting wall, need to insert the spell object */ 735 /* If this is a spellcasting wall, need to insert the spell object */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 737 tmp2->insert (tmp2->other_arch->instance ());
1009 738
1010 } 739 }
1011 else 740 else
1012 posblocked = 1; 741 posblocked = 1;
1013 742
1014 x = tmp->x - i * freearr_x[dir2]; 743 x = tmp->x - i * DIRX (dir2);
1015 y = tmp->y - i * freearr_y[dir2]; 744 y = tmp->y - i * DIRY (dir2);
1016 m = tmp->map; 745 m = tmp->map;
1017 746
1018 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 747 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 { 749 {
1021 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
1023 752
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
1026 } 755 }
1027 else 756 else
1028 negblocked = 1; 757 negblocked = 1;
1029 } 758 }
1030 759
1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
1032 update_all_los (op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
1033 762
1034 return 1; 763 return 1;
1035} 764}
1036 765
1037int 766int
1038dimension_door (object *op, object *caster, object *spob, int dir) 767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 768{
1040 uint32 dist, maxdist; 769 uint32 dist, maxdist;
1041 int mflags; 770 int mflags;
1042 maptile *m; 771 maptile *m;
1043 sint16 sx, sy; 772 sint16 sx, sy;
1045 if (op->type != PLAYER) 774 if (op->type != PLAYER)
1046 return 0; 775 return 0;
1047 776
1048 if (!dir) 777 if (!dir)
1049 { 778 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 779 op->failmsg ("In what direction?");
1051 return 0; 780 return 0;
1052 } 781 }
1053 782
1054 /* Given the new outdoor maps, can't let players dimension door for 783 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in. 784 * ever, so put limits in.
1056 */ 785 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 787
1059 if (op->contr->count) 788 if (spellparam)
1060 { 789 {
790 int count = atoi (spellparam);
791
1061 if (op->contr->count > maxdist) 792 if (count > maxdist)
1062 { 793 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 794 op->failmsg ("You can't dimension door that far!");
1064 return 0; 795 return 0;
1065 } 796 }
1066 797
1067 for (dist = 0; dist < op->contr->count; dist++) 798 for (dist = 0; dist < count; dist++)
1068 { 799 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 800 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1070 801
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 803 break;
1073 804
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break; 806 break;
1076 } 807 }
1077 808
1078 if (dist < op->contr->count) 809 if (dist < count)
1079 { 810 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0; 812 return 0;
1083 } 813 }
1084
1085 op->contr->count = 0;
1086 814
1087 /* Remove code that puts player on random space on maps. IMO, 815 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to, 816 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded 817 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
1091 * lots of other maps that protect areas with no magic, but the 819 * lots of other maps that protect areas with no magic, but the
1092 * areas themselves don't contain no magic spaces. 820 * areas themselves don't contain no magic spaces.
1093 */ 821 */
1094 /* This call here is really just to normalize the coordinates */ 822 /* This call here is really just to normalize the coordinates */
1095 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 823 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
1096 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 824 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1097 { 825 {
1098 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1099 return 1; /* Maybe the penalty should be more severe... */ 827 return 1; /* Maybe the penalty should be more severe... */
1100 } 828 }
1106 * spaces that blocked the players view. 834 * spaces that blocked the players view.
1107 */ 835 */
1108 836
1109 for (dist = 0; dist < maxdist; dist++) 837 for (dist = 0; dist < maxdist; dist++)
1110 { 838 {
1111 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 839 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1112 840
1113 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 841 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1114 break; 842 break;
1115 843
1116 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 844 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1121 /* If the destination is blocked, keep backing up until we 849 /* If the destination is blocked, keep backing up until we
1122 * find a place for the player. 850 * find a place for the player.
1123 */ 851 */
1124 for (; dist > 0; dist--) 852 for (; dist > 0; dist--)
1125 { 853 {
1126 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 854 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
1127 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 855 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1128 continue; 856 continue;
1129 857
1130 858
1131 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 859 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132 break; 860 break;
1133 861
1134 } 862 }
1135 if (!dist) 863 if (!dist)
1136 { 864 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
1138 return 0; 866 return 0;
1139 } 867 }
1140 } 868 }
1141 869
1142 /* Actually move the player now */ 870 /* Actually move the player now */
1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 871 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1144 return 1; 872 return 1;
1145 873
1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
1147 return 1; 876 return 1;
1148} 877}
1149
1150 878
1151/* cast_heal: Heals something. 879/* cast_heal: Heals something.
1152 * op is the caster. 880 * op is the caster.
1153 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
1154 * spell is the spell object. 882 * spell is the spell object.
1181 { 909 {
1182 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
1183 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
1184 * on amount of damage healed. 912 * on amount of damage healed.
1185 */ 913 */
1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1187 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
1188 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
1189 918
1190 if (tmp->stats.hp >= tmp->stats.maxhp) 919 if (tmp->stats.hp >= tmp->stats.maxhp)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 else if (heal > 50) 921 else if (heal > 50)
1201 success = 1; 930 success = 1;
1202 } 931 }
1203 } 932 }
1204 933
1205 if (spell->attacktype & AT_DISEASE) 934 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op)) 935 if (cure_disease (tmp, op, spell))
1207 success = 1; 936 success = 1;
1208 937
1209 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
1210 { 939 {
1211 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
1212 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
1213 if (poison) 942 if (poison)
1214 { 943 {
1215 success = 1; 944 success = 1;
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1218 } 947 }
1219 } 948 }
1220 949
1221 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
1222 { 951 {
1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1224 if (poison) 953 if (poison)
1225 { 954 {
1226 success = 1; 955 success = 1;
1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1228 poison->duration = 1; 957 poison->duration = 1;
1229 } 958 }
1230 } 959 }
1231 960
1232 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
1233 { 962 {
1234 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
1235 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
1236 if (poison) 965 if (poison)
1237 { 966 {
1238 success = 1; 967 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1257 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1258 success = 1; 987 success = 1;
1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1260 } 989 }
1261 990
1262 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1263 { 992 {
1264 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1265 if (tmp->stats.food > 999) 994 min_it (tmp->stats.food, MAX_FOOD);
1266 tmp->stats.food = 999; 995
1267 success = 1; 996 success = 1;
1268 /* We could do something a bit better like the messages for healing above */ 997 /* We could do something a bit better like the messages for healing above */
1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1270 } 999 }
1271 1000
1272 return success; 1001 return success;
1273} 1002}
1274
1275 1003
1276/* This is used for the spells that gain stats. There are no spells 1004/* 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 1005 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1006 * good comments for those.
1279 */ 1007 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1008static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1009 "You grow no stronger.",
1282 "You grow no more agile.", 1010 "You grow no more agile.",
1283 "You don't feel any healthier.", 1011 "You don't feel any healthier.",
1284 "no wis", 1012 "You didn't grow any more intelligent.",
1013 "You do not feel any wiser.",
1014 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1015 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1016};
1289 1017
1290int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1026{
1293 object *force = NULL; 1027 object *force = 0;
1294 int i; 1028 int i;
1295 1029
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1030 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1031 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1032 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1033 : op;
1300 1034
1301 if (!tmp) 1035 if (!tmp)
1302 return 0; 1036 return 0;
1303 1037
1304 /* If we've already got a force of this type, don't add a new one. */ 1038 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1046 break;
1313 } 1047 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1049 {
1316 if (!silent) 1050 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); 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1052 &spell_ob->name, &tmp2->name_pl);
1053
1318 return 0; 1054 return 0;
1319 } 1055 }
1320 } 1056 }
1321 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1322 if (force == NULL) 1061 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 } 1062 {
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) 1063 if (duration > force->duration)
1340 { 1064 {
1341 force->duration = duration; 1065 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1067 }
1344 else 1068 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1070
1348 return 1; 1071 return 1;
1349 } 1072 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1351 force->speed = 1.0; 1089 force->speed = 1.0;
1352 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1354 1092
1355 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1356 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1357 {
1358 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1359 {
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1096 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1361 if (force->resist[i] > 100) 1097
1362 force->resist[i] = 100;
1363 }
1364 }
1365 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1100
1368 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1369 { 1102 {
1370 /* Stat adjustment spells */ 1103 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1104 for (i = 0; i < NUM_STATS; i++)
1372 { 1105 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1106 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1107 {
1377 sm = 0; 1108 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1109 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1110 sm += rndm (1, 3);
1380 1111
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1112 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1113 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1114
1384 if (sm < 0) 1115 force->stats.stat (i) = sm;
1385 sm = 0; 1116
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1117 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1118 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1119 }
1391 } 1120 }
1392 } 1121 }
1393 1122
1394 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1395 1124
1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1397 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1398 1127
1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1400 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1401 1130
1402 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1403 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1404 { 1133 {
1405 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1413 force->attacktype = spell_ob->attacktype; 1142 force->attacktype = spell_ob->attacktype;
1414 1143
1415 insert_ob_in_ob (force, tmp); 1144 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1145 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1146 tmp->update_stats ();
1147
1418 return 1; 1148 return 1;
1419} 1149}
1420 1150
1421/* This used to be part of cast_change_ability, but it really didn't make 1151/* 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 1152 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1153 * of the caster.
1424 */ 1154 */
1425
1426int 1155int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1157{
1429 int i; 1158 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1160
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1161 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1162 if (dir != 0)
1434 { 1163 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (!tmp)
1167 return 0;
1436 } 1168 }
1437 else 1169 else
1438 {
1439 tmp = op; 1170 tmp = op;
1440 }
1441 1171
1442 /* If we've already got a force of this type, don't add a new one. */ 1172 /* 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) 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1174 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1176 {
1447 if (tmp2->name == spell_ob->name) 1177 if (tmp2->name == spell_ob->name)
1448 { 1178 {
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); 1184 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; 1185 return 0;
1456 } 1186 }
1457 } 1187 }
1458 } 1188 }
1189
1459 if (force == NULL) 1190 if (force == NULL)
1460 { 1191 {
1461 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1194 if (spell_ob->race)
1464 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1465 else 1196 else
1466 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1481 { 1212 {
1482 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1483 } 1214 }
1484 return 0; 1215 return 0;
1485 } 1216 }
1217
1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1218 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1487 force->speed = 1.0; 1219 force->speed = 1.0;
1488 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1489 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1490 1222
1491 if (!god) 1223 if (!god)
1492 { 1224 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1494 } 1226 }
1495 else 1227 else
1496 { 1228 {
1497 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1501 {
1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1232 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1503 } 1233
1504 }
1505 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1506 1235
1507 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1508 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1509 1238
1528} 1257}
1529 1258
1530/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1531 * 1260 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being 1262 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1534 * about 90% of that of the item itself. It uses the value of the
1535 * object before charisma adjustments, because the nuggets themselves
1536 * will be will be adjusted by charisma when sold.
1537 * 1263 *
1538 * Large nuggets are worth 25 gp each (base). You will always get 1264 * The value of the gold nuggets being about 90% of that of the item
1539 * the maximum number of large nuggets you could get. 1265 * itself. It uses the value of the object before charisma adjustments,
1540 * Small nuggets are worth 1 gp each (base). You will get from 0 1266 * because the nuggets themselves will be will be adjusted by charisma
1541 * to the max amount of small nuggets as you could get. 1267 * when sold.
1542 *
1543 * For example, if an item is worth 110 gold, you will get
1544 * 4 large nuggets, and from 0-10 small nuggets.
1545 * 1268 *
1546 * There is also a chance (1:30) that you will get nothing at all 1269 * There is also a chance (1:30) that you will get nothing at all
1547 * for the object. There is also a maximum weight that will be 1270 * for the object. There is also a maximum weight that will be
1548 * alchemised. 1271 * alchemised.
1549 */ 1272 */
1550static void 1273static void
1551alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552{ 1275{
1553 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1554 1277
1555 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1556 * make it so that it isn't worth it to alchemy money, sell 1279 * make it so that it isn't worth it to alchemy money, sell
1557 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1560 * the stuff back to town. 1283 * the stuff back to town.
1561 */ 1284 */
1562 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1285 if (obj->flag [FLAG_UNPAID])
1563 value = 0; 1286 value = 0;
1564 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1565 value /= 3; 1288 value /= 3;
1566 else 1289 else
1567 value = value * 9 / 10; 1290 value = value * 9 / 10;
1572 total_weight += obj->total_weight (); 1295 total_weight += obj->total_weight ();
1573 1296
1574 obj->destroy (); 1297 obj->destroy ();
1575} 1298}
1576 1299
1577static void
1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1579{
1580 int flag = 0;
1581
1582 /* Put any nuggets below the player, but we can only pass this
1583 * flag if we are on the same space as the player
1584 */
1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1587
1588 if (small_nuggets)
1589 {
1590 object *tmp = small->clone ();
1591 tmp->nrof = small_nuggets;
1592 m->insert (tmp, x, y, op, flag);
1593 }
1594
1595 if (large_nuggets)
1596 {
1597 object *tmp = large->clone ();
1598 tmp->nrof = large_nuggets;
1599 m->insert (tmp, x, y, op, flag);
1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605}
1606
1607int 1300int
1608alchemy (object *op, object *caster, object *spell_ob) 1301alchemy (object *op, object *caster, object *spell_ob)
1609{ 1302{
1610 if (op->type != PLAYER) 1303 if (op->type != PLAYER)
1611 return 0; 1304 return 0;
1612 1305
1613 object *large = get_archetype ("largenugget"); 1306 archetype *nugget[3];
1614 object *small = get_archetype ("smallnugget"); 1307
1308 nugget[0] = archetype::find (shstr_pyrite3);
1309 nugget[1] = archetype::find (shstr_pyrite2);
1310 nugget[2] = archetype::find (shstr_pyrite);
1615 1311
1616 /* Put a maximum weight of items that can be alchemised. Limits the power 1312 /* Put a maximum weight of items that can be alchemised. Limits the power
1617 * some, and also prevents people from alchemising every table/chair/clock 1313 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight 1314 * in sight
1619 */ 1315 */
1648 1344
1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1345 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1650 { 1346 {
1651 next = tmp->above; 1347 next = tmp->above;
1652 1348
1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1655 { 1351 {
1656 if (tmp->inv) 1352 if (tmp->inv)
1657 { 1353 {
1658 object *next1, *tmp1; 1354 object *next1, *tmp1;
1659 1355
1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1661 { 1357 {
1662 next1 = tmp1->below; 1358 next1 = tmp1->below;
1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1665 alchemy_object (tmp1, value, weight); 1361 alchemy_object (tmp1, value, weight);
1666 } 1362 }
1667 } 1363 }
1668 1364
1669 alchemy_object (tmp, value, weight); 1365 alchemy_object (tmp, value, weight);
1671 if (weight > weight_max) 1367 if (weight > weight_max)
1672 break; 1368 break;
1673 } 1369 }
1674 } 1370 }
1675 1371
1372 value -= rndm (value >> 4);
1676 value = min (value, value_max); 1373 value = min (value, value_max);
1677 1374
1678 uint64 count = value / large->value; 1375 for (int i = 0; i < array_length (nugget); ++i)
1679 int large_nuggets = count; 1376 if (int nrof = value / nugget [i]->value)
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1685 /* Insert all the nuggets at one time. This probably saves time, but
1686 * it also prevents us from alcheming nuggets that were just created
1687 * with this spell.
1688 */ 1377 {
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1378 value -= nrof * nugget[i]->value;
1379
1380 object *tmp = nugget[i]->instance ();
1381 tmp->nrof = nrof;
1382 tmp->flag [FLAG_IDENTIFIED] = true;
1383 op->map->insert (tmp, x, y, op, 0);
1384 }
1690 1385
1691 if (weight > weight_max) 1386 if (weight > weight_max)
1692 goto bailout; 1387 goto bailout;
1693 } 1388 }
1694 } 1389 }
1695 1390
1696bailout: 1391bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1; 1392 return 1;
1700} 1393}
1701
1702 1394
1703/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1704 * items. 1396 * items.
1705 */ 1397 */
1706int 1398int
1707remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1708{ 1400{
1709 object *tmp;
1710 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1711 1402
1403 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1404
1405 op->splay_marked ();
1406
1407 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1408
1712 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1716 { 1411 {
1717 was_one++; 1412 ++was_one;
1413
1718 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1719 { 1415 {
1720 success++; 1416 ++success;
1721 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1722 CLEAR_FLAG (tmp, FLAG_DAMNED);
1723 1418
1724 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1726 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1426 }
1730 } 1427 }
1731 1428
1732 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1733 { 1430 {
1734 if (success) 1431 if (success)
1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1736 else 1433 else
1737 { 1434 {
1738 if (was_one) 1435 if (was_one)
1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1740 else 1437 else
1741 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1742 } 1439 }
1743 } 1440 }
1744 1441
1745 return success; 1442 return success;
1746} 1443}
1747 1444
1748/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1749
1750int 1446int
1751cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1752{ 1448{
1753 object *tmp; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754 int success = 0, num_ident;
1755 1450
1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1451 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1757 1452
1758 if (num_ident < 1) 1453 op->splay_marked ();
1759 num_ident = 1;
1760 1454
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1762 { 1456 {
1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1764 { 1458 {
1765 identify (tmp); 1459 identify (tmp);
1766 1460
1767 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1768 { 1462 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1463 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1770 1464
1771 if (tmp->msg) 1465 if (tmp->msg)
1772 { 1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1775 }
1776 } 1467 }
1777 1468
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident) 1469 if (!--num_ident)
1781 break; 1470 break;
1782 } 1471 }
1783 } 1472 }
1784 1473
1785 /* If all the power of the spell has been used up, don't go and identify 1474 /* If all the power of the spell has been used up, don't go and identify
1786 * stuff on the floor. Only identify stuff on the floor if the spell 1475 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used. 1476 * was not fully used.
1788 */ 1477 */
1789 if (num_ident) 1478 if (num_ident)
1790 { 1479 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1480 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1793 { 1482 {
1794 identify (tmp); 1483 identify (tmp);
1795 1484
1796 if (op->type == PLAYER) 1485 if (object *pl = tmp->visible_to ())
1797 { 1486 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1487 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1799 1488
1800 if (tmp->msg) 1489 if (tmp->msg)
1801 { 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1804 }
1805
1806 esrv_send_item (op, tmp);
1807 } 1491 }
1808 1492
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1493 if (!--num_ident)
1812 break; 1494 break;
1813 } 1495 }
1814 } 1496 }
1815 1497
1816 if (!success) 1498 if (buf.empty ())
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1499 {
1500 op->failmsg ("You can't reach anything unidentified.");
1501 return 0;
1502 }
1818 else 1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1819 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1820 1509 return 1;
1821 return success; 1510 }
1822} 1511}
1823 1512
1824int 1513int
1825cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1826{ 1515{
1827 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1828 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1829 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1830 maptile *m; 1519 maptile *m;
1831 1520
1832 /* We precompute some values here so that we don't have to keep 1521 /* We precompute some values here so that we don't have to keep
1833 * doing it over and over again. 1522 * doing it over and over again.
1834 */ 1523 */
1835 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1836 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1837 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1838 1527
1839 if (!skill) 1528 if (!skill)
1840 skill = caster; 1529 skill = caster;
1841 1530
1842 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1843 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1844 { 1533 {
1845 m = op->map;
1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1847 if (mflags & P_OUT_OF_MAP)
1848 continue;
1849
1850 /* For most of the detections, we only detect objects above the 1534 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up. 1537 * down - that is easier than working up.
1854 */ 1538 */
1855 1539
1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1540 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1857 last = tmp; 1541 last = tmp;
1858 1542
1859 /* Shouldn't happen, but if there are no objects on a space, this 1543 /* Shouldn't happen, but if there are no objects on a space, this
1860 * would happen. 1544 * would happen.
1861 */ 1545 */
1862 if (!last) 1546 if (!last)
1863 continue; 1547 continue;
1864 1548
1865 done_one = 0; 1549 done_one = 0;
1866 floor = 0; 1550 floor = 0;
1867 detect = NULL; 1551 detect = 0;
1868 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1869 { 1553 {
1870 /* show invisible */ 1554 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1872 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1875 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1560 || tmp->type == TRAPDOOR
1561 || tmp->type == EXIT
1562 || tmp->type == HOLE
1563 || tmp->type == BUTTON
1877 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1567 || tmp->type == WEAPON
1568 || tmp->type == ALTAR
1569 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1571 || tmp->type == SPECIAL_KEY
1572 || tmp->type == TREASURE
1573 || tmp->type == BOOK
1574 || tmp->type == HOLY_ALTAR
1575 || tmp->type == CONTAINER)))
1882 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1578 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1884 { 1579 {
1885 tmp->invisible = 0; 1580 tmp->invisible = 0;
1581 done_one = 1;
1582 }
1583 }
1584
1585 if (tmp->flag [FLAG_IS_FLOOR])
1586 floor = 1;
1587
1588 /* All detections below this point don't descend beneath the floor,
1589 * so just continue on. We could be clever and look at the type of
1590 * detection to completely break out if we don't care about objects beneath
1591 * the floor, but once we get to the floor, not likely a very big issue anyways.
1592 */
1593 if (floor)
1594 continue;
1595
1596 /* I had thought about making detect magic and detect curse
1597 * show the flash the magic item like it does for detect monster.
1598 * however, if the object is within sight, this would then make it
1599 * difficult to see what object is magical/cursed, so the
1600 * effect wouldn't be as apparent.
1601 */
1602
1603 /* detect magic */
1604 if (spell->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_IDENTIFIED]
1607 && tmp->need_identify ()
1608 && is_magical (tmp))
1609 {
1610 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1611 /* make runes more visible */
1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1613 tmp->stats.Cha /= 4;
1614
1615 done_one = 1;
1616 }
1617
1618 /* detect monster */
1619 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1620 {
1621 done_one = 2;
1622
1623 if (!detect)
1624 detect = tmp;
1625 }
1626
1627 /* Basically, if race is set in the spell, then the creatures race must
1628 * match that. if the spell race is set to GOD, then the gods opposing
1629 * race must match.
1630 */
1631 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1633 spell->race.contains (tmp->race)))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 if (spell->flag [FLAG_KNOWN_CURSED]
1642 && !tmp->flag [FLAG_KNOWN_CURSED]
1643 && tmp->need_identify ()
1644 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1645 {
1646 tmp->set_flag (FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649
1650 // Do mining detection spell:
1651 if (spell->last_sp == 1) // 1 - detect any vein
1652 {
1653 if (tmp->type == VEIN)
1654 {
1655 if (tmp->other_arch)
1656 {
1657 if (!detect)
1658 detect = tmp->other_arch;
1659 done_one = 2;
1660 }
1661 else
1886 done_one = 1; 1662 done_one = 1;
1887 } 1663 }
1888 } 1664 }
1889
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1;
1892
1893 /* All detections below this point don't descend beneath the floor,
1894 * so just continue on. We could be clever and look at the type of
1895 * detection to completely break out if we don't care about objects beneath
1896 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */
1898 if (floor)
1899 continue;
1900
1901 /* I had thought about making detect magic and detect curse
1902 * show the flash the magic item like it does for detect monster.
1903 * however, if the object is within sight, this would then make it
1904 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant.
1906 */
1907
1908 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1911 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4;
1916 done_one = 1;
1917 }
1918 /* detect monster */
1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1920 {
1921 done_one = 2;
1922 if (!detect)
1923 detect = tmp;
1924 }
1925 /* Basically, if race is set in the spell, then the creatures race must
1926 * match that. if the spell race is set to GOD, then the gods opposing
1927 * race must match.
1928 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1931 (strstr (spell->race, tmp->race))))
1932 {
1933 done_one = 2;
1934 if (!detect)
1935 detect = tmp;
1936 }
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1;
1942 }
1943 } /* for stack of objects on this space */ 1665 } /* for stack of objects on this space */
1944 1666
1945 /* Code here puts an effect of the spell on the space, so you can see 1667 /* Code here puts an effect of the spell on the space, so you can see
1946 * where the magic is. 1668 * where the magic is.
1947 */ 1669 */
1948 if (done_one) 1670 if (done_one)
1949 { 1671 {
1950 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1951 1673
1952 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
1954 { 1676 {
1955 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
1962 } 1684 }
1963 1685
1964 m->insert (detect_ob, nx, ny, op); 1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1965 } 1687 }
1966 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
1967 1689
1968 1690
1969 /* Now process objects in the players inventory if detect curse or magic */ 1691 /* Now process objects in the players inventory if detect curse or magic */
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1692 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1971 { 1693 {
1972 done_one = 0; 1694 done_one = 0;
1695
1973 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1697 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1976 { 1699 {
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1700 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1978 { 1701 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
1981 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1982 } 1706 }
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1709 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1985 { 1710 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1715 }
1990 } /* if item is not identified */ 1716 } /* if item is not identified */
1991 } /* for the players inventory */ 1717 } /* for the players inventory */
1992 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
1993 return 1; 1720 return 1;
1994} 1721}
1995 1722
1996 1723
1997/** 1724/**
2010 1737
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2012 1739
2013 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 { 1741 {
2015 object *tmp;
2016
2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2018
2019 /* Explodes a fireball centered at player */
2020 tmp = get_archetype (EXPLODING_FIREBALL);
2021 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2023
2024 tmp->insert_at (victim);
2025 victim->stats.sp = 2 * victim->stats.maxsp; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
2026 } 1745 }
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2028 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1747 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 { 1751 {
2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2049 sint16 x, y; 1768 sint16 x, y;
2050 maptile *m; 1769 maptile *m;
2051 int mflags; 1770 int mflags;
2052 1771
2053 m = op->map; 1772 m = op->map;
2054 x = op->x + freearr_x[dir]; 1773 x = op->x + DIRX (dir);
2055 y = op->y + freearr_y[dir]; 1774 y = op->y + DIRY (dir);
2056 1775
2057 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
2058 1777
2059 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2060 { 1779 {
2061 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2062 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
2063 break; 1782 break;
2064 } 1783 }
2065 1784
2066 1785
2067 /* If we did not find a player in the specified direction, transfer 1786 /* If we did not find a player in the specified direction, transfer
2068 * to anyone on top of us. This is used for the rune of transference mostly. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
2069 */ 1788 */
2070 if (plyr == NULL) 1789 if (plyr == NULL)
2071 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1790 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2072 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
2073 break; 1792 break;
2074 1793
2075 if (!plyr) 1794 if (!plyr)
2076 { 1795 {
2077 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
2078 return 0; 1797 return 0;
2079 } 1798 }
2080 /* give sp */ 1799 /* give sp */
2081 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
2082 { 1801 {
2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2084 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
2085 return 1; 1804 return 1;
2086 } 1805 }
2087 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
2088 else if (op != plyr) 1807 else if (op != plyr)
2089 { 1808 {
2094 if (rate > 95) 1813 if (rate > 95)
2095 rate = 95; 1814 rate = 95;
2096 1815
2097 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
2098 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
2099 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
2100 { 1819 {
2101 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
2102 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
2103 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
2104 if (sucked > 0) 1823 if (sucked > 0)
2105 { 1824 {
2106 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
2107 } 1826 }
2108 } 1827 }
2109 return 1; 1828 return 1;
2110 } 1829 }
2111 return 0; 1830 return 0;
2124 object *tmp, *head, *next; 1843 object *tmp, *head, *next;
2125 int mflags; 1844 int mflags;
2126 maptile *m; 1845 maptile *m;
2127 sint16 sx, sy; 1846 sint16 sx, sy;
2128 1847
2129 sx = op->x + freearr_x[dir]; 1848 sx = op->x + DIRX (dir);
2130 sy = op->y + freearr_y[dir]; 1849 sy = op->y + DIRY (dir);
2131 m = op->map; 1850 m = op->map;
2132 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1851 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2133 if (mflags & P_OUT_OF_MAP) 1852 if (mflags & P_OUT_OF_MAP)
2134 return; 1853 return;
2135 1854
2148 1867
2149 /* don't attack our own spells */ 1868 /* don't attack our own spells */
2150 if (tmp->owner && tmp->owner == op->owner) 1869 if (tmp->owner && tmp->owner == op->owner)
2151 continue; 1870 continue;
2152 1871
2153 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2154 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2155 * monsters either. 1874 * monsters either.
2156 */ 1875 */
2157 1876
2158 if (head->attacktype & AT_MAGIC 1877 if (head->attacktype & AT_MAGIC
2159 && !(head->attacktype & AT_COUNTERSPELL) 1878 && !(head->attacktype & AT_COUNTERSPELL)
2160 && !QUERY_FLAG (head, FLAG_MONSTER) 1879 && !head->flag [FLAG_MONSTER]
2161 && (op->level > head->level)) 1880 && (op->level > head->level))
2162 head->destroy (); 1881 head->destroy ();
2163 else 1882 else
2164 switch (head->type) 1883 switch (head->type)
2165 { 1884 {
2166 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
2167 // XXX: Don't affect floor spelleffects. See also XXX comment 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
2168 // about sanctuary in spell_util.C 1887 // about sanctuary in spell_util.C
2169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (tmp->flag [FLAG_IS_FLOOR])
2170 continue; 1889 continue;
2171 1890
2172 if (op->level > head->level) 1891 if (op->level > head->level)
2173 head->destroy (); 1892 head->destroy ();
2174 1893
2187 break; 1906 break;
2188 } 1907 }
2189 } 1908 }
2190} 1909}
2191 1910
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
2195int 1912int
2196cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
2197{ 1914{
2198 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
2199 1916
2200 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
2201 1918
2202 if (!god) 1919 if (!god)
2203 { 1920 {
2204 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1921 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2205 return 0; 1922 return 0;
2206 } 1923 }
2207 1924
2208 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
2209 { 1926 {
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
2211 break; 1928 break;
2212 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
2213 { 1930 {
2214 1931
2215 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
2216 { 1933 {
2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1934 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2218 return 0; 1935 return 0;
2219 } 1936 }
2220 else 1937 else
2221 { 1938 {
2222 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1941 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
2227 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1; 1949 return 1;
2231 } 1950 }
2232 } 1951 }
2233 } 1952 }
2234 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1953
1954 op->failmsg ("You are not standing over an altar!");
2235 return 0; 1955 return 0;
2236} 1956}
2237 1957
2238/* animate_weapon - 1958/* animate_weapon -
2239 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1959 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2240 * The golem is based on the archetype specified, modified by the caster's level 1960 * The golem is based on the archetype specified, modified by the caster's level
2241 * and the attributes of the weapon. The weapon is inserted in the golem's 1961 * and the attributes of the weapon. The weapon is inserted in the golem's
2242 * inventory so that it falls to the ground when the golem dies. 1962 * inventory so that it falls to the ground when the golem dies.
2243 * This code was very odd - code early on would only let players use the spell, 1963 * This code was very odd - code early on would only let players use the spell,
2244 * yet the code wass full of player checks. I've presumed that the code 1964 * yet the code wass full of player checks. I've presumed that the code
2245 * that only let players use it was correct, and removed all the other 1965 * that only let players use it was correct, and removed all the other
2246 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
2247 */ 1967 */
2248int 1968int
2249animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
2250{ 1970{
2251 object *weapon, *tmp;
2252 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2253 int a, i; 1972 int a, i;
2254 sint16 x, y; 1973 sint16 x, y;
2255 maptile *m; 1974 maptile *m;
2256 materialtype_t *mt;
2257 1975
2258 if (!spell->other_arch) 1976 if (!spell->other_arch)
2259 { 1977 {
2260 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2261 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2272 return 0; 1990 return 0;
2273 } 1991 }
2274 1992
2275 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2276 if (!dir) 1994 if (!dir)
2277 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1995 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2278 1996
2279 m = op->map; 1997 m = op->map;
2280 x = op->x + freearr_x[dir]; 1998 x = op->x + DIRX (dir);
2281 y = op->y + freearr_y[dir]; 1999 y = op->y + DIRY (dir);
2282 2000
2283 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2284 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2002 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2285 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2003 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2286 { 2004 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2288 return 0; 2006 return 0;
2289 } 2007 }
2290 2008
2291 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2292 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2293 2011
2294 if (!weapon) 2012 if (!weapon)
2295 { 2013 {
2296 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 op->failmsg ("You must mark a weapon to use with this spell!");
2297 return 0; 2015 return 0;
2298 } 2016 }
2017
2299 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2300 { 2019 {
2301 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2302 return 0; 2021 return 0;
2303 } 2022 }
2023
2304 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2305 { 2025 {
2306 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2026 op->failmsg ("You need to wield a weapon to animate it.");
2307 return 0; 2027 return 0;
2308 } 2028 }
2309 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2310 { 2031 {
2311 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2032 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2312 return 0; 2033 return 0;
2313 } 2034 }
2314 2035
2315 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2316 {
2317 tmp = get_split_ob (weapon, 1);
2318 esrv_send_item (op, weapon);
2319 weapon = tmp;
2320 }
2321 2037
2322 /* create the golem object */ 2038 /* create the golem object */
2323 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2324 2040
2325 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2326 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2327 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2328 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2329 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2330 tmp->set_owner (op); 2046 tmp->set_owner (op);
2331 op->contr->golem = tmp; 2047 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2333 2049
2334 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2335 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2336 * used above. 2052 * used above.
2337 */ 2053 */
2338 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2339 weapon->remove (); 2055 weapon->remove ();
2340 2056
2341 insert_ob_in_ob (weapon, tmp); 2057 tmp->insert (weapon);
2342 esrv_send_item (op, weapon); 2058
2343 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2344 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2345 * body_info, skills, etc) 2061 * body_info, skills, etc)
2346 */ 2062 */
2347 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2348 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2349 tmp->update_stats (); 2065 tmp->update_stats ();
2350 2066
2351 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2352 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2353 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2373 2089
2374 /* attacktype */ 2090 /* attacktype */
2375 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2376 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2377 2093
2378 mt = NULL;
2379 if (op->materialname != NULL)
2380 mt = name_to_material (op->materialname);
2381 if (mt != NULL)
2382 {
2383 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2384 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2385 a = mt->save[0]; 2096
2386 } 2097 a = op->material->save[0];
2387 else 2098
2388 {
2389 for (i = 0; i < NROFATTACKS; i++)
2390 tmp->resist[i] = 5;
2391 a = 10;
2392 }
2393 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2394 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2395 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2396 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2397 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2403 2109
2404 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2405 2111
2406 if (a > 14) 2112 if (a > 14)
2407 a = 14; 2113 a = 14;
2114
2408 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2409 2116
2410 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2411 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2118 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2412 2119
2413 if (!spell->race) 2120 if (!spell->race)
2414 { 2121 {
2415 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2416 tmp->name = buf; 2123 tmp->name = buf;
2422 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2423 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2424 } 2131 }
2425 2132
2426 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* make experience increase in proportion to the strength of the summoned creature. */
2427 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2134 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2428 2135
2429 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2430 tmp->direction = dir; 2137 tmp->direction = dir;
2431 2138
2432 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2436/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2437 2144
2438/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2439 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2440 */ 2147 */
2441
2442int 2148int
2443cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2444{ 2150{
2445 int success; 2151 int success;
2446 2152
2450 success = op->map->change_map_light (spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2451 2157
2452 if (!success) 2158 if (!success)
2453 { 2159 {
2454 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2455 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2456 else 2162 else
2457 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2458 } 2164 }
2165
2459 return success; 2166 return success;
2460} 2167}
2461
2462
2463
2464
2465 2168
2466/* create an aura spell object and put it in the player's inventory. 2169/* create an aura spell object and put it in the player's inventory.
2467 * as usual, op is player, caster is the object casting the spell, 2170 * as usual, op is player, caster is the object casting the spell,
2468 * spell is the spell object itself. 2171 * spell is the spell object itself.
2469 */ 2172 */
2475 2178
2476 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2477 if (new_aura) 2180 if (new_aura)
2478 refresh = 1; 2181 refresh = 1;
2479 else 2182 else
2480 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2481 2184
2482 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2483 2186
2484 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2485 2188
2486 new_aura->set_owner (op);
2487 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2488 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2489 2191
2490 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2491 if (refresh) 2194 if (refresh)
2492 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2493 else 2196 else
2494 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2495 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2496 return 1; 2202 return 1;
2497} 2203}
2498
2499 2204
2500/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2501 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2502 * around him. 2207 * around him.
2503 * Aura parameters: 2208 * Aura parameters:
2504 * duration: duration counter. 2209 * duration: duration counter.
2505 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2506 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2507 */ 2212 */
2508
2509void 2213void
2510move_aura (object *aura) 2214move_aura (object *aura)
2511{ 2215{
2512 int i, mflags;
2513 object *env;
2514 maptile *m;
2515
2516 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2517 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2518 2219
2519 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2520 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2521 */ 2222 */
2522 aura->remove (); 2223 aura->remove ();
2523 2224
2524 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2525 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2527 aura->destroy (); 2228 aura->destroy ();
2528 return; 2229 return;
2529 } 2230 }
2530 2231
2531 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2532 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2533 { 2234 {
2534 aura->destroy (); 2235 aura->destroy ();
2535 return; 2236 return;
2536 } 2237 }
2537 2238
2538 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2539 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2540 */ 2241 */
2541 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2542 2243
2543 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2544 { 2245 {
2545 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2546 2248
2547 nx = aura->x + freearr_x[i];
2548 ny = aura->y + freearr_y[i];
2549 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2550
2551 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2552 * movement type of the aura. Eg, if the player is flying, the aura 2250 * movement type of the aura. Eg, if the player is flying, the aura
2553 * is flying also, if player is walking, it is on the ground, etc. 2251 * is flying also, if player is walking, it is on the ground, etc.
2554 */ 2252 */
2555 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2556 { 2254 {
2557 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2558 2256
2559 if (aura->other_arch) 2257 if (aura->other_arch)
2560 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2258 pos.insert (aura->other_arch->instance (), aura);
2561 } 2259 }
2562 } 2260 }
2563 2261
2564 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2565 aura->remove (); 2263 env->insert (aura);
2566 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2567} 2265}
2568 2266
2569/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2570 * op is the piece object. 2268 * op is the piece object.
2571 */ 2269 */
2572
2573void 2270void
2574move_peacemaker (object *op) 2271move_peacemaker (object *op)
2575{ 2272{
2576 object *tmp; 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2577
2578 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2579 { 2274 {
2580 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2581 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2582 2277
2583 if (tmp->head) 2278 if (!victim->flag [FLAG_MONSTER])
2584 victim = tmp->head;
2585 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2586 continue; 2279 continue;
2587 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2588 continue; 2282 continue;
2283
2589 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2590 continue; 2285 continue;
2591 2286
2592 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2593 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2594 2289
2595 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2596 { 2291 {
2597 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2598 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2599 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2600 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2601#if 0 2297#if 0
2602 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2603 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2606 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2607 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2608 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2609#endif 2305#endif
2610 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2611 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2612 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2613 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2614 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2615 if (victim->name) 2312 if (victim->name)
2616 {
2617 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2618 } 2314 }
2619 }
2620 } 2315 }
2621} 2316}
2622
2623 2317
2624/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2625 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2626 */ 2320 */
2627
2628int 2321int
2629write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2630{ 2323{
2631 char rune[HUGE_BUF];
2632 object *tmp;
2633
2634 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2635 { 2325 {
2636 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2637 return 0; 2327 return 0;
2638 } 2328 }
2639 2329
2640 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2641 { 2331 {
2642 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2643 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2333 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2644 return 0; 2334 return 0;
2645 } 2335 }
2336
2646 if (!spell->other_arch) 2337 if (!spell->other_arch)
2647 return 0; 2338 return 0;
2648 tmp = arch_to_object (spell->other_arch);
2649 2339
2650 snprintf (rune, sizeof (rune), "%s\n", msg); 2340 object *tmp = spell->other_arch->instance ();
2651 2341
2652 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2653 tmp->msg = rune; 2343 tmp->msg = msg;
2654 2344
2655 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2656 return 1; 2347 return 1;
2657} 2348}
2349

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