ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.138 by root, Sun May 1 16:58:18 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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, 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->speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
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 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207 pick_up (op, missile); 202 pick_up (op, missile);
208 203
209 return 1; 204 return 1;
210} 205}
211 206
212 207
213/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 210int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 212{
218 int food_value; 213 int food_value;
219 archetype *at = NULL; 214 archetype *at = NULL;
220 object *new_op; 215 object *new_op;
221 216
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 218
224 if (stringarg) 219 if (spellparam)
225 { 220 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 222 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 225 spellparam = NULL;
231 } 226 }
232 227
233 if (!stringarg) 228 if (!spellparam)
234 { 229 {
235 archetype *at_tmp; 230 archetype *at_tmp;
236 231
237 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 252 && at_tmp->weight < at->weight)))
258 at = at_tmp; 253 at = at_tmp;
259 } 254 }
260 } 255 }
261 } 256 }
257
262 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
263 * know 259 * know
264 */ 260 */
265 if (!at) 261 if (!at)
266 { 262 {
267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
268 return 0; 264 return 0;
269 } 265 }
270 266
271 food_value /= at->stats.food; 267 food_value /= at->stats.food;
272 new_op = arch_to_object (at); 268 new_op = at->instance ();
273 new_op->nrof = food_value; 269 new_op->nrof = food_value;
274 270
275 new_op->value = 0; 271 new_op->value = 0;
276 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
277 new_op->nrof = 1; 273 new_op->nrof = 1;
285{ 281{
286 int r, mflags, maxrange; 282 int r, mflags, maxrange;
287 object *tmp; 283 object *tmp;
288 maptile *m; 284 maptile *m;
289 285
290
291 if (!dir) 286 if (!dir)
292 { 287 {
293 examine_monster (op, op); 288 examine_monster (op, op);
294 return 1; 289 return 1;
295 } 290 }
291
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
298 { 294 {
299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 296
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 299
304 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
305 break; 301 break;
306 302
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 304 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 306 return 0;
311 } 307 }
308
312 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
313 { 310 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 { 313 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 315 if (tmp->head != NULL)
319 tmp = tmp->head; 316 tmp = tmp->head;
320 examine_monster (op, tmp); 317 examine_monster (op, tmp);
321 return 1; 318 return 1;
322 } 319 }
323 } 320 }
324 } 321 }
322
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 324 return 1;
327} 325}
328
329 326
330/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 328 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 332 * pl is invisible.
336 */ 333 */
337int 334int
338makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
339{ 336{
340
341 if (!pl->invisible) 337 if (!pl->invisible)
342 return 0; 338 return 0;
339
343 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
344 { 341 {
345 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
347 { 344 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
349 return 0; 346 return 0;
347
350 return 1; 348 return 1;
351 } 349 }
350
352 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 353 return 1;
354
355 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
356 if (!mon->race) 356 if (!mon->race)
357 return 0; 357 return 0;
358
358 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 360 return 1;
361
360 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
361 return 0; 363 return 0;
362 } 364 }
363 else 365 else
364 { 366 {
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 428 */
427int 429int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 431{
430 object *tmp, *next;
431 int range, i, j, mflags; 432 int range, i, j, mflags;
432 sint16 sx, sy; 433 sint16 sx, sy;
433 maptile *m; 434 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 435
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 437
440 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 445
448 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
449 continue; 447 continue;
450 448
451 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 451 {
454 next = tmp->above; 452 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 456 }
458 } 457 }
459 458
460 return 1; 459 return 1;
462 461
463void 462void
464execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
465{ 464{
466 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
481/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
483 * time delay effect. 476 * time delay effect.
484 */ 477 */
485int 478int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 480{
488 object *dummy; 481 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 482 return 0;
493 483
494 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
495 { 485 {
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 487 return 1;
498 } 488 }
499 489
500 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
501 if (dummy == NULL)
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0;
506 }
507 491
508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
509 if (time < 1)
510 time = 1;
511 493
512 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
513 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
514 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
515 */ 497 */
516 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
520 502 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
523 */
524 EXIT_PATH (dummy) = op->contr->savebed_map;
525 EXIT_X (dummy) = op->contr->bed_x;
526 EXIT_Y (dummy) = op->contr->bed_y;
527 505
528 op->insert (dummy); 506 op->insert (dummy);
529 507
530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531 509
570 548
571int 549int
572perceive_self (object *op) 550perceive_self (object *op)
573{ 551{
574 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
576 554
577 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 556
579 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
580 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 562
583 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
585 else 565 else
586 buf << "You worship no god.\n"; 566 buf << " - You worship no god.\n";
587 567
588 object *tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
589 569
590 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 571 buf << " - You feel very mundane. ";
592 else 572 else
593 { 573 {
594 buf << "You have: " << cp << ".\n"; 574 buf << " - You have: " << cp << ".\n";
595 575
596 if (tmp) 576 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 580 }
601 581
602 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 585 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 587 {
608 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 589 buf << " - Your metabolism isn't focused on anything.\n";
610 else 590 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 592
613 break; 593 break;
614 } 594 }
615 } 595 }
616 596
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 598
619 return 1; 599 return 1;
620} 600}
621 601
622/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
648 628
649 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
650 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
651 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
652 { 632 {
653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
654 return 0; 634 return 0;
655 } 635 }
656 636
657 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
658 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
659 else if (spell_ob->race) 639 else if (spell_ob->race)
660 { 640 {
661 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
662 642
663 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
669 return 0; 649 return 0;
670 } 650 }
671 651
672 tmp = arch_to_object (at); 652 tmp = at->instance ();
673 } 653 }
674 else 654 else
675 { 655 {
676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
677 return 0; 657 return 0;
682 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
683 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
684 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
685 tmp->range = 0; 665 tmp->range = 0;
686 } 666 }
687 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
688 { 668 {
689 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
690 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
691 } 671 }
692 672
693 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
694 { 674 {
695 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
696 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
697 } 677 }
698 678
699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
700 { 680 {
701 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
702 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
703 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
704 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
705 } 685 }
706 686
707 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
708 * these fields just won't be used. Do not set the owner for 688 * these fields just won't be used. Do not set the owner for
709 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
710 */ 690 */
711 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op); 692 tmp->set_owner (op);
713 693
714 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
715 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
716 696
717 name = tmp->name; 697 name = tmp->name;
718 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
719 { 699 {
720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
721 return 0; 701 return 0;
722 } 702 }
723 703
724 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
725 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
727 707
728 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
729 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
730 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
731 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
751 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
752 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
753 733
754 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
756 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
757 737
758 } 738 }
759 else 739 else
760 posblocked = 1; 740 posblocked = 1;
761 741
768 { 748 {
769 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
770 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
771 751
772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
773 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
774 } 754 }
775 else 755 else
776 negblocked = 1; 756 negblocked = 1;
777 } 757 }
778 758
779 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
780 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
781 761
782 return 1; 762 return 1;
783} 763}
784 764
785int 765int
786dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
787{ 767{
788 uint32 dist, maxdist; 768 uint32 dist, maxdist;
789 int mflags; 769 int mflags;
790 maptile *m; 770 maptile *m;
791 sint16 sx, sy; 771 sint16 sx, sy;
793 if (op->type != PLAYER) 773 if (op->type != PLAYER)
794 return 0; 774 return 0;
795 775
796 if (!dir) 776 if (!dir)
797 { 777 {
798 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
799 return 0; 779 return 0;
800 } 780 }
801 781
802 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
803 * ever, so put limits in. 783 * ever, so put limits in.
804 */ 784 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806 786
807 if (op->contr->count) 787 if (spellparam)
808 { 788 {
789 int count = atoi (spellparam);
790
809 if (op->contr->count > maxdist) 791 if (count > maxdist)
810 { 792 {
811 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
812 return 0; 794 return 0;
813 } 795 }
814 796
815 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
816 { 798 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818 800
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break; 802 break;
821 803
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break; 805 break;
824 } 806 }
825 807
826 if (dist < op->contr->count) 808 if (dist < count)
827 { 809 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 op->contr->count = 0;
830 return 0; 811 return 0;
831 } 812 }
832
833 op->contr->count = 0;
834 813
835 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
836 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
837 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
838 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
880 break; 859 break;
881 860
882 } 861 }
883 if (!dist) 862 if (!dist)
884 { 863 {
885 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
886 return 0; 865 return 0;
887 } 866 }
888 } 867 }
889 868
890 /* Actually move the player now */ 869 /* Actually move the player now */
891 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
892 return 1; 871 return 1;
893 872
894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
895 return 1; 875 return 1;
896} 876}
897
898 877
899/* cast_heal: Heals something. 878/* cast_heal: Heals something.
900 * op is the caster. 879 * op is the caster.
901 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
902 * spell is the spell object. 881 * spell is the spell object.
929 { 908 {
930 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 911 * on amount of damage healed.
933 */ 912 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
936 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
937 917
938 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 920 else if (heal > 50)
949 success = 1; 929 success = 1;
950 } 930 }
951 } 931 }
952 932
953 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
955 success = 1; 935 success = 1;
956 936
957 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
958 { 938 {
959 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
960 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
961 if (poison) 941 if (poison)
962 { 942 {
963 success = 1; 943 success = 1;
964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
966 } 946 }
967 } 947 }
968 948
969 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
970 { 950 {
971 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
972 if (poison) 952 if (poison)
973 { 953 {
974 success = 1; 954 success = 1;
975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
976 poison->duration = 1; 956 poison->duration = 1;
977 } 957 }
978 } 958 }
979 959
980 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
981 { 961 {
982 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
983 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
984 if (poison) 964 if (poison)
985 { 965 {
986 success = 1; 966 success = 1;
987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1005 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1006 success = 1; 986 success = 1;
1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1008 } 988 }
1009 989
1010 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1011 { 991 {
1012 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1013 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1014 tmp->stats.food = 999; 994
1015 success = 1; 995 success = 1;
1016 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1018 } 998 }
1019 999
1033 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1014 "You are no easier to look at.",
1035}; 1015};
1036 1016
1037int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1039{ 1025{
1040 object *force = NULL; 1026 object *force = 0;
1041 int i; 1027 int i;
1042 1028
1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1044 object *tmp = dir 1030 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1032 : op;
1047 1033
1048 if (!tmp) 1034 if (!tmp)
1049 return 0; 1035 return 0;
1050 1036
1051 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1059 break; 1045 break;
1060 } 1046 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1048 {
1063 if (!silent) 1049 if (!silent)
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1065 return 0; 1053 return 0;
1066 } 1054 }
1067 } 1055 }
1068 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1069 if (force == NULL) 1060 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073 if (spell_ob->race)
1074 force->name = spell_ob->race;
1075 else
1076 force->name = spell_ob->name;
1077 force->name_pl = spell_ob->name;
1078 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1079
1080 } 1061 {
1081 else
1082 {
1083 int duration;
1084
1085 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1086 if (duration > force->duration) 1062 if (duration > force->duration)
1087 { 1063 {
1088 force->duration = duration; 1064 force->duration = duration;
1089 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1090 } 1066 }
1091 else 1067 else
1092 {
1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1094 }
1095 1069
1096 return 1; 1070 return 1;
1097 } 1071 }
1098 1072
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = archetype::get (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1100 force->speed = 1.0; 1088 force->speed = 1.0;
1101 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1103 1091
1104 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1106 {
1107 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1108 {
1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1110 if (force->resist[i] > 100)
1111 force->resist[i] = 100;
1112 }
1113 }
1114 1096
1115 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1117 1099
1118 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1137 } 1119 }
1138 } 1120 }
1139 1121
1140 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1141 1123
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1144 1126
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1147 1129
1148 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1150 { 1132 {
1151 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1171 */ 1153 */
1172int 1154int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1156{
1175 int i; 1157 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1159
1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1160 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1179 if (dir != 0) 1161 if (dir != 0)
1180 { 1162 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1182 } 1167 }
1183 else 1168 else
1184 {
1185 tmp = op; 1169 tmp = op;
1186 }
1187 1170
1188 /* If we've already got a force of this type, don't add a new one. */ 1171 /* If we've already got a force of this type, don't add a new one. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1173 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1175 {
1193 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1194 { 1177 {
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1201 return 0; 1184 return 0;
1202 } 1185 }
1203 } 1186 }
1204 } 1187 }
1188
1205 if (force == NULL) 1189 if (force == NULL)
1206 { 1190 {
1207 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1193 if (spell_ob->race)
1210 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1211 else 1195 else
1212 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1227 { 1211 {
1228 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1229 } 1213 }
1230 return 0; 1214 return 0;
1231 } 1215 }
1216
1232 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1233 force->speed = 1.0; 1218 force->speed = 1.0;
1234 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1235 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1236 1221
1237 if (!god) 1222 if (!god)
1238 { 1223 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1240 } 1225 }
1241 else 1226 else
1242 { 1227 {
1243 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1244 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1245 {
1246 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1247 {
1248 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1249 } 1232
1250 }
1251 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1252 1234
1253 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1254 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1255 1237
1274} 1256}
1275 1257
1276/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1277 * 1259 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1280 * about 90% of that of the item itself. It uses the value of the
1281 * object before charisma adjustments, because the nuggets themselves
1282 * will be will be adjusted by charisma when sold.
1283 * 1262 *
1284 * Large nuggets are worth 25 gp each (base). You will always get 1263 * The value of the gold nuggets being about 90% of that of the item
1285 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1286 * Small nuggets are worth 1 gp each (base). You will get from 0 1265 * because the nuggets themselves will be will be adjusted by charisma
1287 * to the max amount of small nuggets as you could get. 1266 * when sold.
1288 *
1289 * For example, if an item is worth 110 gold, you will get
1290 * 4 large nuggets, and from 0-10 small nuggets.
1291 * 1267 *
1292 * There is also a chance (1:30) that you will get nothing at all 1268 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be 1269 * for the object. There is also a maximum weight that will be
1294 * alchemised. 1270 * alchemised.
1295 */ 1271 */
1296static void 1272static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1274{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1276
1301 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell 1278 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1282 * the stuff back to town.
1307 */ 1283 */
1308 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1309 value = 0; 1285 value = 0;
1310 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1311 value /= 3; 1287 value /= 3;
1312 else 1288 else
1313 value = value * 9 / 10; 1289 value = value * 9 / 10;
1318 total_weight += obj->total_weight (); 1294 total_weight += obj->total_weight ();
1319 1295
1320 obj->destroy (); 1296 obj->destroy ();
1321} 1297}
1322 1298
1323static void
1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1325{
1326 int flag = 0;
1327
1328 /* Put any nuggets below the player, but we can only pass this
1329 * flag if we are on the same space as the player
1330 */
1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1333
1334 if (small_nuggets)
1335 {
1336 object *tmp = small->clone ();
1337 tmp->nrof = small_nuggets;
1338 m->insert (tmp, x, y, op, flag);
1339 }
1340
1341 if (large_nuggets)
1342 {
1343 object *tmp = large->clone ();
1344 tmp->nrof = large_nuggets;
1345 m->insert (tmp, x, y, op, flag);
1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int 1299int
1354alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1355{ 1301{
1356 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1357 return 0; 1303 return 0;
1358 1304
1359 object *large = get_archetype ("largenugget"); 1305 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1306
1307 nugget[0] = archetype::find (shstr_pyrite3);
1308 nugget[1] = archetype::find (shstr_pyrite2);
1309 nugget[2] = archetype::find (shstr_pyrite);
1361 1310
1362 /* Put a maximum weight of items that can be alchemised. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1363 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1313 * in sight
1365 */ 1314 */
1394 1343
1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1396 { 1345 {
1397 next = tmp->above; 1346 next = tmp->above;
1398 1347
1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1401 { 1350 {
1402 if (tmp->inv) 1351 if (tmp->inv)
1403 { 1352 {
1404 object *next1, *tmp1; 1353 object *next1, *tmp1;
1405 1354
1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1407 { 1356 {
1408 next1 = tmp1->below; 1357 next1 = tmp1->below;
1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1411 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1412 } 1361 }
1413 } 1362 }
1414 1363
1415 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1417 if (weight > weight_max) 1366 if (weight > weight_max)
1418 break; 1367 break;
1419 } 1368 }
1420 } 1369 }
1421 1370
1371 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1372 value = min (value, value_max);
1423 1373
1424 uint64 count = value / large->value; 1374 for (int i = 0; i < array_length (nugget); ++i)
1425 int large_nuggets = count; 1375 if (int nrof = value / nugget [i]->value)
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1431 /* Insert all the nuggets at one time. This probably saves time, but
1432 * it also prevents us from alcheming nuggets that were just created
1433 * with this spell.
1434 */ 1376 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1377 value -= nrof * nugget[i]->value;
1378
1379 object *tmp = nugget[i]->instance ();
1380 tmp->nrof = nrof;
1381 tmp->flag [FLAG_IDENTIFIED] = true;
1382 op->map->insert (tmp, x, y, op, 0);
1383 }
1436 1384
1437 if (weight > weight_max) 1385 if (weight > weight_max)
1438 goto bailout; 1386 goto bailout;
1439 } 1387 }
1440 } 1388 }
1441 1389
1442bailout: 1390bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1391 return 1;
1446} 1392}
1447
1448 1393
1449/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1450 * items. 1395 * items.
1451 */ 1396 */
1452int 1397int
1453remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1454{ 1399{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1457 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1462 { 1410 {
1463 was_one++; 1411 ++was_one;
1412
1464 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1465 { 1414 {
1466 success++; 1415 ++success;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1468 CLEAR_FLAG (tmp, FLAG_DAMNED);
1469 1417
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1425 }
1476 } 1426 }
1477 1427
1478 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1479 { 1429 {
1480 if (success) 1430 if (success)
1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1482 else 1432 else
1483 { 1433 {
1484 if (was_one) 1434 if (was_one)
1485 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1486 else 1436 else
1487 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1488 } 1438 }
1489 } 1439 }
1490 1440
1491 return success; 1441 return success;
1492} 1442}
1493 1443
1494/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1495
1496int 1445int
1497cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1498{ 1447{
1499 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1500 int success = 0, num_ident;
1501 1449
1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1503 1451
1504 if (num_ident < 1) 1452 op->splay_marked ();
1505 num_ident = 1;
1506 1453
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1455 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1510 { 1457 {
1511 identify (tmp); 1458 identify (tmp);
1512 1459
1513 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1514 { 1461 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1463
1517 if (tmp->msg) 1464 if (tmp->msg)
1518 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522 } 1466 }
1523 1467
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1468 if (!--num_ident)
1527 break; 1469 break;
1528 } 1470 }
1529 } 1471 }
1530 1472
1531 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1532 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1533 * was not fully used. 1475 * was not fully used.
1534 */ 1476 */
1535 if (num_ident) 1477 if (num_ident)
1536 { 1478 {
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1539 { 1481 {
1540 identify (tmp); 1482 identify (tmp);
1541 1483
1542 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1543 { 1485 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1487
1546 if (tmp->msg) 1488 if (tmp->msg)
1547 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1550 }
1551
1552 esrv_send_item (op, tmp);
1553 } 1490 }
1554 1491
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1492 if (!--num_ident)
1558 break; 1493 break;
1559 } 1494 }
1560 } 1495 }
1561 1496
1562 if (!success) 1497 if (buf.empty ())
1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1564 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1565 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1566 1508 return 1;
1567 return success; 1509 }
1568} 1510}
1569 1511
1570int 1512int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1514{
1577 1519
1578 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1521 * doing it over and over again.
1580 */ 1522 */
1581 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1526
1585 if (!skill) 1527 if (!skill)
1586 skill = caster; 1528 skill = caster;
1587 1529
1588 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1589 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1590 { 1532 {
1591 m = op->map;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1595
1596 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1536 * down - that is easier than working up.
1600 */ 1537 */
1601 1538
1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1603 last = tmp; 1540 last = tmp;
1604 1541
1605 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1606 * would happen. 1543 * would happen.
1607 */ 1544 */
1608 if (!last) 1545 if (!last)
1609 continue; 1546 continue;
1610 1547
1611 done_one = 0; 1548 done_one = 0;
1612 floor = 0; 1549 floor = 0;
1613 detect = NULL; 1550 detect = 0;
1614 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1552 {
1616 /* show invisible */ 1553 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1618 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1621 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1627 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1628 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1629 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1630 { 1578 {
1631 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1632 done_one = 1; 1661 done_one = 1;
1633 } 1662 }
1634 } 1663 }
1635
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1;
1638
1639 /* All detections below this point don't descend beneath the floor,
1640 * so just continue on. We could be clever and look at the type of
1641 * detection to completely break out if we don't care about objects beneath
1642 * the floor, but once we get to the floor, not likely a very big issue anyways.
1643 */
1644 if (floor)
1645 continue;
1646
1647 /* I had thought about making detect magic and detect curse
1648 * show the flash the magic item like it does for detect monster.
1649 * however, if the object is within sight, this would then make it
1650 * difficult to see what object is magical/cursed, so the
1651 * effect wouldn't be as apparant.
1652 */
1653
1654 /* detect magic */
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1656 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1657 {
1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1659 /* make runes more visibile */
1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1661 tmp->stats.Cha /= 4;
1662 done_one = 1;
1663 }
1664 /* detect monster */
1665 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1666 {
1667 done_one = 2;
1668 if (!detect)
1669 detect = tmp;
1670 }
1671 /* Basically, if race is set in the spell, then the creatures race must
1672 * match that. if the spell race is set to GOD, then the gods opposing
1673 * race must match.
1674 */
1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1677 (strstr (spell->race, tmp->race))))
1678 {
1679 done_one = 2;
1680 if (!detect)
1681 detect = tmp;
1682 }
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 {
1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1687 done_one = 1;
1688 }
1689 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1690 1665
1691 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1692 * where the magic is. 1667 * where the magic is.
1693 */ 1668 */
1694 if (done_one) 1669 if (done_one)
1695 { 1670 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1697 1672
1698 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1700 { 1675 {
1701 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1708 } 1683 }
1709 1684
1710 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1711 } 1686 }
1712 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1713 1688
1714 1689
1715 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
1716 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1717 { 1692 {
1718 done_one = 0; 1693 done_one = 0;
1694
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1696 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1722 { 1698 {
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1724 { 1700 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1705 }
1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1731 { 1709 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1714 }
1736 } /* if item is not identified */ 1715 } /* if item is not identified */
1737 } /* for the players inventory */ 1716 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1739 return 1; 1719 return 1;
1740} 1720}
1741 1721
1742 1722
1743/** 1723/**
1756 1736
1757 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1758 1738
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1740 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1764
1765 /* Explodes a fireball centered at player */
1766 tmp = get_archetype (EXPLODING_FIREBALL);
1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1769
1770 tmp->insert_at (victim);
1771 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1772 } 1744 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1774 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1750 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1803 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1804 1776
1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1806 { 1778 {
1807 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1809 break; 1781 break;
1810 } 1782 }
1811 1783
1812 1784
1813 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
1814 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
1815 */ 1787 */
1816 if (plyr == NULL) 1788 if (plyr == NULL)
1817 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1819 break; 1791 break;
1820 1792
1821 if (!plyr) 1793 if (!plyr)
1822 { 1794 {
1823 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1824 return 0; 1796 return 0;
1825 } 1797 }
1826 /* give sp */ 1798 /* give sp */
1827 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1828 { 1800 {
1829 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1803 return 1;
1832 } 1804 }
1833 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1806 else if (op != plyr)
1835 { 1807 {
1840 if (rate > 95) 1812 if (rate > 95)
1841 rate = 95; 1813 rate = 95;
1842 1814
1843 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1844 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1845 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1846 { 1818 {
1847 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1850 if (sucked > 0) 1822 if (sucked > 0)
1851 { 1823 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1825 }
1854 } 1826 }
1855 return 1; 1827 return 1;
1856 } 1828 }
1857 return 0; 1829 return 0;
1901 * monsters either. 1873 * monsters either.
1902 */ 1874 */
1903 1875
1904 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1905 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1906 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1907 && (op->level > head->level)) 1879 && (op->level > head->level))
1908 head->destroy (); 1880 head->destroy ();
1909 else 1881 else
1910 switch (head->type) 1882 switch (head->type)
1911 { 1883 {
1912 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1916 continue; 1888 continue;
1917 1889
1918 if (op->level > head->level) 1890 if (op->level > head->level)
1919 head->destroy (); 1891 head->destroy ();
1920 1892
1933 break; 1905 break;
1934 } 1906 }
1935 } 1907 }
1936} 1908}
1937 1909
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1941int 1911int
1942cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1943{ 1913{
1944 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1945 1915
1946 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1947 1917
1948 if (!god) 1918 if (!god)
1949 { 1919 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1951 return 0; 1921 return 0;
1952 } 1922 }
1953 1923
1954 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1955 { 1925 {
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1957 break; 1927 break;
1958 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1959 { 1929 {
1960 1930
1961 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1962 { 1932 {
1963 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1964 return 0; 1934 return 0;
1965 } 1935 }
1966 else 1936 else
1967 { 1937 {
1968 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1940 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1973 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1976 return 1; 1948 return 1;
1977 } 1949 }
1978 } 1950 }
1979 } 1951 }
1980 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
1981 return 0; 1954 return 0;
1982} 1955}
1983 1956
1984/* animate_weapon - 1957/* animate_weapon -
1985 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1992 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1993 */ 1966 */
1994int 1967int
1995animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1996{ 1969{
1997 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1999 int a, i; 1971 int a, i;
2000 sint16 x, y; 1972 sint16 x, y;
2001 maptile *m; 1973 maptile *m;
2002 materialtype_t *mt;
2003 1974
2004 if (!spell->other_arch) 1975 if (!spell->other_arch)
2005 { 1976 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2018 return 0; 1989 return 0;
2019 } 1990 }
2020 1991
2021 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2022 if (!dir) 1993 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2024 1995
2025 m = op->map; 1996 m = op->map;
2026 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2028 1999
2029 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2003 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2034 return 0; 2005 return 0;
2035 } 2006 }
2036 2007
2037 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2038 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2039 2010
2040 if (!weapon) 2011 if (!weapon)
2041 { 2012 {
2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2043 return 0; 2014 return 0;
2044 } 2015 }
2016
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2018 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2048 return 0; 2020 return 0;
2049 } 2021 }
2022
2050 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2051 { 2024 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2053 return 0; 2026 return 0;
2054 } 2027 }
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2056 { 2030 {
2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2058 return 0; 2032 return 0;
2059 } 2033 }
2060 2034
2061 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2036
2068 /* create the golem object */ 2037 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2070 2039
2071 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2073 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2074 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2075 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2076 tmp->set_owner (op); 2045 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2079 2048
2080 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2082 * used above. 2051 * used above.
2083 */ 2052 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2085 weapon->remove (); 2054 weapon->remove ();
2086 2055
2087 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2057
2089 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc) 2060 * body_info, skills, etc)
2092 */ 2061 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2094 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2095 tmp->update_stats (); 2064 tmp->update_stats ();
2096 2065
2097 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2098 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2099 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2119 2088
2120 /* attacktype */ 2089 /* attacktype */
2121 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2123 2092
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname);
2127 if (mt != NULL)
2128 {
2129 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2131 a = mt->save[0]; 2095
2132 } 2096 a = op->material->save[0];
2133 else 2097
2134 {
2135 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5;
2137 a = 10;
2138 }
2139 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2149 2108
2150 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2151 2110
2152 if (a > 14) 2111 if (a > 14)
2153 a = 14; 2112 a = 14;
2113
2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2155 2115
2156 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2158 2118
2168 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2130 }
2171 2131
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2134
2175 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2176 tmp->direction = dir; 2136 tmp->direction = dir;
2177 2137
2178 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2183 2143
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2186 */ 2146 */
2187
2188int 2147int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2149{
2191 int success; 2150 int success;
2192 2151
2196 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2197 2156
2198 if (!success) 2157 if (!success)
2199 { 2158 {
2200 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2202 else 2161 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2204 } 2163 }
2164
2205 return success; 2165 return success;
2206} 2166}
2207
2208
2209
2210
2211 2167
2212/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2170 * spell is the spell object itself.
2215 */ 2171 */
2221 2177
2222 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2223 if (new_aura) 2179 if (new_aura)
2224 refresh = 1; 2180 refresh = 1;
2225 else 2181 else
2226 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2227 2183
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2185
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2187
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2235 2190
2236 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2237 if (refresh) 2193 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2195 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2241 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2242 return 1; 2201 return 1;
2243} 2202}
2244
2245 2203
2246/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2247 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2248 * around him. 2206 * around him.
2249 * Aura parameters: 2207 * Aura parameters:
2250 * duration: duration counter. 2208 * duration: duration counter.
2251 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2253 */ 2211 */
2254
2255void 2212void
2256move_aura (object *aura) 2213move_aura (object *aura)
2257{ 2214{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2263 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2264 2218
2265 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2267 */ 2221 */
2268 aura->remove (); 2222 aura->remove ();
2273 aura->destroy (); 2227 aura->destroy ();
2274 return; 2228 return;
2275 } 2229 }
2276 2230
2277 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2279 { 2233 {
2280 aura->destroy (); 2234 aura->destroy ();
2281 return; 2235 return;
2282 } 2236 }
2283 2237
2284 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2286 */ 2240 */
2287 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2288 2242
2289 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2290 { 2244 {
2291 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2292 2247
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2298 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2299 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2251 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2253 {
2303 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2304 2255
2305 if (aura->other_arch) 2256 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2307 } 2258 }
2308 } 2259 }
2309 2260
2310 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2311 aura->remove (); 2262 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2313} 2264}
2314 2265
2315/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2316 * op is the piece object. 2267 * op is the piece object.
2317 */ 2268 */
2318
2319void 2269void
2320move_peacemaker (object *op) 2270move_peacemaker (object *op)
2321{ 2271{
2322 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2273 {
2326 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2327 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2328 2276
2329 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2278 continue;
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2334 continue; 2281 continue;
2282
2335 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2336 continue; 2284 continue;
2337 2285
2338 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2340 2288
2341 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2290 {
2343 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2344 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2347#if 0 2296#if 0
2348 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2352 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2353 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2354 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2355#endif 2304#endif
2356 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2361 if (victim->name) 2311 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2313 }
2365 }
2366 } 2314 }
2367} 2315}
2368
2369 2316
2370/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2372 */ 2319 */
2373
2374int 2320int
2375write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2376{ 2322{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2381 { 2324 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2383 return 0; 2326 return 0;
2384 } 2327 }
2385 2328
2386 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2387 { 2330 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2333 return 0;
2391 } 2334 }
2335
2392 if (!spell->other_arch) 2336 if (!spell->other_arch)
2393 return 0; 2337 return 0;
2394 tmp = arch_to_object (spell->other_arch);
2395 2338
2396 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2397 2340
2398 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2342 tmp->msg = msg;
2400 2343
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2402 return 1; 2346 return 1;
2403} 2347}
2348

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines