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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.146 by root, Sun Jan 29 02:47:06 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
207 pick_up (op, missile); 206 pick_up (op, missile);
208 207
209 return 1; 208 return 1;
210} 209}
211 210
212
213/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 213int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 215{
218 int food_value; 216 int food_value;
219 archetype *at = NULL; 217 archetype *at = NULL;
220 object *new_op; 218 object *new_op;
221 219
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 221
224 if (stringarg) 222 if (spellparam)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 spellparam = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!spellparam)
234 { 232 {
235 archetype *at_tmp; 233 archetype *at_tmp;
236 234
237 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 255 && at_tmp->weight < at->weight)))
258 at = at_tmp; 256 at = at_tmp;
259 } 257 }
260 } 258 }
261 } 259 }
260
262 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
263 * know 262 * know
264 */ 263 */
265 if (!at) 264 if (!at)
266 { 265 {
267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
268 return 0; 267 return 0;
269 } 268 }
270 269
271 food_value /= at->stats.food; 270 food_value /= at->stats.food;
272 new_op = arch_to_object (at); 271 new_op = at->instance ();
273 new_op->nrof = food_value; 272 new_op->nrof = food_value;
274 273
275 new_op->value = 0; 274 new_op->value = 0;
276 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
277 new_op->nrof = 1; 276 new_op->nrof = 1;
285{ 284{
286 int r, mflags, maxrange; 285 int r, mflags, maxrange;
287 object *tmp; 286 object *tmp;
288 maptile *m; 287 maptile *m;
289 288
290
291 if (!dir) 289 if (!dir)
292 { 290 {
293 examine_monster (op, op); 291 examine_monster (op, op);
294 return 1; 292 return 1;
295 } 293 }
294
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
298 { 297 {
299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 299
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 302
304 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
305 break; 304 break;
306 305
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 307 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 309 return 0;
311 } 310 }
311
312 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
313 { 313 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 { 316 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 318 if (tmp->head != NULL)
319 tmp = tmp->head; 319 tmp = tmp->head;
320 examine_monster (op, tmp); 320 examine_monster (op, tmp);
321 return 1; 321 return 1;
322 } 322 }
323 } 323 }
324 } 324 }
325
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 327 return 1;
327} 328}
328
329 329
330/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 331 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 335 * pl is invisible.
336 */ 336 */
337int 337int
338makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
339{ 339{
340
341 if (!pl->invisible) 340 if (!pl->invisible)
342 return 0; 341 return 0;
342
343 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
344 { 344 {
345 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
347 { 347 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
349 return 0; 349 return 0;
350
350 return 1; 351 return 1;
351 } 352 }
353
352 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 356 return 1;
357
355 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
356 if (!mon->race) 359 if (!mon->race)
357 return 0; 360 return 0;
361
358 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 363 return 1;
364
360 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
361 return 0; 366 return 0;
362 } 367 }
363 else 368 else
364 { 369 {
379int 384int
380cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
381{ 386{
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 390 return 0;
386 } 391 }
387 392
388 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 394 * and if statement or two.
390 */ 395 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
392 /* max duration */ 398 /* limit duration */
393 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 400
396 if (op->type == PLAYER) 401 if (op->type == PLAYER)
397 { 402 {
398 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
399 404
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 } 409 }
407 410
408 if (makes_invisible_to (op, op)) 411 if (makes_invisible_to (op, op))
409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
410 else 413 else
425/* earth to dust spell. Basically destroys earthwalls in the area. 428/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 429 */
427int 430int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 431cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 432{
430 object *tmp, *next;
431 int range, i, j, mflags; 433 int range, i, j, mflags;
432 sint16 sx, sy; 434 sint16 sx, sy;
433 maptile *m; 435 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 436
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 438
440 for (i = -range; i <= range; i++) 439 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 440 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 446
448 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
449 continue; 448 continue;
450 449
451 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 451 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 452 {
454 next = tmp->above; 453 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454
455 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 457 }
458 } 458 }
459 459
460 return 1; 460 return 1;
462 462
463void 463void
464execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
465{ 465{
466 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 469 else
471 { 470 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 }
477 471
478 op->destroy (); 472 op->destroy ();
479} 473}
480 474
481/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
482 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
483 * time delay effect. 477 * time delay effect.
484 */ 478 */
485int 479int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 481{
488 object *dummy; 482 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 483 return 0;
493 484
494 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
495 { 486 {
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 488 return 1;
498 } 489 }
499 490
500 dummy = get_archetype (FORCE_NAME); 491 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 }
507 492
508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
509 if (time < 1)
510 time = 1;
511 494
512 /* value of speed really doesn't make much difference, as long as it is 495 /* value of speed really doesn't make much difference, as long as it is
513 * positive. Lower value may be useful so that the problem doesn't 496 * positive. Lower value may be useful so that the problem doesn't
514 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
515 */ 498 */
516 dummy->set_speed (0.002); 499 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
520 503 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 504 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 505 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;
527 506
528 op->insert (dummy); 507 op->insert (dummy);
529 508
530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531 510
570 549
571int 550int
572perceive_self (object *op) 551perceive_self (object *op)
573{ 552{
574 const char *cp = describe_item (op, op); 553 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
576 555
577 dynbuf_text buf; 556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 557
579 if (player *pl = op->contr) 558 if (!op->is_player ())
559 return 0;
560
580 if (object *race = archetype::find (op->race)) 561 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 562 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 563
583 if (object *god = find_god (determine_god (op))) 564 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 565 buf << " - You worship " << &god->name << ".\n";
585 else 566 else
586 buf << "You worship no god.\n"; 567 buf << " - You worship no god.\n";
587 568
588 object *tmp = present_arch_in_ob (at, op); 569 object *tmp = present_arch_in_ob (at, op);
589 570
590 if (*cp == '\0' && tmp == NULL) 571 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 572 buf << " - You feel very mundane. ";
592 else 573 else
593 { 574 {
594 buf << "You have: " << cp << ".\n"; 575 buf << " - You have: " << cp << ".\n";
595 576
596 if (tmp) 577 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 579 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 580 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 581 }
601 582
602 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 586 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 588 {
608 if (tmp->stats.exp == 0) 589 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 590 buf << " - Your metabolism isn't focused on anything.\n";
610 else 591 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 592 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 593
613 break; 594 break;
614 } 595 }
615 } 596 }
616 597
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 599
619 return 1; 600 return 1;
620} 601}
621 602
622/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
648 629
649 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 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) || 631 (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))) 632 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
652 { 633 {
653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
654 return 0; 635 return 0;
655 } 636 }
656 637
657 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
658 tmp = arch_to_object (spell_ob->other_arch); 639 tmp = spell_ob->other_arch->instance ();
659 else if (spell_ob->race) 640 else if (spell_ob->race)
660 { 641 {
661 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
662 643
663 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
669 return 0; 650 return 0;
670 } 651 }
671 652
672 tmp = arch_to_object (at); 653 tmp = at->instance ();
673 } 654 }
674 else 655 else
675 { 656 {
676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 657 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
677 return 0; 658 return 0;
682 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
683 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 664 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
684 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 665 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
685 tmp->range = 0; 666 tmp->range = 0;
686 } 667 }
687 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
688 { 669 {
689 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 670 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
690 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
691 } 672 }
692 673
693 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
694 { 675 {
695 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 676 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
696 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
697 } 678 }
698 679
699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680 if (spell_ob->flag [FLAG_TEAR_DOWN])
700 { 681 {
701 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
702 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
703 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
704 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
705 } 686 }
706 687
707 /* This can't really hurt - if the object doesn't kill anything, 688 /* This can't really hurt - if the object doesn't kill anything,
708 * these fields just won't be used. Do not set the owner for 689 * these fields just won't be used. Do not set the owner for
709 * earthwalls, though, so they survive restarts. 690 * earthwalls, though, so they survive restarts.
710 */ 691 */
711 if (tmp->type != EARTHWALL) //TODO 692 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op); 693 tmp->set_owner (op);
713 694
714 set_spell_skill (op, caster, spell_ob, tmp); 695 set_spell_skill (op, caster, spell_ob, tmp);
715 tmp->level = caster_level (caster, spell_ob) / 2; 696 tmp->level = casting_level (caster, spell_ob) / 2;
716 697
717 name = tmp->name; 698 name = tmp->name;
718 if (!(tmp = m->insert (tmp, x, y, op))) 699 if (!(tmp = m->insert (tmp, x, y, op)))
719 { 700 {
720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 701 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
721 return 0; 702 return 0;
722 } 703 }
723 704
724 /* If this is a spellcasting wall, need to insert the spell object */ 705 /* If this is a spellcasting wall, need to insert the spell object */
725 if (tmp->other_arch && tmp->other_arch->type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
727 708
728 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
729 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
730 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
731 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
732 * blocked spaces. 713 * blocked spaces.
733 */ 714 */
734 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 715 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
751 object *tmp2 = tmp->clone (); 732 object *tmp2 = tmp->clone ();
752 m->insert (tmp2, x, y, op); 733 m->insert (tmp2, x, y, op);
753 734
754 /* If this is a spellcasting wall, need to insert the spell object */ 735 /* If this is a spellcasting wall, need to insert the spell object */
755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
756 tmp2->insert (arch_to_object (tmp2->other_arch)); 737 tmp2->insert (tmp2->other_arch->instance ());
757 738
758 } 739 }
759 else 740 else
760 posblocked = 1; 741 posblocked = 1;
761 742
768 { 749 {
769 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
770 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
771 752
772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
773 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
774 } 755 }
775 else 756 else
776 negblocked = 1; 757 negblocked = 1;
777 } 758 }
778 759
779 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
780 update_all_los (op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
781 762
782 return 1; 763 return 1;
783} 764}
784 765
785int 766int
786dimension_door (object *op, object *caster, object *spob, int dir) 767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
787{ 768{
788 uint32 dist, maxdist; 769 uint32 dist, maxdist;
789 int mflags; 770 int mflags;
790 maptile *m; 771 maptile *m;
791 sint16 sx, sy; 772 sint16 sx, sy;
793 if (op->type != PLAYER) 774 if (op->type != PLAYER)
794 return 0; 775 return 0;
795 776
796 if (!dir) 777 if (!dir)
797 { 778 {
798 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 779 op->failmsg ("In what direction?");
799 return 0; 780 return 0;
800 } 781 }
801 782
802 /* Given the new outdoor maps, can't let players dimension door for 783 /* Given the new outdoor maps, can't let players dimension door for
803 * ever, so put limits in. 784 * ever, so put limits in.
804 */ 785 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob); 786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806 787
807 if (op->contr->count) 788 if (spellparam)
808 { 789 {
790 int count = atoi (spellparam);
791
809 if (op->contr->count > maxdist) 792 if (count > maxdist)
810 { 793 {
811 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 794 op->failmsg ("You can't dimension door that far!");
812 return 0; 795 return 0;
813 } 796 }
814 797
815 for (dist = 0; dist < op->contr->count; dist++) 798 for (dist = 0; dist < count; dist++)
816 { 799 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 800 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818 801
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break; 803 break;
821 804
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break; 806 break;
824 } 807 }
825 808
826 if (dist < op->contr->count) 809 if (dist < count)
827 { 810 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 op->contr->count = 0;
830 return 0; 812 return 0;
831 } 813 }
832
833 op->contr->count = 0;
834 814
835 /* Remove code that puts player on random space on maps. IMO, 815 /* 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, 816 * 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 817 * but may not be marked as NO_MAGIC (as they may be bounded
838 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
880 break; 860 break;
881 861
882 } 862 }
883 if (!dist) 863 if (!dist)
884 { 864 {
885 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
886 return 0; 866 return 0;
887 } 867 }
888 } 868 }
889 869
890 /* Actually move the player now */ 870 /* 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))) 871 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
892 return 1; 872 return 1;
893 873
894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
895 return 1; 876 return 1;
896} 877}
897
898 878
899/* cast_heal: Heals something. 879/* cast_heal: Heals something.
900 * op is the caster. 880 * op is the caster.
901 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
902 * spell is the spell object. 882 * spell is the spell object.
929 { 909 {
930 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 912 * on amount of damage healed.
933 */ 913 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
936 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
937 918
938 if (tmp->stats.hp >= tmp->stats.maxhp) 919 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 921 else if (heal > 50)
949 success = 1; 930 success = 1;
950 } 931 }
951 } 932 }
952 933
953 if (spell->attacktype & AT_DISEASE) 934 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 935 if (cure_disease (tmp, op, spell))
955 success = 1; 936 success = 1;
956 937
957 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
958 { 939 {
959 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
960 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
961 if (poison) 942 if (poison)
962 { 943 {
963 success = 1; 944 success = 1;
964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
966 } 947 }
967 } 948 }
968 949
969 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
970 { 951 {
971 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
972 if (poison) 953 if (poison)
973 { 954 {
974 success = 1; 955 success = 1;
975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
976 poison->duration = 1; 957 poison->duration = 1;
977 } 958 }
978 } 959 }
979 960
980 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
981 { 962 {
982 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
983 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
984 if (poison) 965 if (poison)
985 { 966 {
986 success = 1; 967 success = 1;
987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1005 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1006 success = 1; 987 success = 1;
1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1008 } 989 }
1009 990
1010 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1011 { 992 {
1012 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1013 if (tmp->stats.food > 999) 994 min_it (tmp->stats.food, MAX_FOOD);
1014 tmp->stats.food = 999; 995
1015 success = 1; 996 success = 1;
1016 /* We could do something a bit better like the messages for healing above */ 997 /* We could do something a bit better like the messages for healing above */
1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1018 } 999 }
1019 1000
1033 "You don't feel any more powerful." 1014 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1015 "You are no easier to look at.",
1035}; 1016};
1036 1017
1037int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1039{ 1026{
1040 object *force = NULL; 1027 object *force = 0;
1041 int i; 1028 int i;
1042 1029
1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1030 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1044 object *tmp = dir 1031 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1032 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1033 : op;
1047 1034
1048 if (!tmp) 1035 if (!tmp)
1049 return 0; 1036 return 0;
1050 1037
1051 /* If we've already got a force of this type, don't add a new one. */ 1038 /* If we've already got a force of this type, don't add a new one. */
1059 break; 1046 break;
1060 } 1047 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1049 {
1063 if (!silent) 1050 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); 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1052 &spell_ob->name, &tmp2->name_pl);
1053
1065 return 0; 1054 return 0;
1066 } 1055 }
1067 } 1056 }
1068 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1069 if (force == NULL) 1061 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 } 1062 {
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) 1063 if (duration > force->duration)
1087 { 1064 {
1088 force->duration = duration; 1065 force->duration = duration;
1089 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1090 } 1067 }
1091 else 1068 else
1092 {
1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1094 }
1095 1070
1096 return 1; 1071 return 1;
1097 } 1072 }
1098 1073
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1100 force->speed = 1.0; 1089 force->speed = 1.0;
1101 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1103 1092
1104 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1106 {
1107 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1108 {
1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1096 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1110 if (force->resist[i] > 100)
1111 force->resist[i] = 100;
1112 }
1113 }
1114 1097
1115 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1117 1100
1118 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1137 } 1120 }
1138 } 1121 }
1139 1122
1140 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1141 1124
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1144 1127
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1147 1130
1148 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1150 { 1133 {
1151 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1171 */ 1154 */
1172int 1155int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1157{
1175 int i; 1158 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1160
1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1161 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1179 if (dir != 0) 1162 if (dir != 0)
1180 { 1163 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (!tmp)
1167 return 0;
1182 } 1168 }
1183 else 1169 else
1184 {
1185 tmp = op; 1170 tmp = op;
1186 }
1187 1171
1188 /* If we've already got a force of this type, don't add a new one. */ 1172 /* If we've already got a force of this type, don't add a new one. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1174 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1176 {
1193 if (tmp2->name == spell_ob->name) 1177 if (tmp2->name == spell_ob->name)
1194 { 1178 {
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); 1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1201 return 0; 1185 return 0;
1202 } 1186 }
1203 } 1187 }
1204 } 1188 }
1189
1205 if (force == NULL) 1190 if (force == NULL)
1206 { 1191 {
1207 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1194 if (spell_ob->race)
1210 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1211 else 1196 else
1212 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1227 { 1212 {
1228 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1229 } 1214 }
1230 return 0; 1215 return 0;
1231 } 1216 }
1217
1232 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1218 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1233 force->speed = 1.0; 1219 force->speed = 1.0;
1234 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1235 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1236 1222
1237 if (!god) 1223 if (!god)
1238 { 1224 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1240 } 1226 }
1241 else 1227 else
1242 { 1228 {
1243 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1244 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1245 {
1246 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1247 {
1248 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1232 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1249 } 1233
1250 }
1251 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1252 1235
1253 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1254 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1255 1238
1274} 1257}
1275 1258
1276/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1277 * 1260 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1262 * 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 * 1263 *
1284 * Large nuggets are worth 25 gp each (base). You will always get 1264 * The value of the gold nuggets being about 90% of that of the item
1285 * the maximum number of large nuggets you could get. 1265 * 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 1266 * because the nuggets themselves will be will be adjusted by charisma
1287 * to the max amount of small nuggets as you could get. 1267 * 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 * 1268 *
1292 * There is also a chance (1:30) that you will get nothing at all 1269 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be 1270 * for the object. There is also a maximum weight that will be
1294 * alchemised. 1271 * alchemised.
1295 */ 1272 */
1296static void 1273static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1275{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1277
1301 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell 1279 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1283 * the stuff back to town.
1307 */ 1284 */
1308 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1285 if (obj->flag [FLAG_UNPAID])
1309 value = 0; 1286 value = 0;
1310 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1311 value /= 3; 1288 value /= 3;
1312 else 1289 else
1313 value = value * 9 / 10; 1290 value = value * 9 / 10;
1318 total_weight += obj->total_weight (); 1295 total_weight += obj->total_weight ();
1319 1296
1320 obj->destroy (); 1297 obj->destroy ();
1321} 1298}
1322 1299
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 1300int
1354alchemy (object *op, object *caster, object *spell_ob) 1301alchemy (object *op, object *caster, object *spell_ob)
1355{ 1302{
1356 if (op->type != PLAYER) 1303 if (op->type != PLAYER)
1357 return 0; 1304 return 0;
1358 1305
1359 object *large = get_archetype ("largenugget"); 1306 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1307
1308 nugget[0] = archetype::find (shstr_pyrite3);
1309 nugget[1] = archetype::find (shstr_pyrite2);
1310 nugget[2] = archetype::find (shstr_pyrite);
1361 1311
1362 /* Put a maximum weight of items that can be alchemised. Limits the power 1312 /* Put a maximum weight of items that can be alchemised. Limits the power
1363 * some, and also prevents people from alchemising every table/chair/clock 1313 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1314 * in sight
1365 */ 1315 */
1394 1344
1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1345 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1396 { 1346 {
1397 next = tmp->above; 1347 next = tmp->above;
1398 1348
1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1401 { 1351 {
1402 if (tmp->inv) 1352 if (tmp->inv)
1403 { 1353 {
1404 object *next1, *tmp1; 1354 object *next1, *tmp1;
1405 1355
1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1407 { 1357 {
1408 next1 = tmp1->below; 1358 next1 = tmp1->below;
1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1411 alchemy_object (tmp1, value, weight); 1361 alchemy_object (tmp1, value, weight);
1412 } 1362 }
1413 } 1363 }
1414 1364
1415 alchemy_object (tmp, value, weight); 1365 alchemy_object (tmp, value, weight);
1417 if (weight > weight_max) 1367 if (weight > weight_max)
1418 break; 1368 break;
1419 } 1369 }
1420 } 1370 }
1421 1371
1372 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1373 value = min (value, value_max);
1423 1374
1424 uint64 count = value / large->value; 1375 for (int i = 0; i < array_length (nugget); ++i)
1425 int large_nuggets = count; 1376 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 */ 1377 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1378 value -= nrof * nugget[i]->value;
1379
1380 object *tmp = nugget[i]->instance ();
1381 tmp->nrof = nrof;
1382 tmp->flag [FLAG_IDENTIFIED] = true;
1383 op->map->insert (tmp, x, y, op, 0);
1384 }
1436 1385
1437 if (weight > weight_max) 1386 if (weight > weight_max)
1438 goto bailout; 1387 goto bailout;
1439 } 1388 }
1440 } 1389 }
1441 1390
1442bailout: 1391bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1392 return 1;
1446} 1393}
1447
1448 1394
1449/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1450 * items. 1396 * items.
1451 */ 1397 */
1452int 1398int
1453remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1454{ 1400{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1457 1402
1403 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1404
1405 op->splay_marked ();
1406
1407 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1408
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 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 { 1411 {
1463 was_one++; 1412 ++was_one;
1413
1464 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1465 { 1415 {
1466 success++; 1416 ++success;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1468 CLEAR_FLAG (tmp, FLAG_DAMNED);
1469 1418
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1426 }
1476 } 1427 }
1477 1428
1478 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1479 { 1430 {
1480 if (success) 1431 if (success)
1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1482 else 1433 else
1483 { 1434 {
1484 if (was_one) 1435 if (was_one)
1485 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1486 else 1437 else
1487 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1488 } 1439 }
1489 } 1440 }
1490 1441
1491 return success; 1442 return success;
1492} 1443}
1493 1444
1494/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1495
1496int 1446int
1497cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1498{ 1448{
1499 object *tmp; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1500 int success = 0, num_ident;
1501 1450
1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1451 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1503 1452
1504 if (num_ident < 1) 1453 op->splay_marked ();
1505 num_ident = 1;
1506 1454
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1456 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1510 { 1458 {
1511 identify (tmp); 1459 identify (tmp);
1512 1460
1513 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1514 { 1462 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1463 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1464
1517 if (tmp->msg) 1465 if (tmp->msg)
1518 { 1466 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 } 1467 }
1523 1468
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1469 if (!--num_ident)
1527 break; 1470 break;
1528 } 1471 }
1529 } 1472 }
1530 1473
1531 /* If all the power of the spell has been used up, don't go and identify 1474 /* If all the power of the spell has been used up, don't go and identify
1532 * stuff on the floor. Only identify stuff on the floor if the spell 1475 * stuff on the floor. Only identify stuff on the floor if the spell
1533 * was not fully used. 1476 * was not fully used.
1534 */ 1477 */
1535 if (num_ident) 1478 if (num_ident)
1536 { 1479 {
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1480 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1539 { 1482 {
1540 identify (tmp); 1483 identify (tmp);
1541 1484
1542 if (op->type == PLAYER) 1485 if (object *pl = tmp->visible_to ())
1543 { 1486 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1487 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1488
1546 if (tmp->msg) 1489 if (tmp->msg)
1547 { 1490 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 } 1491 }
1554 1492
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1493 if (!--num_ident)
1558 break; 1494 break;
1559 } 1495 }
1560 } 1496 }
1561 1497
1562 if (!success) 1498 if (buf.empty ())
1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1499 {
1500 op->failmsg ("You can't reach anything unidentified.");
1501 return 0;
1502 }
1564 else 1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1565 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1566 1509 return 1;
1567 return success; 1510 }
1568} 1511}
1569 1512
1570int 1513int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1515{
1573 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1574 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1575 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1576 maptile *m; 1519 maptile *m;
1577 1520
1578 /* We precompute some values here so that we don't have to keep 1521 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1522 * doing it over and over again.
1580 */ 1523 */
1581 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1527
1585 if (!skill) 1528 if (!skill)
1586 skill = caster; 1529 skill = caster;
1587 1530
1588 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1589 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1590 { 1533 {
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 1534 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1537 * down - that is easier than working up.
1600 */ 1538 */
1601 1539
1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1540 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1603 last = tmp; 1541 last = tmp;
1604 1542
1605 /* Shouldn't happen, but if there are no objects on a space, this 1543 /* Shouldn't happen, but if there are no objects on a space, this
1606 * would happen. 1544 * would happen.
1607 */ 1545 */
1608 if (!last) 1546 if (!last)
1609 continue; 1547 continue;
1610 1548
1611 done_one = 0; 1549 done_one = 0;
1612 floor = 0; 1550 floor = 0;
1613 detect = NULL; 1551 detect = 0;
1614 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1553 {
1616 /* show invisible */ 1554 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1618 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1621 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1560 || tmp->type == TRAPDOOR
1561 || tmp->type == EXIT
1562 || tmp->type == HOLE
1563 || tmp->type == BUTTON
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1567 || tmp->type == WEAPON
1568 || tmp->type == ALTAR
1569 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1627 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1571 || tmp->type == SPECIAL_KEY
1572 || tmp->type == TREASURE
1573 || tmp->type == BOOK
1574 || tmp->type == HOLY_ALTAR
1575 || tmp->type == CONTAINER)))
1628 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1629 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1578 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1630 { 1579 {
1631 tmp->invisible = 0; 1580 tmp->invisible = 0;
1581 done_one = 1;
1582 }
1583 }
1584
1585 if (tmp->flag [FLAG_IS_FLOOR])
1586 floor = 1;
1587
1588 /* All detections below this point don't descend beneath the floor,
1589 * so just continue on. We could be clever and look at the type of
1590 * detection to completely break out if we don't care about objects beneath
1591 * the floor, but once we get to the floor, not likely a very big issue anyways.
1592 */
1593 if (floor)
1594 continue;
1595
1596 /* I had thought about making detect magic and detect curse
1597 * show the flash the magic item like it does for detect monster.
1598 * however, if the object is within sight, this would then make it
1599 * difficult to see what object is magical/cursed, so the
1600 * effect wouldn't be as apparent.
1601 */
1602
1603 /* detect magic */
1604 if (spell->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_IDENTIFIED]
1607 && tmp->need_identify ()
1608 && is_magical (tmp))
1609 {
1610 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1611 /* make runes more visible */
1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1613 tmp->stats.Cha /= 4;
1614
1615 done_one = 1;
1616 }
1617
1618 /* detect monster */
1619 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1620 {
1621 done_one = 2;
1622
1623 if (!detect)
1624 detect = tmp;
1625 }
1626
1627 /* Basically, if race is set in the spell, then the creatures race must
1628 * match that. if the spell race is set to GOD, then the gods opposing
1629 * race must match.
1630 */
1631 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1633 spell->race.contains (tmp->race)))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 if (spell->flag [FLAG_KNOWN_CURSED]
1642 && !tmp->flag [FLAG_KNOWN_CURSED]
1643 && tmp->need_identify ()
1644 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1645 {
1646 tmp->set_flag (FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649
1650 // Do mining detection spell:
1651 if (spell->last_sp == 1) // 1 - detect any vein
1652 {
1653 if (tmp->type == VEIN)
1654 {
1655 if (tmp->other_arch)
1656 {
1657 if (!detect)
1658 detect = tmp->other_arch;
1659 done_one = 2;
1660 }
1661 else
1632 done_one = 1; 1662 done_one = 1;
1633 } 1663 }
1634 } 1664 }
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 */ 1665 } /* for stack of objects on this space */
1690 1666
1691 /* Code here puts an effect of the spell on the space, so you can see 1667 /* Code here puts an effect of the spell on the space, so you can see
1692 * where the magic is. 1668 * where the magic is.
1693 */ 1669 */
1694 if (done_one) 1670 if (done_one)
1695 { 1671 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1697 1673
1698 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
1700 { 1676 {
1701 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
1708 } 1684 }
1709 1685
1710 m->insert (detect_ob, nx, ny, op); 1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1711 } 1687 }
1712 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
1713 1689
1714 1690
1715 /* Now process objects in the players inventory if detect curse or magic */ 1691 /* Now process objects in the players inventory if detect curse or magic */
1716 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1692 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1717 { 1693 {
1718 done_one = 0; 1694 done_one = 0;
1695
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1697 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1722 { 1699 {
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1700 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1724 { 1701 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1706 }
1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1709 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1731 { 1710 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1715 }
1736 } /* if item is not identified */ 1716 } /* if item is not identified */
1737 } /* for the players inventory */ 1717 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
1739 return 1; 1720 return 1;
1740} 1721}
1741 1722
1742 1723
1743/** 1724/**
1756 1737
1757 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1758 1739
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1741 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 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; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
1772 } 1745 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 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."); 1747 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) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1751 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1803 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
1804 1777
1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1806 { 1779 {
1807 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
1809 break; 1782 break;
1810 } 1783 }
1811 1784
1812 1785
1813 /* If we did not find a player in the specified direction, transfer 1786 /* If we did not find a player in the specified direction, transfer
1814 * to anyone on top of us. This is used for the rune of transference mostly. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
1815 */ 1788 */
1816 if (plyr == NULL) 1789 if (plyr == NULL)
1817 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1790 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
1819 break; 1792 break;
1820 1793
1821 if (!plyr) 1794 if (!plyr)
1822 { 1795 {
1823 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
1824 return 0; 1797 return 0;
1825 } 1798 }
1826 /* give sp */ 1799 /* give sp */
1827 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
1828 { 1801 {
1829 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1804 return 1;
1832 } 1805 }
1833 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1807 else if (op != plyr)
1835 { 1808 {
1840 if (rate > 95) 1813 if (rate > 95)
1841 rate = 95; 1814 rate = 95;
1842 1815
1843 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
1844 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
1845 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
1846 { 1819 {
1847 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
1850 if (sucked > 0) 1823 if (sucked > 0)
1851 { 1824 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1826 }
1854 } 1827 }
1855 return 1; 1828 return 1;
1856 } 1829 }
1857 return 0; 1830 return 0;
1894 1867
1895 /* don't attack our own spells */ 1868 /* don't attack our own spells */
1896 if (tmp->owner && tmp->owner == op->owner) 1869 if (tmp->owner && tmp->owner == op->owner)
1897 continue; 1870 continue;
1898 1871
1899 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
1900 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
1901 * monsters either. 1874 * monsters either.
1902 */ 1875 */
1903 1876
1904 if (head->attacktype & AT_MAGIC 1877 if (head->attacktype & AT_MAGIC
1905 && !(head->attacktype & AT_COUNTERSPELL) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1906 && !QUERY_FLAG (head, FLAG_MONSTER) 1879 && !head->flag [FLAG_MONSTER]
1907 && (op->level > head->level)) 1880 && (op->level > head->level))
1908 head->destroy (); 1881 head->destroy ();
1909 else 1882 else
1910 switch (head->type) 1883 switch (head->type)
1911 { 1884 {
1912 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C 1887 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (tmp->flag [FLAG_IS_FLOOR])
1916 continue; 1889 continue;
1917 1890
1918 if (op->level > head->level) 1891 if (op->level > head->level)
1919 head->destroy (); 1892 head->destroy ();
1920 1893
1933 break; 1906 break;
1934 } 1907 }
1935 } 1908 }
1936} 1909}
1937 1910
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1941int 1912int
1942cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
1943{ 1914{
1944 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
1945 1916
1946 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
1947 1918
1948 if (!god) 1919 if (!god)
1949 { 1920 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1921 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1951 return 0; 1922 return 0;
1952 } 1923 }
1953 1924
1954 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
1955 { 1926 {
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
1957 break; 1928 break;
1958 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
1959 { 1930 {
1960 1931
1961 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
1962 { 1933 {
1963 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1934 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1964 return 0; 1935 return 0;
1965 } 1936 }
1966 else 1937 else
1967 { 1938 {
1968 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1941 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
1973 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1976 return 1; 1949 return 1;
1977 } 1950 }
1978 } 1951 }
1979 } 1952 }
1980 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1953
1954 op->failmsg ("You are not standing over an altar!");
1981 return 0; 1955 return 0;
1982} 1956}
1983 1957
1984/* animate_weapon - 1958/* animate_weapon -
1985 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1959 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1986 * The golem is based on the archetype specified, modified by the caster's level 1960 * The golem is based on the archetype specified, modified by the caster's level
1987 * and the attributes of the weapon. The weapon is inserted in the golem's 1961 * and the attributes of the weapon. The weapon is inserted in the golem's
1988 * inventory so that it falls to the ground when the golem dies. 1962 * inventory so that it falls to the ground when the golem dies.
1989 * This code was very odd - code early on would only let players use the spell, 1963 * This code was very odd - code early on would only let players use the spell,
1990 * yet the code wass full of player checks. I've presumed that the code 1964 * yet the code wass full of player checks. I've presumed that the code
1991 * that only let players use it was correct, and removed all the other 1965 * that only let players use it was correct, and removed all the other
1992 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
1993 */ 1967 */
1994int 1968int
1995animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
1996{ 1970{
1997 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
1999 int a, i; 1972 int a, i;
2000 sint16 x, y; 1973 sint16 x, y;
2001 maptile *m; 1974 maptile *m;
2002 materialtype_t *mt;
2003 1975
2004 if (!spell->other_arch) 1976 if (!spell->other_arch)
2005 { 1977 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2018 return 0; 1990 return 0;
2019 } 1991 }
2020 1992
2021 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2022 if (!dir) 1994 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1995 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2024 1996
2025 m = op->map; 1997 m = op->map;
2026 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2028 2000
2029 /* if there's no place to put the golem, abort */ 2001 /* 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) || 2002 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)) 2003 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2004 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2034 return 0; 2006 return 0;
2035 } 2007 }
2036 2008
2037 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2038 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2039 2011
2040 if (!weapon) 2012 if (!weapon)
2041 { 2013 {
2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 op->failmsg ("You must mark a weapon to use with this spell!");
2043 return 0; 2015 return 0;
2044 } 2016 }
2017
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2019 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2048 return 0; 2021 return 0;
2049 } 2022 }
2023
2050 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2051 { 2025 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2026 op->failmsg ("You need to wield a weapon to animate it.");
2053 return 0; 2027 return 0;
2054 } 2028 }
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2056 { 2031 {
2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2032 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2058 return 0; 2033 return 0;
2059 } 2034 }
2060 2035
2061 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2037
2068 /* create the golem object */ 2038 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2070 2040
2071 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2073 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2074 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2075 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2076 tmp->set_owner (op); 2046 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2047 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2079 2049
2080 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2082 * used above. 2052 * used above.
2083 */ 2053 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2085 weapon->remove (); 2055 weapon->remove ();
2086 2056
2087 insert_ob_in_ob (weapon, tmp); 2057 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2058
2089 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc) 2061 * body_info, skills, etc)
2092 */ 2062 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2094 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2095 tmp->update_stats (); 2065 tmp->update_stats ();
2096 2066
2097 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2098 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2099 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2119 2089
2120 /* attacktype */ 2090 /* attacktype */
2121 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2123 2093
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++) 2094 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2131 a = mt->save[0]; 2096
2132 } 2097 a = op->material->save[0];
2133 else 2098
2134 {
2135 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5;
2137 a = 10;
2138 }
2139 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2149 2109
2150 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2151 2111
2152 if (a > 14) 2112 if (a > 14)
2153 a = 14; 2113 a = 14;
2114
2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2155 2116
2156 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2118 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2158 2119
2159 if (!spell->race) 2120 if (!spell->race)
2160 { 2121 {
2161 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2162 tmp->name = buf; 2123 tmp->name = buf;
2168 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2131 }
2171 2132
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* make experience increase in proportion to the strength of the summoned creature. */
2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2134 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2135
2175 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2176 tmp->direction = dir; 2137 tmp->direction = dir;
2177 2138
2178 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2183 2144
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2186 */ 2147 */
2187
2188int 2148int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2150{
2191 int success; 2151 int success;
2192 2152
2196 success = op->map->change_map_light (spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2197 2157
2198 if (!success) 2158 if (!success)
2199 { 2159 {
2200 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2202 else 2162 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2204 } 2164 }
2165
2205 return success; 2166 return success;
2206} 2167}
2207
2208
2209
2210
2211 2168
2212/* create an aura spell object and put it in the player's inventory. 2169/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2170 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2171 * spell is the spell object itself.
2215 */ 2172 */
2221 2178
2222 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2223 if (new_aura) 2180 if (new_aura)
2224 refresh = 1; 2181 refresh = 1;
2225 else 2182 else
2226 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2227 2184
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2186
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2188
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2235 2191
2236 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2237 if (refresh) 2194 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2196 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2241 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2242 return 1; 2202 return 1;
2243} 2203}
2244
2245 2204
2246/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2247 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2248 * around him. 2207 * around him.
2249 * Aura parameters: 2208 * Aura parameters:
2250 * duration: duration counter. 2209 * duration: duration counter.
2251 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2253 */ 2212 */
2254
2255void 2213void
2256move_aura (object *aura) 2214move_aura (object *aura)
2257{ 2215{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2263 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2264 2219
2265 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2267 */ 2222 */
2268 aura->remove (); 2223 aura->remove ();
2269 2224
2270 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2271 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2273 aura->destroy (); 2228 aura->destroy ();
2274 return; 2229 return;
2275 } 2230 }
2276 2231
2277 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2279 { 2234 {
2280 aura->destroy (); 2235 aura->destroy ();
2281 return; 2236 return;
2282 } 2237 }
2283 2238
2284 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2286 */ 2241 */
2287 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2288 2243
2289 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2290 { 2245 {
2291 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2292 2248
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 2249 /* 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 2250 * 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. 2251 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2252 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2254 {
2303 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2304 2256
2305 if (aura->other_arch) 2257 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2258 pos.insert (aura->other_arch->instance (), aura);
2307 } 2259 }
2308 } 2260 }
2309 2261
2310 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2311 aura->remove (); 2263 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2313} 2265}
2314 2266
2315/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2316 * op is the piece object. 2268 * op is the piece object.
2317 */ 2269 */
2318
2319void 2270void
2320move_peacemaker (object *op) 2271move_peacemaker (object *op)
2321{ 2272{
2322 object *tmp; 2273 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 { 2274 {
2326 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2327 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2328 2277
2329 if (tmp->head) 2278 if (!victim->flag [FLAG_MONSTER])
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2279 continue;
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2334 continue; 2282 continue;
2283
2335 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2336 continue; 2285 continue;
2337 2286
2338 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2340 2289
2341 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2291 {
2343 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2344 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2347#if 0 2297#if 0
2348 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2352 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2353 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2354 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2355#endif 2305#endif
2356 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2361 if (victim->name) 2312 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2314 }
2365 }
2366 } 2315 }
2367} 2316}
2368
2369 2317
2370/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2372 */ 2320 */
2373
2374int 2321int
2375write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2376{ 2323{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2381 { 2325 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2383 return 0; 2327 return 0;
2384 } 2328 }
2385 2329
2386 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2387 { 2331 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2333 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2334 return 0;
2391 } 2335 }
2336
2392 if (!spell->other_arch) 2337 if (!spell->other_arch)
2393 return 0; 2338 return 0;
2394 tmp = arch_to_object (spell->other_arch);
2395 2339
2396 snprintf (rune, sizeof (rune), "%s\n", msg); 2340 object *tmp = spell->other_arch->instance ();
2397 2341
2398 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2343 tmp->msg = msg;
2400 2344
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2402 return 1; 2347 return 1;
2403} 2348}
2349

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