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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC vs.
Revision 1.145 by root, Wed Nov 16 23:42:03 2016 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 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.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 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));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
78 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;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 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));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 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));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_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)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 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);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 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);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 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);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 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 ())
205 pick_up (op, missile); 206 pick_up (op, missile);
206 207
207 return 1; 208 return 1;
208} 209}
209 210
210
211/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
212 * 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*/
213int 213int
214cast_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)
215{ 215{
216 int food_value; 216 int food_value;
217 archetype *at = NULL; 217 archetype *at = NULL;
218 object *new_op; 218 object *new_op;
219 219
220 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);
221 221
222 if (stringarg) 222 if (spellparam)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 spellparam = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!spellparam)
232 { 232 {
233 archetype *at_tmp; 233 archetype *at_tmp;
234 234
235 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
261 /* 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
262 * know 262 * know
263 */ 263 */
264 if (!at) 264 if (!at)
265 { 265 {
266 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.");
267 return 0; 267 return 0;
268 } 268 }
269 269
270 food_value /= at->stats.food; 270 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 271 new_op = at->instance ();
272 new_op->nrof = food_value; 272 new_op->nrof = food_value;
273 273
274 new_op->value = 0; 274 new_op->value = 0;
275 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
276 new_op->nrof = 1; 276 new_op->nrof = 1;
284{ 284{
285 int r, mflags, maxrange; 285 int r, mflags, maxrange;
286 object *tmp; 286 object *tmp;
287 maptile *m; 287 maptile *m;
288 288
289
290 if (!dir) 289 if (!dir)
291 { 290 {
292 examine_monster (op, op); 291 examine_monster (op, op);
293 return 1; 292 return 1;
294 } 293 }
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);
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'.
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 buf << '\0'; // zero-terminate 598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 599
621 return 1; 600 return 1;
622} 601}
623 602
624/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
650 629
651 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 if ((spell_ob->move_block || x != op->x || y != op->y) &&
652 (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) ||
653 ((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)))
654 { 633 {
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
656 return 0; 635 return 0;
657 } 636 }
658 637
659 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 639 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 640 else if (spell_ob->race)
662 { 641 {
663 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
664 643
665 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 650 return 0;
672 } 651 }
673 652
674 tmp = arch_to_object (at); 653 tmp = at->instance ();
675 } 654 }
676 else 655 else
677 { 656 {
678 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);
679 return 0; 658 return 0;
684 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
685 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);
686 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);
687 tmp->range = 0; 666 tmp->range = 0;
688 } 667 }
689 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
690 { 669 {
691 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);
692 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
693 } 672 }
694 673
695 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])
696 { 675 {
697 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);
698 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
699 } 678 }
700 679
701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680 if (spell_ob->flag [FLAG_TEAR_DOWN])
702 { 681 {
703 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);
704 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
705 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
706 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
707 } 686 }
708 687
709 /* 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,
710 * 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
711 * earthwalls, though, so they survive restarts. 690 * earthwalls, though, so they survive restarts.
712 */ 691 */
713 if (tmp->type != EARTHWALL) //TODO 692 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 693 tmp->set_owner (op);
715 694
716 set_spell_skill (op, caster, spell_ob, tmp); 695 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 696 tmp->level = casting_level (caster, spell_ob) / 2;
718 697
719 name = tmp->name; 698 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 699 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 700 {
722 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);
723 return 0; 702 return 0;
724 } 703 }
725 704
726 /* 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 */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 708
730 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
753 object *tmp2 = tmp->clone (); 732 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 733 m->insert (tmp2, x, y, op);
755 734
756 /* 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 */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 737 tmp2->insert (tmp2->other_arch->instance ());
759 738
760 } 739 }
761 else 740 else
762 posblocked = 1; 741 posblocked = 1;
763 742
770 { 749 {
771 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
773 752
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
776 } 755 }
777 else 756 else
778 negblocked = 1; 757 negblocked = 1;
779 } 758 }
780 759
781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
782 update_all_los (op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
783 762
784 return 1; 763 return 1;
785} 764}
786 765
787int 766int
788dimension_door (object *op, object *caster, object *spob, int dir) 767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 768{
790 uint32 dist, maxdist; 769 uint32 dist, maxdist;
791 int mflags; 770 int mflags;
792 maptile *m; 771 maptile *m;
793 sint16 sx, sy; 772 sint16 sx, sy;
795 if (op->type != PLAYER) 774 if (op->type != PLAYER)
796 return 0; 775 return 0;
797 776
798 if (!dir) 777 if (!dir)
799 { 778 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 779 op->failmsg ("In what direction?");
801 return 0; 780 return 0;
802 } 781 }
803 782
804 /* 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
805 * ever, so put limits in. 784 * ever, so put limits in.
806 */ 785 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 787
809 if (op->contr->count) 788 if (spellparam)
810 { 789 {
790 int count = atoi (spellparam);
791
811 if (op->contr->count > maxdist) 792 if (count > maxdist)
812 { 793 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 794 op->failmsg ("You can't dimension door that far!");
814 return 0; 795 return 0;
815 } 796 }
816 797
817 for (dist = 0; dist < op->contr->count; dist++) 798 for (dist = 0; dist < count; dist++)
818 { 799 {
819 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);
820 801
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 803 break;
823 804
824 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)))
825 break; 806 break;
826 } 807 }
827 808
828 if (dist < op->contr->count) 809 if (dist < count)
829 { 810 {
830 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");
831 op->contr->count = 0;
832 return 0; 812 return 0;
833 } 813 }
834
835 op->contr->count = 0;
836 814
837 /* Remove code that puts player on random space on maps. IMO, 815 /* Remove code that puts player on random space on maps. IMO,
838 * 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,
839 * 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
840 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
882 break; 860 break;
883 861
884 } 862 }
885 if (!dist) 863 if (!dist)
886 { 864 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
888 return 0; 866 return 0;
889 } 867 }
890 } 868 }
891 869
892 /* Actually move the player now */ 870 /* Actually move the player now */
893 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)))
894 return 1; 872 return 1;
895 873
896 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
897 return 1; 876 return 1;
898} 877}
899
900 878
901/* cast_heal: Heals something. 879/* cast_heal: Heals something.
902 * op is the caster. 880 * op is the caster.
903 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
904 * spell is the spell object. 882 * spell is the spell object.
931 { 909 {
932 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 912 * on amount of damage healed.
935 */ 913 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
938 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
939 918
940 if (tmp->stats.hp >= tmp->stats.maxhp) 919 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 921 else if (heal > 50)
951 success = 1; 930 success = 1;
952 } 931 }
953 } 932 }
954 933
955 if (spell->attacktype & AT_DISEASE) 934 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 935 if (cure_disease (tmp, op, spell))
957 success = 1; 936 success = 1;
958 937
959 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
960 { 939 {
961 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
963 if (poison) 942 if (poison)
964 { 943 {
965 success = 1; 944 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 947 }
969 } 948 }
970 949
971 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
972 { 951 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 953 if (poison)
975 { 954 {
976 success = 1; 955 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 957 poison->duration = 1;
979 } 958 }
980 } 959 }
981 960
982 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
983 { 962 {
984 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
986 if (poison) 965 if (poison)
987 { 966 {
988 success = 1; 967 success = 1;
989 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.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 987 success = 1;
1009 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!");
1010 } 989 }
1011 990
1012 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 992 {
1014 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1015 if (tmp->stats.food > 999) 994 min_it (tmp->stats.food, MAX_FOOD);
1016 tmp->stats.food = 999; 995
1017 success = 1; 996 success = 1;
1018 /* 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 */
1019 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");
1020 } 999 }
1021 1000
1035 "You don't feel any more powerful." 1014 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1015 "You are no easier to look at.",
1037}; 1016};
1038 1017
1039int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1040cast_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)
1041{ 1026{
1042 object *force = NULL; 1027 object *force = 0;
1043 int i; 1028 int i;
1044 1029
1045 /* 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. */
1046 object *tmp = dir 1031 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1032 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1033 : op;
1049 1034
1050 if (!tmp) 1035 if (!tmp)
1051 return 0; 1036 return 0;
1052 1037
1053 /* 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. */
1061 break; 1046 break;
1062 } 1047 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1049 {
1065 if (!silent) 1050 if (!silent)
1066 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
1067 return 0; 1054 return 0;
1068 } 1055 }
1069 } 1056 }
1070 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1071 if (force == NULL) 1061 if (force)
1072 {
1073 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY;
1075 if (spell_ob->race)
1076 force->name = spell_ob->race;
1077 else
1078 force->name = spell_ob->name;
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1062 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1063 if (duration > force->duration)
1089 { 1064 {
1090 force->duration = duration; 1065 force->duration = duration;
1091 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.");
1092 } 1067 }
1093 else 1068 else
1094 {
1095 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.");
1096 }
1097 1070
1098 return 1; 1071 return 1;
1099 } 1072 }
1100 1073
1101 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
1102 force->speed = 1.0; 1089 force->speed = 1.0;
1103 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1105 1092
1106 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1107 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1108 {
1109 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1110 {
1111 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));
1112 if (force->resist[i] > 100)
1113 force->resist[i] = 100;
1114 }
1115 }
1116 1097
1117 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1118 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);
1119 1100
1120 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1139 } 1120 }
1140 } 1121 }
1141 1122
1142 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1143 1124
1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1145 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1146 1127
1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1148 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1149 1130
1150 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1151 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1152 { 1133 {
1153 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1173 */ 1154 */
1174int 1155int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1157{
1177 int i; 1158 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1160
1180 /* 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. */
1181 if (dir != 0) 1162 if (dir != 0)
1182 { 1163 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (!tmp)
1167 return 0;
1184 } 1168 }
1185 else 1169 else
1186 {
1187 tmp = op; 1170 tmp = op;
1188 }
1189 1171
1190 /* 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. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1174 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1176 {
1195 if (tmp2->name == spell_ob->name) 1177 if (tmp2->name == spell_ob->name)
1196 { 1178 {
1202 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);
1203 return 0; 1185 return 0;
1204 } 1186 }
1205 } 1187 }
1206 } 1188 }
1189
1207 if (force == NULL) 1190 if (force == NULL)
1208 { 1191 {
1209 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1194 if (spell_ob->race)
1212 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1213 else 1196 else
1214 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1229 { 1212 {
1230 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.");
1231 } 1214 }
1232 return 0; 1215 return 0;
1233 } 1216 }
1217
1234 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;
1235 force->speed = 1.0; 1219 force->speed = 1.0;
1236 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1238 1222
1239 if (!god) 1223 if (!god)
1240 { 1224 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1226 }
1243 else 1227 else
1244 { 1228 {
1245 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1249 {
1250 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]);
1251 } 1233
1252 }
1253 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1254 1235
1255 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1257 1238
1276} 1257}
1277 1258
1278/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1279 * 1260 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1262 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1263 *
1286 * 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
1287 * the maximum number of large nuggets you could get. 1265 * itself. It uses the value of the object before charisma adjustments,
1288 * 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
1289 * to the max amount of small nuggets as you could get. 1267 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1268 *
1294 * 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
1295 * 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
1296 * alchemised. 1271 * alchemised.
1297 */ 1272 */
1298static void 1273static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1275{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1277
1303 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1304 * 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
1305 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1283 * the stuff back to town.
1309 */ 1284 */
1310 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1285 if (obj->flag [FLAG_UNPAID])
1311 value = 0; 1286 value = 0;
1312 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1313 value /= 3; 1288 value /= 3;
1314 else 1289 else
1315 value = value * 9 / 10; 1290 value = value * 9 / 10;
1320 total_weight += obj->total_weight (); 1295 total_weight += obj->total_weight ();
1321 1296
1322 obj->destroy (); 1297 obj->destroy ();
1323} 1298}
1324 1299
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1300int
1356alchemy (object *op, object *caster, object *spell_ob) 1301alchemy (object *op, object *caster, object *spell_ob)
1357{ 1302{
1358 if (op->type != PLAYER) 1303 if (op->type != PLAYER)
1359 return 0; 1304 return 0;
1360 1305
1361 object *large = get_archetype ("largenugget"); 1306 archetype *nugget[3];
1362 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);
1363 1311
1364 /* 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
1365 * some, and also prevents people from alchemising every table/chair/clock 1313 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1314 * in sight
1367 */ 1315 */
1396 1344
1397 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)
1398 { 1346 {
1399 next = tmp->above; 1347 next = tmp->above;
1400 1348
1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1403 { 1351 {
1404 if (tmp->inv) 1352 if (tmp->inv)
1405 { 1353 {
1406 object *next1, *tmp1; 1354 object *next1, *tmp1;
1407 1355
1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1409 { 1357 {
1410 next1 = tmp1->below; 1358 next1 = tmp1->below;
1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1413 alchemy_object (tmp1, value, weight); 1361 alchemy_object (tmp1, value, weight);
1414 } 1362 }
1415 } 1363 }
1416 1364
1417 alchemy_object (tmp, value, weight); 1365 alchemy_object (tmp, value, weight);
1419 if (weight > weight_max) 1367 if (weight > weight_max)
1420 break; 1368 break;
1421 } 1369 }
1422 } 1370 }
1423 1371
1372 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1373 value = min (value, value_max);
1425 1374
1426 uint64 count = value / large->value; 1375 for (int i = 0; i < array_length (nugget); ++i)
1427 int large_nuggets = count; 1376 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1377 {
1437 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 }
1438 1385
1439 if (weight > weight_max) 1386 if (weight > weight_max)
1440 goto bailout; 1387 goto bailout;
1441 } 1388 }
1442 } 1389 }
1443 1390
1444bailout: 1391bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1392 return 1;
1448} 1393}
1449
1450 1394
1451/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1452 * items. 1396 * items.
1453 */ 1397 */
1454int 1398int
1455remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1456{ 1400{
1457 object *tmp;
1458 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1459 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
1460 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1464 { 1411 {
1465 was_one++; 1412 ++was_one;
1413
1466 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1467 { 1415 {
1468 success++; 1416 ++success;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1470 CLEAR_FLAG (tmp, FLAG_DAMNED);
1471 1418
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1426 }
1478 } 1427 }
1479 1428
1480 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1481 { 1430 {
1482 if (success) 1431 if (success)
1483 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.>");
1484 else 1433 else
1485 { 1434 {
1486 if (was_one) 1435 if (was_one)
1487 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.>");
1488 else 1437 else
1489 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.>");
1490 } 1439 }
1491 } 1440 }
1492 1441
1493 return success; 1442 return success;
1494} 1443}
1495 1444
1496/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1497
1498int 1446int
1499cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1500{ 1448{
1501 object *tmp; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1502 int success = 0, num_ident;
1503 1450
1504 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));
1505 1452
1506 if (num_ident < 1) 1453 op->splay_marked ();
1507 num_ident = 1;
1508 1454
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1456 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1512 { 1458 {
1513 identify (tmp); 1459 identify (tmp);
1514 1460
1515 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1516 { 1462 {
1517 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));
1518 1464
1519 if (tmp->msg) 1465 if (tmp->msg)
1520 { 1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524 } 1467 }
1525 1468
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1469 if (!--num_ident)
1529 break; 1470 break;
1530 } 1471 }
1531 } 1472 }
1532 1473
1533 /* 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
1534 * 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
1535 * was not fully used. 1476 * was not fully used.
1536 */ 1477 */
1537 if (num_ident) 1478 if (num_ident)
1538 { 1479 {
1539 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)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1541 { 1482 {
1542 identify (tmp); 1483 identify (tmp);
1543 1484
1544 if (op->type == PLAYER) 1485 if (object *pl = tmp->visible_to ())
1545 { 1486 {
1546 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));
1547 1488
1548 if (tmp->msg) 1489 if (tmp->msg)
1549 { 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 } 1491 }
1556 1492
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1493 if (!--num_ident)
1560 break; 1494 break;
1561 } 1495 }
1562 } 1496 }
1563 1497
1564 if (!success) 1498 if (buf.empty ())
1565 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 }
1566 else 1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1567 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1568 1509 return 1;
1569 return success; 1510 }
1570} 1511}
1571 1512
1572int 1513int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1515{
1575 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1576 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1577 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1578 maptile *m; 1519 maptile *m;
1579 1520
1580 /* 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
1581 * doing it over and over again. 1522 * doing it over and over again.
1582 */ 1523 */
1583 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1527
1587 if (!skill) 1528 if (!skill)
1588 skill = caster; 1529 skill = caster;
1589 1530
1590 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1591 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1592 { 1533 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the 1534 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1537 * down - that is easier than working up.
1602 */ 1538 */
1603 1539
1604 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)
1605 last = tmp; 1541 last = tmp;
1606 1542
1607 /* 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
1608 * would happen. 1544 * would happen.
1609 */ 1545 */
1610 if (!last) 1546 if (!last)
1611 continue; 1547 continue;
1612 1548
1613 done_one = 0; 1549 done_one = 0;
1614 floor = 0; 1550 floor = 0;
1615 detect = NULL; 1551 detect = 0;
1616 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1553 {
1618 /* show invisible */ 1554 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1620 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1623 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1624 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
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1627 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)
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1629 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)))
1630 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1631 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)
1632 { 1579 {
1633 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
1634 done_one = 1; 1662 done_one = 1;
1635 } 1663 }
1636 } 1664 }
1637
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1;
1640
1641 /* All detections below this point don't descend beneath the floor,
1642 * so just continue on. We could be clever and look at the type of
1643 * detection to completely break out if we don't care about objects beneath
1644 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */
1646 if (floor)
1647 continue;
1648
1649 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant.
1654 */
1655
1656 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4;
1664 done_one = 1;
1665 }
1666 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 {
1669 done_one = 2;
1670 if (!detect)
1671 detect = tmp;
1672 }
1673 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match.
1676 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1679 (strstr (spell->race, tmp->race))))
1680 {
1681 done_one = 2;
1682 if (!detect)
1683 detect = tmp;
1684 }
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1;
1690 }
1691 } /* for stack of objects on this space */ 1665 } /* for stack of objects on this space */
1692 1666
1693 /* 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
1694 * where the magic is. 1668 * where the magic is.
1695 */ 1669 */
1696 if (done_one) 1670 if (done_one)
1697 { 1671 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1699 1673
1700 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
1702 { 1676 {
1703 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
1710 } 1684 }
1711 1685
1712 m->insert (detect_ob, nx, ny, op); 1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1713 } 1687 }
1714 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
1715 1689
1716 1690
1717 /* 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 */
1718 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])
1719 { 1693 {
1720 done_one = 0; 1694 done_one = 0;
1695
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1697 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1724 { 1699 {
1725 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])
1726 { 1701 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1706 }
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
1732 (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]))
1733 { 1710 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1715 }
1738 } /* if item is not identified */ 1716 } /* if item is not identified */
1739 } /* for the players inventory */ 1717 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
1741 return 1; 1720 return 1;
1742} 1721}
1743 1722
1744 1723
1745/** 1724/**
1758 1737
1759 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.");
1760 1739
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1741 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1766
1767 /* Explodes a fireball centered at player */
1768 tmp = get_archetype (EXPLODING_FIREBALL);
1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1771
1772 tmp->insert_at (victim);
1773 victim->stats.sp = 2 * victim->stats.maxsp; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
1774 } 1745 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1776 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.");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 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!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1751 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1805 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
1806 1777
1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1808 { 1779 {
1809 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)
1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
1811 break; 1782 break;
1812 } 1783 }
1813 1784
1814 1785
1815 /* 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
1816 * 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.
1817 */ 1788 */
1818 if (plyr == NULL) 1789 if (plyr == NULL)
1819 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)
1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
1821 break; 1792 break;
1822 1793
1823 if (!plyr) 1794 if (!plyr)
1824 { 1795 {
1825 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
1826 return 0; 1797 return 0;
1827 } 1798 }
1828 /* give sp */ 1799 /* give sp */
1829 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
1830 { 1801 {
1831 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);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1804 return 1;
1834 } 1805 }
1835 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1807 else if (op != plyr)
1837 { 1808 {
1842 if (rate > 95) 1813 if (rate > 95)
1843 rate = 95; 1814 rate = 95;
1844 1815
1845 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
1846 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
1847 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
1848 { 1819 {
1849 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
1852 if (sucked > 0) 1823 if (sucked > 0)
1853 { 1824 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1826 }
1856 } 1827 }
1857 return 1; 1828 return 1;
1858 } 1829 }
1859 return 0; 1830 return 0;
1903 * monsters either. 1874 * monsters either.
1904 */ 1875 */
1905 1876
1906 if (head->attacktype & AT_MAGIC 1877 if (head->attacktype & AT_MAGIC
1907 && !(head->attacktype & AT_COUNTERSPELL) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1908 && !QUERY_FLAG (head, FLAG_MONSTER) 1879 && !head->flag [FLAG_MONSTER]
1909 && (op->level > head->level)) 1880 && (op->level > head->level))
1910 head->destroy (); 1881 head->destroy ();
1911 else 1882 else
1912 switch (head->type) 1883 switch (head->type)
1913 { 1884 {
1914 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C 1887 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (tmp->flag [FLAG_IS_FLOOR])
1918 continue; 1889 continue;
1919 1890
1920 if (op->level > head->level) 1891 if (op->level > head->level)
1921 head->destroy (); 1892 head->destroy ();
1922 1893
1935 break; 1906 break;
1936 } 1907 }
1937 } 1908 }
1938} 1909}
1939 1910
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1943int 1912int
1944cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
1945{ 1914{
1946 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
1947 1916
1948 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
1949 1918
1950 if (!god) 1919 if (!god)
1951 { 1920 {
1952 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!");
1953 return 0; 1922 return 0;
1954 } 1923 }
1955 1924
1956 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
1957 { 1926 {
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
1959 break; 1928 break;
1960 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
1961 { 1930 {
1962 1931
1963 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
1964 { 1933 {
1965 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);
1966 return 0; 1935 return 0;
1967 } 1936 }
1968 else 1937 else
1969 { 1938 {
1970 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1941 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
1975 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
1977 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);
1978 return 1; 1949 return 1;
1979 } 1950 }
1980 } 1951 }
1981 } 1952 }
1982 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!");
1983 return 0; 1955 return 0;
1984} 1956}
1985 1957
1986/* animate_weapon - 1958/* animate_weapon -
1987 * 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.
1994 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
1995 */ 1967 */
1996int 1968int
1997animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
1998{ 1970{
1999 object *weapon, *tmp;
2000 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2001 int a, i; 1972 int a, i;
2002 sint16 x, y; 1973 sint16 x, y;
2003 maptile *m; 1974 maptile *m;
2004 1975
2019 return 0; 1990 return 0;
2020 } 1991 }
2021 1992
2022 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2023 if (!dir) 1994 if (!dir)
2024 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);
2025 1996
2026 m = op->map; 1997 m = op->map;
2027 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2029 2000
2030 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2031 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)
2032 ((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))
2033 { 2004 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2035 return 0; 2006 return 0;
2036 } 2007 }
2037 2008
2038 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2039 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2040 2011
2041 if (!weapon) 2012 if (!weapon)
2042 { 2013 {
2043 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!");
2044 return 0; 2015 return 0;
2045 } 2016 }
2017
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2019 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2049 return 0; 2021 return 0;
2050 } 2022 }
2023
2051 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2052 { 2025 {
2053 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.");
2054 return 0; 2027 return 0;
2055 } 2028 }
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2057 { 2031 {
2058 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));
2059 return 0; 2033 return 0;
2060 } 2034 }
2061 2035
2062 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2037
2069 /* create the golem object */ 2038 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2071 2040
2072 /* 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 */
2073 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2074 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2075 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2076 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2077 tmp->set_owner (op); 2046 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2047 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2080 2049
2081 /* 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
2082 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2083 * used above. 2052 * used above.
2084 */ 2053 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2086 weapon->remove (); 2055 weapon->remove ();
2087 2056
2088 insert_ob_in_ob (weapon, tmp); 2057 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2058
2090 /* 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,
2091 * 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
2092 * body_info, skills, etc) 2061 * body_info, skills, etc)
2093 */ 2062 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2095 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2096 tmp->update_stats (); 2065 tmp->update_stats ();
2097 2066
2098 /* 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
2099 * 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 -
2100 * 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.
2120 2089
2121 /* attacktype */ 2090 /* attacktype */
2122 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2123 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2124 2093
2125 if (materialtype_t *mt = name_to_material (op->materialname))
2126 {
2127 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2128 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2129 a = mt->save[0]; 2096
2130 } 2097 a = op->material->save[0];
2131 else
2132 {
2133 for (i = 0; i < NROFATTACKS; i++)
2134 tmp->resist[i] = 5;
2135 a = 10;
2136 }
2137 2098
2138 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2139 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2140 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2141 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2149 /* 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 */
2150 2111
2151 if (a > 14) 2112 if (a > 14)
2152 a = 14; 2113 a = 14;
2153 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 ();
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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