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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC vs.
Revision 1.146 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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'.
482 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
483 * time delay effect. 477 * time delay effect.
484 */ 478 */
485int 479int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 481{
488 object *dummy; 482 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 483 return 0;
493 484
494 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
495 { 486 {
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 488 return 1;
498 } 489 }
499 490
500 dummy = get_archetype (FORCE_NAME); 491 object *dummy = archetype::get (FORCE_NAME);
501 if (dummy == NULL)
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0;
506 }
507 492
508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
509 if (time < 1)
510 time = 1;
511 494
512 /* value of speed really doesn't make much difference, as long as it is 495 /* value of speed really doesn't make much difference, as long as it is
513 * positive. Lower value may be useful so that the problem doesn't 496 * positive. Lower value may be useful so that the problem doesn't
514 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
515 */ 498 */
516 dummy->set_speed (0.002); 499 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
520 503 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 504 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 505 dummy->stats.sp = op->contr->bed_y;
523 */
524 EXIT_PATH (dummy) = op->contr->savebed_map;
525 EXIT_X (dummy) = op->contr->bed_x;
526 EXIT_Y (dummy) = op->contr->bed_y;
527 506
528 op->insert (dummy); 507 op->insert (dummy);
529 508
530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531 510
570 549
571int 550int
572perceive_self (object *op) 551perceive_self (object *op)
573{ 552{
574 const char *cp = describe_item (op, op); 553 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
576 555
577 dynbuf_text buf; 556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 557
579 if (player *pl = op->contr) 558 if (!op->is_player ())
559 return 0;
560
580 if (object *race = archetype::find (op->race)) 561 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 562 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 563
583 if (object *god = find_god (determine_god (op))) 564 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 565 buf << " - You worship " << &god->name << ".\n";
585 else 566 else
586 buf << "You worship no god.\n"; 567 buf << " - You worship no god.\n";
587 568
588 object *tmp = present_arch_in_ob (at, op); 569 object *tmp = present_arch_in_ob (at, op);
589 570
590 if (*cp == '\0' && tmp == NULL) 571 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 572 buf << " - You feel very mundane. ";
592 else 573 else
593 { 574 {
594 buf << "You have: " << cp << ".\n"; 575 buf << " - You have: " << cp << ".\n";
595 576
596 if (tmp) 577 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 579 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 580 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 581 }
601 582
602 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 586 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 588 {
608 if (tmp->stats.exp == 0) 589 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 590 buf << " - Your metabolism isn't focused on anything.\n";
610 else 591 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 592 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 593
613 break; 594 break;
614 } 595 }
615 } 596 }
616 597
617 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
734 * blocked spaces. 713 * blocked spaces.
735 */ 714 */
736 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 715 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
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
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 pyrite ("false gold"), henceforth called gold nuggets. 1262 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * 1263 *
1283 * The value of the gold nuggets being about 90% of that of the item 1264 * The value of the gold nuggets being about 90% of that of the item
1284 * itself. It uses the value of the object before charisma adjustments, 1265 * itself. It uses the value of the object before charisma adjustments,
1285 * because the nuggets themselves will be will be adjusted by charisma 1266 * because the nuggets themselves will be will be adjusted by charisma
1286 * when sold. 1267 * when sold.
1287 * 1268 *
1292static void 1273static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1275{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1277
1297 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1298 * 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
1299 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1283 * the stuff back to town.
1303 */ 1284 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1285 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1286 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1288 value /= 3;
1308 else 1289 else
1309 value = value * 9 / 10; 1290 value = value * 9 / 10;
1322 if (op->type != PLAYER) 1303 if (op->type != PLAYER)
1323 return 0; 1304 return 0;
1324 1305
1325 archetype *nugget[3]; 1306 archetype *nugget[3];
1326 1307
1327 nugget[0] = archetype::find ("pyrite3"); 1308 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1309 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1310 nugget[2] = archetype::find (shstr_pyrite);
1330 1311
1331 /* 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
1332 * some, and also prevents people from alchemising every table/chair/clock 1313 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1314 * in sight
1334 */ 1315 */
1363 1344
1364 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)
1365 { 1346 {
1366 next = tmp->above; 1347 next = tmp->above;
1367 1348
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1370 { 1351 {
1371 if (tmp->inv) 1352 if (tmp->inv)
1372 { 1353 {
1373 object *next1, *tmp1; 1354 object *next1, *tmp1;
1374 1355
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 { 1357 {
1377 next1 = tmp1->below; 1358 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1380 alchemy_object (tmp1, value, weight); 1361 alchemy_object (tmp1, value, weight);
1381 } 1362 }
1382 } 1363 }
1383 1364
1384 alchemy_object (tmp, value, weight); 1365 alchemy_object (tmp, value, weight);
1389 } 1370 }
1390 1371
1391 value -= rndm (value >> 4); 1372 value -= rndm (value >> 4);
1392 value = min (value, value_max); 1373 value = min (value, value_max);
1393 1374
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1375 for (int i = 0; i < array_length (nugget); ++i)
1395 if (int nrof = value / nugget [i]->value) 1376 if (int nrof = value / nugget [i]->value)
1396 { 1377 {
1397 value -= nrof * nugget[i]->value; 1378 value -= nrof * nugget[i]->value;
1398 1379
1399 object *tmp = arch_to_object (nugget[i]); 1380 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1381 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1382 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1383 op->map->insert (tmp, x, y, op, 0);
1403 } 1384 }
1404 1385
1405 if (weight > weight_max) 1386 if (weight > weight_max)
1406 goto bailout; 1387 goto bailout;
1407 } 1388 }
1408 } 1389 }
1409 1390
1410bailout: 1391bailout:
1411 return 1; 1392 return 1;
1412} 1393}
1413
1414 1394
1415/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1416 * items. 1396 * items.
1417 */ 1397 */
1418int 1398int
1419remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1420{ 1400{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1423 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
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1411 {
1429 was_one++; 1412 ++was_one;
1413
1430 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1431 { 1415 {
1432 success++; 1416 ++success;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1418
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1426 }
1442 } 1427 }
1443 1428
1444 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1445 { 1430 {
1446 if (success) 1431 if (success)
1447 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.>");
1448 else 1433 else
1449 { 1434 {
1450 if (was_one) 1435 if (was_one)
1451 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.>");
1452 else 1437 else
1453 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.>");
1454 } 1439 }
1455 } 1440 }
1456 1441
1457 return success; 1442 return success;
1458} 1443}
1459 1444
1460/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1461
1462int 1446int
1463cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1464{ 1448{
1465 object *tmp; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1466 int success = 0, num_ident;
1467 1450
1468 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));
1469 1452
1470 if (num_ident < 1) 1453 op->splay_marked ();
1471 num_ident = 1;
1472 1454
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1474 { 1456 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1476 { 1458 {
1477 identify (tmp); 1459 identify (tmp);
1478 1460
1479 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1480 { 1462 {
1481 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));
1482 1464
1483 if (tmp->msg) 1465 if (tmp->msg)
1484 { 1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 }
1488 } 1467 }
1489 1468
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1469 if (!--num_ident)
1493 break; 1470 break;
1494 } 1471 }
1495 } 1472 }
1496 1473
1497 /* 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
1498 * 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
1499 * was not fully used. 1476 * was not fully used.
1500 */ 1477 */
1501 if (num_ident) 1478 if (num_ident)
1502 { 1479 {
1503 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)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1505 { 1482 {
1506 identify (tmp); 1483 identify (tmp);
1507 1484
1508 if (op->type == PLAYER) 1485 if (object *pl = tmp->visible_to ())
1509 { 1486 {
1510 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));
1511 1488
1512 if (tmp->msg) 1489 if (tmp->msg)
1513 { 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517
1518 esrv_send_item (op, tmp);
1519 } 1491 }
1520 1492
1521 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1493 if (!--num_ident)
1524 break; 1494 break;
1525 } 1495 }
1526 } 1496 }
1527 1497
1528 if (!success) 1498 if (buf.empty ())
1529 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 }
1530 else 1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1531 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1532 1509 return 1;
1533 return success; 1510 }
1534} 1511}
1535 1512
1536int 1513int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1515{
1539 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1540 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1541 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1542 maptile *m; 1519 maptile *m;
1543 1520
1544 /* 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
1545 * doing it over and over again. 1522 * doing it over and over again.
1546 */ 1523 */
1547 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1527
1551 if (!skill) 1528 if (!skill)
1552 skill = caster; 1529 skill = caster;
1553 1530
1554 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1533 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1534 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1537 * down - that is easier than working up.
1566 */ 1538 */
1567 1539
1568 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)
1569 last = tmp; 1541 last = tmp;
1570 1542
1571 /* 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
1572 * would happen. 1544 * would happen.
1573 */ 1545 */
1574 if (!last) 1546 if (!last)
1575 continue; 1547 continue;
1576 1548
1577 done_one = 0; 1549 done_one = 0;
1578 floor = 0; 1550 floor = 0;
1579 detect = NULL; 1551 detect = 0;
1580 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1553 {
1582 /* show invisible */ 1554 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1584 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1587 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1588 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
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1591 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)
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1593 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)))
1594 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1595 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)
1596 { 1579 {
1597 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
1598 done_one = 1; 1662 done_one = 1;
1599 } 1663 }
1600 } 1664 }
1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643 (strstr (spell->race, tmp->race))))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1665 } /* for stack of objects on this space */
1656 1666
1657 /* 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
1658 * where the magic is. 1668 * where the magic is.
1659 */ 1669 */
1660 if (done_one) 1670 if (done_one)
1661 { 1671 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1663 1673
1664 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
1666 { 1676 {
1667 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1684 }
1675 1685
1676 m->insert (detect_ob, nx, ny, op); 1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1687 }
1678 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
1679 1689
1680 1690
1681 /* 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 */
1682 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])
1683 { 1693 {
1684 done_one = 0; 1694 done_one = 0;
1695
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1697 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1688 { 1699 {
1689 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])
1690 { 1701 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1706 }
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
1696 (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]))
1697 { 1710 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1715 }
1702 } /* if item is not identified */ 1716 } /* if item is not identified */
1703 } /* for the players inventory */ 1717 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
1705 return 1; 1720 return 1;
1706} 1721}
1707 1722
1708 1723
1709/** 1724/**
1722 1737
1723 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.");
1724 1739
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1741 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
1738 } 1745 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 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.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 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!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1751 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1769 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
1770 1777
1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1772 { 1779 {
1773 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)
1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
1775 break; 1782 break;
1776 } 1783 }
1777 1784
1778 1785
1779 /* 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
1780 * 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.
1781 */ 1788 */
1782 if (plyr == NULL) 1789 if (plyr == NULL)
1783 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)
1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
1785 break; 1792 break;
1786 1793
1787 if (!plyr) 1794 if (!plyr)
1788 { 1795 {
1789 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
1790 return 0; 1797 return 0;
1791 } 1798 }
1792 /* give sp */ 1799 /* give sp */
1793 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
1794 { 1801 {
1795 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);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1804 return 1;
1798 } 1805 }
1799 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1807 else if (op != plyr)
1801 { 1808 {
1806 if (rate > 95) 1813 if (rate > 95)
1807 rate = 95; 1814 rate = 95;
1808 1815
1809 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
1810 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
1811 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
1812 { 1819 {
1813 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
1816 if (sucked > 0) 1823 if (sucked > 0)
1817 { 1824 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1826 }
1820 } 1827 }
1821 return 1; 1828 return 1;
1822 } 1829 }
1823 return 0; 1830 return 0;
1860 1867
1861 /* don't attack our own spells */ 1868 /* don't attack our own spells */
1862 if (tmp->owner && tmp->owner == op->owner) 1869 if (tmp->owner && tmp->owner == op->owner)
1863 continue; 1870 continue;
1864 1871
1865 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
1866 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
1867 * monsters either. 1874 * monsters either.
1868 */ 1875 */
1869 1876
1870 if (head->attacktype & AT_MAGIC 1877 if (head->attacktype & AT_MAGIC
1871 && !(head->attacktype & AT_COUNTERSPELL) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER) 1879 && !head->flag [FLAG_MONSTER]
1873 && (op->level > head->level)) 1880 && (op->level > head->level))
1874 head->destroy (); 1881 head->destroy ();
1875 else 1882 else
1876 switch (head->type) 1883 switch (head->type)
1877 { 1884 {
1878 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C 1887 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (tmp->flag [FLAG_IS_FLOOR])
1882 continue; 1889 continue;
1883 1890
1884 if (op->level > head->level) 1891 if (op->level > head->level)
1885 head->destroy (); 1892 head->destroy ();
1886 1893
1899 break; 1906 break;
1900 } 1907 }
1901 } 1908 }
1902} 1909}
1903 1910
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1907int 1912int
1908cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
1909{ 1914{
1910 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
1911 1916
1912 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
1913 1918
1914 if (!god) 1919 if (!god)
1915 { 1920 {
1916 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!");
1917 return 0; 1922 return 0;
1918 } 1923 }
1919 1924
1920 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
1921 { 1926 {
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
1923 break; 1928 break;
1924 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
1925 { 1930 {
1926 1931
1927 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
1928 { 1933 {
1929 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);
1930 return 0; 1935 return 0;
1931 } 1936 }
1932 else 1937 else
1933 { 1938 {
1934 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1941 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
1939 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
1941 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);
1942 return 1; 1949 return 1;
1943 } 1950 }
1944 } 1951 }
1945 } 1952 }
1946 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!");
1947 return 0; 1955 return 0;
1948} 1956}
1949 1957
1950/* animate_weapon - 1958/* animate_weapon -
1951 * 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.
1952 * The golem is based on the archetype specified, modified by the caster's level 1960 * The golem is based on the archetype specified, modified by the caster's level
1953 * and the attributes of the weapon. The weapon is inserted in the golem's 1961 * and the attributes of the weapon. The weapon is inserted in the golem's
1954 * inventory so that it falls to the ground when the golem dies. 1962 * inventory so that it falls to the ground when the golem dies.
1955 * This code was very odd - code early on would only let players use the spell, 1963 * This code was very odd - code early on would only let players use the spell,
1956 * yet the code wass full of player checks. I've presumed that the code 1964 * yet the code wass full of player checks. I've presumed that the code
1957 * that only let players use it was correct, and removed all the other 1965 * that only let players use it was correct, and removed all the other
1958 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
1959 */ 1967 */
1960int 1968int
1961animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
1962{ 1970{
1963 object *weapon, *tmp;
1964 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
1965 int a, i; 1972 int a, i;
1966 sint16 x, y; 1973 sint16 x, y;
1967 maptile *m; 1974 maptile *m;
1968 1975
1983 return 0; 1990 return 0;
1984 } 1991 }
1985 1992
1986 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
1987 if (!dir) 1994 if (!dir)
1988 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);
1989 1996
1990 m = op->map; 1997 m = op->map;
1991 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
1993 2000
1994 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
1995 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)
1996 ((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))
1997 { 2004 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
1999 return 0; 2006 return 0;
2000 } 2007 }
2001 2008
2002 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2003 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2004 2011
2005 if (!weapon) 2012 if (!weapon)
2006 { 2013 {
2007 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!");
2008 return 0; 2015 return 0;
2009 } 2016 }
2017
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2019 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2013 return 0; 2021 return 0;
2014 } 2022 }
2023
2015 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2016 { 2025 {
2017 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.");
2018 return 0; 2027 return 0;
2019 } 2028 }
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2021 { 2031 {
2022 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));
2023 return 0; 2033 return 0;
2024 } 2034 }
2025 2035
2026 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2037
2033 /* create the golem object */ 2038 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2035 2040
2036 /* 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 */
2037 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2038 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2039 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2040 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2041 tmp->set_owner (op); 2046 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2047 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2044 2049
2045 /* 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
2046 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2047 * used above. 2052 * used above.
2048 */ 2053 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2050 weapon->remove (); 2055 weapon->remove ();
2051 2056
2052 insert_ob_in_ob (weapon, tmp); 2057 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2058
2054 /* 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,
2055 * 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
2056 * body_info, skills, etc) 2061 * body_info, skills, etc)
2057 */ 2062 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2059 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2060 tmp->update_stats (); 2065 tmp->update_stats ();
2061 2066
2062 /* 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
2063 * 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 -
2064 * 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.
2084 2089
2085 /* attacktype */ 2090 /* attacktype */
2086 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2088 2093
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093 a = mt->save[0]; 2096
2094 } 2097 a = op->material->save[0];
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101 2098
2102 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2113 /* 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 */
2114 2111
2115 if (a > 14) 2112 if (a > 14)
2116 a = 14; 2113 a = 14;
2117 2114
2118 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));
2119 2116
2120 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2121 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)));
2122 2119
2123 if (!spell->race) 2120 if (!spell->race)
2124 { 2121 {
2125 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2126 tmp->name = buf; 2123 tmp->name = buf;
2132 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2131 }
2135 2132
2136 /* 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. */
2137 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));
2138 2135
2139 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2140 tmp->direction = dir; 2137 tmp->direction = dir;
2141 2138
2142 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2147 2144
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2150 */ 2147 */
2151
2152int 2148int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2150{
2155 int success; 2151 int success;
2156 2152
2160 success = op->map->change_map_light (spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2161 2157
2162 if (!success) 2158 if (!success)
2163 { 2159 {
2164 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2166 else 2162 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2168 } 2164 }
2165
2169 return success; 2166 return success;
2170} 2167}
2171
2172
2173
2174
2175 2168
2176/* 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.
2177 * 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,
2178 * spell is the spell object itself. 2171 * spell is the spell object itself.
2179 */ 2172 */
2185 2178
2186 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2187 if (new_aura) 2180 if (new_aura)
2188 refresh = 1; 2181 refresh = 1;
2189 else 2182 else
2190 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2191 2184
2192 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);
2193 2186
2194 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);
2195 2188
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2199 2191
2200 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2201 if (refresh) 2194 if (refresh)
2202 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.");
2203 else 2196 else
2204 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
2205 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2206 return 1; 2202 return 1;
2207} 2203}
2208
2209 2204
2210/* 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,
2211 * 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
2212 * around him. 2207 * around him.
2213 * Aura parameters: 2208 * Aura parameters:
2214 * duration: duration counter. 2209 * duration: duration counter.
2215 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2217 */ 2212 */
2218
2219void 2213void
2220move_aura (object *aura) 2214move_aura (object *aura)
2221{ 2215{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2227 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2228 2219
2229 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2231 */ 2222 */
2232 aura->remove (); 2223 aura->remove ();
2233 2224
2234 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2235 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2237 aura->destroy (); 2228 aura->destroy ();
2238 return; 2229 return;
2239 } 2230 }
2240 2231
2241 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2243 { 2234 {
2244 aura->destroy (); 2235 aura->destroy ();
2245 return; 2236 return;
2246 } 2237 }
2247 2238
2248 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2250 */ 2241 */
2251 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2252 2243
2253 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2254 { 2245 {
2255 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2256 2248
2257 nx = aura->x + freearr_x[i];
2258 ny = aura->y + freearr_y[i];
2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260
2261 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2262 * 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
2263 * 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.
2264 */ 2252 */
2265 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)))
2266 { 2254 {
2267 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2268 2256
2269 if (aura->other_arch) 2257 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2258 pos.insert (aura->other_arch->instance (), aura);
2271 } 2259 }
2272 } 2260 }
2273 2261
2274 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2275 aura->remove (); 2263 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2277} 2265}
2278 2266
2279/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2280 * op is the piece object. 2268 * op is the piece object.
2281 */ 2269 */
2282
2283void 2270void
2284move_peacemaker (object *op) 2271move_peacemaker (object *op)
2285{ 2272{
2286 object *tmp; 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2287
2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2289 { 2274 {
2290 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2291 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2292 2277
2293 if (tmp->head) 2278 if (!victim->flag [FLAG_MONSTER])
2294 victim = tmp->head;
2295 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue; 2279 continue;
2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2298 continue; 2282 continue;
2283
2299 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2300 continue; 2285 continue;
2301 2286
2302 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2303 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2304 2289
2305 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2306 { 2291 {
2307 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2308 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2309 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2311#if 0 2297#if 0
2312 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2313 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2316 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2317 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2318 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2319#endif 2305#endif
2320 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2322 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2323 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2324 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2325 if (victim->name) 2312 if (victim->name)
2326 {
2327 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);
2328 } 2314 }
2329 }
2330 } 2315 }
2331} 2316}
2332
2333 2317
2334/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2335 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2336 */ 2320 */
2337
2338int 2321int
2339write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2340{ 2323{
2341 char rune[HUGE_BUF];
2342 object *tmp;
2343
2344 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2345 { 2325 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2347 return 0; 2327 return 0;
2348 } 2328 }
2349 2329
2350 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2351 { 2331 {
2352 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.>");
2353 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);
2354 return 0; 2334 return 0;
2355 } 2335 }
2336
2356 if (!spell->other_arch) 2337 if (!spell->other_arch)
2357 return 0; 2338 return 0;
2358 tmp = arch_to_object (spell->other_arch);
2359 2339
2360 snprintf (rune, sizeof (rune), "%s\n", msg); 2340 object *tmp = spell->other_arch->instance ();
2361 2341
2362 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2363 tmp->msg = rune; 2343 tmp->msg = msg;
2364 2344
2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2366 return 1; 2347 return 1;
2367} 2348}
2349

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