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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.27 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
63{ 61{
64 object *wand, *tmp; 62 object *wand, *tmp;
65 int ncharges; 63 int ncharges;
66 64
67 wand = find_marked_object (op); 65 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
69 { 67 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 75 wand->destroy ();
79 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
105 ncharges = 1; 102 ncharges = 1;
106 103
107 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 106
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 108 {
112 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
114 } 111 }
115 112
116 return 1; 113 return 1;
117} 114}
118 115
124 * great a plus, the default is used. 121 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
128 */ 125 */
129
130int 126int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132{ 128{
133 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
134 const char *missile_name; 130 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 131
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 134 missile_name = tmp->race;
142 135
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 137
145 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
146 { 141 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 143 return 0;
149 } 144 }
150 145
151 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
152 147
153 if (stringarg) 148 if (stringarg)
154 { 149 {
155 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
157 { 152 {
158 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
159 154
160 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
162 break; 157 break;
163 158
164 if (!al) 159 if (!al)
165 { 160 {
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
175 return 0; 170 return 0;
176 } 171 }
177 172
178 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
182 */ 177 */
183 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 179 missile_plus = 0;
185 } 180 }
186 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
187 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
188 } 183 }
189 184
190 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 186
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 189
198 if (missile->nrof < 1) 190 if (missile->nrof < 1)
218{ 210{
219 int food_value; 211 int food_value;
220 archetype *at = NULL; 212 archetype *at = NULL;
221 object *new_op; 213 object *new_op;
222 214
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 216
225 if (stringarg) 217 if (stringarg)
226 { 218 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 220 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 223 stringarg = NULL;
232 } 224 }
233 225
234 if (!stringarg) 226 if (!stringarg)
235 { 227 {
241 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 234 * to be altered from the donor.
243 */ 235 */
244 236
245 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
247 { 239 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 241 {
250 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 244 * the item we have now, take it instead.
253 */ 245 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
255 at = at_tmp; 251 at = at_tmp;
256 } 252 }
257 } 253 }
258 } 254 }
255
259 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
260 * know 257 * know
261 */ 258 */
262 if (!at) 259 if (!at)
263 { 260 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 262 return 0;
266 } 263 }
267 264
268 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 267 new_op->nrof = food_value;
271 268
272 new_op->value = 0; 269 new_op->value = 0;
273 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
282{ 279{
283 int r, mflags, maxrange; 280 int r, mflags, maxrange;
284 object *tmp; 281 object *tmp;
285 maptile *m; 282 maptile *m;
286 283
287
288 if (!dir) 284 if (!dir)
289 { 285 {
290 examine_monster (op, op); 286 examine_monster (op, op);
291 return 1; 287 return 1;
292 } 288 }
289
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
295 { 292 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 294
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 { 302 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 304 return 0;
308 } 305 }
306
309 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
310 { 308 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
313 { 311 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 313 if (tmp->head != NULL)
316 tmp = tmp->head; 314 tmp = tmp->head;
317 examine_monster (op, tmp); 315 examine_monster (op, tmp);
318 return 1; 316 return 1;
319 } 317 }
320 } 318 }
321 } 319 }
320
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 322 return 1;
324} 323}
325
326 324
327/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 326 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 330 * pl is invisible.
333 */ 331 */
334int 332int
335makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
336{ 334{
337
338 if (!pl->invisible) 335 if (!pl->invisible)
339 return 0; 336 return 0;
337
340 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
341 { 339 {
342 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
344 { 342 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 344 return 0;
345
347 return 1; 346 return 1;
348 } 347 }
348
349 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 351 return 1;
352
352 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
353 if (!mon->race) 354 if (!mon->race)
354 return 0; 355 return 0;
356
355 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 358 return 1;
359
357 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
358 return 0; 361 return 0;
359 } 362 }
360 else 363 else
361 { 364 {
374 * normal applies. 377 * normal applies.
375 */ 378 */
376int 379int
377cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
378{ 381{
379 object *tmp;
380
381 if (op->invisible > 1000) 382 if (op->invisible > 1000)
382 { 383 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 385 return 0;
385 } 386 }
401 else 402 else
402 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
403 404
404 op->contr->hidden = 0; 405 op->contr->hidden = 0;
405 } 406 }
407
406 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 410 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 412
411 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
412 414
413 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
414 * harm to the player. 416 * harm to the player.
415 */ 417 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
417 if (tmp->enemy == op) 419 if (tmp->enemy == op)
418 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
419 return 1; 422 return 1;
420} 423}
421 424
422/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 426 */
451 next = tmp->above; 454 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 457 }
455 } 458 }
459
456 return 1; 460 return 1;
457} 461}
458
459 462
460void 463void
461execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
462{ 465{
463 object *wor = op; 466 if (object *pl = op->in_player ())
464 467 {
465 while (op != NULL && op->type != PLAYER) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 470 else
472 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
473 473
474 wor->destroy (); 474 op->destroy ();
475} 475}
476 476
477/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
479 * time delay effect. 479 * time delay effect.
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 493 return 1;
494 } 494 }
495 495
496 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 497
498 if (!dummy)
498 { 499 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 502 return 0;
502 } 503 }
504
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 506 if (time < 1)
505 time = 1; 507 time = 1;
506 508
507 /* value of speed really doesn't make much difference, as long as it is 509 /* value of speed really doesn't make much difference, as long as it is
515 517
516 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
518 */ 520 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
522 524
523 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
525 return 1; 529 return 1;
526} 530}
527 531
528/* cast_wonder 532/* cast_wonder
529 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
562} 566}
563 567
564int 568int
565perceive_self (object *op) 569perceive_self (object *op)
566{ 570{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 573
574 dynbuf_text buf;
575
576 if (player *pl = op->contr)
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
572 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
573 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 582 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
577 584
578 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
579 586
580 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
582 else 589 else
583 { 590 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
586 if (tmp != NULL) 593 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
589 { 595 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 597 }
597 598
598 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 602 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 604 {
605 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 607 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 609
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 }
618 return 1;
619}
620 613
621/* int cast_create_town_portal (object *op, object *caster, int dir) 614 buf << '\0'; // zero-terminate
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647 615
648 /* Check to see if the map the player is currently on is a per player unique 616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitx = EXIT_X (old_force);
725 exity = EXIT_Y (old_force);
726 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
727
728 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
729 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
730 else
731 exitmap = ready_map_name (old_force->race, 0);
732
733 if (exitmap)
734 {
735 tmp = present_arch (perm_portal, exitmap, exitx, exity);
736 while (tmp)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743
744 tmp = tmp->above;
745 }
746 }
747
748 old_force->destroy ();
749 LOG (llevDebug, "\n");
750 }
751
752 dummy->destroy ();
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->destroy ();
775 return 1;
776 }
777
778 op_level = caster_level (caster, spell);
779 if (op_level < 15)
780 snprintf (portal_message, 1024,
781 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
782 &op->name);
783 else if (op_level < 30)
784 snprintf (portal_message, 1024,
785 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
786 else if (op_level < 60)
787 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
788 else
789 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
790 &op->name);
791
792 /* Create a portal in front of player
793 * dummy contain the portal and
794 * force contain the track to kill it later
795 */
796
797 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
798 dummy = get_archetype (spell->slaying); /*The portal */
799 if (dummy == NULL)
800 {
801 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
802 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
803 return 0;
804 }
805
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 op->insert (tmp);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846
847 EXIT_PATH (dummy) = op->map->path;
848 EXIT_X (dummy) = op->x;
849 EXIT_Y (dummy) = op->y;
850 dummy->name = dummy->name_pl = portal_name;
851 dummy->msg = portal_message;
852 dummy->race = op->name; /*Save the owner of the portal */
853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 force->destroy ();
876 617
877 return 1; 618 return 1;
878} 619}
879 620
880/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
968 */ 709 */
969 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 711 tmp->set_owner (op);
971 712
972 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
973 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
974 715
975 name = tmp->name; 716 name = tmp->name;
976 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 718 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 720 return 0;
980 } 721 }
981 722
982 /* If this is a spellcasting wall, need to insert the spell object */ 723 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 726
986 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1008 { 749 {
1009 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
1010 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
1011 752
1012 /* If this is a spellcasting wall, need to insert the spell object */ 753 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 756
1016 } 757 }
1017 else 758 else
1018 posblocked = 1; 759 posblocked = 1;
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 766 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 767 {
1027 object *tmp2 = tmp->clone (); 768 object *tmp2 = tmp->clone ();
1028 m->insert (tmp2, x, y, op); 769 m->insert (tmp2, x, y, op);
1029 770
1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1031 tmp2->insert (arch_to_object (tmp2->other_arch)); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1032 } 773 }
1033 else 774 else
1034 negblocked = 1; 775 negblocked = 1;
1035 } 776 }
1151 892
1152 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1153 return 1; 894 return 1;
1154} 895}
1155 896
1156
1157/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1158 * op is the caster. 898 * op is the caster.
1159 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1160 * spell is the spell object. 900 * spell is the spell object.
1161 */ 901 */
1167 object *poison; 907 object *poison;
1168 int heal = 0, success = 0; 908 int heal = 0, success = 0;
1169 909
1170 tmp = find_target_for_friendly_spell (op, dir); 910 tmp = find_target_for_friendly_spell (op, dir);
1171 911
1172 if (tmp == NULL) 912 if (!tmp)
1173 return 0; 913 return 0;
1174 914
1175 /* Figure out how many hp this spell might cure. 915 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 916 * could be zero if this spell heals effects, not damage.
1177 */ 917 */
1180 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 920 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1181 921
1182 if (heal) 922 if (heal)
1183 { 923 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 924 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1187 }
1188 else 926 else
1189 { 927 {
1190 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 930 * on amount of damage healed.
1193 */ 931 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1196 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1197 936
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 939 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 941 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 943 else if (heal > 10)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1213 }
1214 else 945 else
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1217 } 947
1218 success = 1; 948 success = 1;
1219 } 949 }
1220 } 950 }
951
1221 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1223 success = 1; 954 success = 1;
1224 955
1225 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1226 { 957 {
1227 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1231 success = 1; 962 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 964 poison->stats.food = 1;
1234 } 965 }
1235 } 966 }
967
1236 if (spell->attacktype & AT_CONFUSION) 968 if (spell->attacktype & AT_CONFUSION)
1237 { 969 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 970 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison) 971 if (poison)
1240 { 972 {
1241 success = 1; 973 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 975 poison->duration = 1;
1244 } 976 }
1245 } 977 }
978
1246 if (spell->attacktype & AT_BLIND) 979 if (spell->attacktype & AT_BLIND)
1247 { 980 {
1248 at = archetype::find ("blindness"); 981 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp); 982 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 983 if (poison)
1252 success = 1; 985 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1254 poison->stats.food = 1; 987 poison->stats.food = 1;
1255 } 988 }
1256 } 989 }
990
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 991 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 992 {
1259 tmp->stats.sp += spell->last_sp; 993 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 994 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 995 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 996 success = 1;
1263 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1264 } 998 }
999
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1000 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 1001 {
1267 tmp->stats.grace += spell->last_grace; 1002 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 1003 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 1004 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 1005 success = 1;
1271 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1272 } 1007 }
1008
1273 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1274 { 1010 {
1275 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1276 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1278 success = 1; 1016 success = 1;
1279 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1280 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1281 } 1019 }
1020
1282 return success; 1021 return success;
1283} 1022}
1284
1285 1023
1286/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1287 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1288 * good comments for those. 1026 * good comments for those.
1289 */ 1027 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1029 "You grow no stronger.",
1292 "You grow no more agile.", 1030 "You grow no more agile.",
1293 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1294 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1295 "You are no easier to look at.", 1035 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1036};
1299 1037
1300int 1038int
1301cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1302{ 1040{
1303 object *force = NULL; 1041 object *force = 0;
1304 int i; 1042 int i;
1305 1043
1306 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1307 object *tmp = dir 1045 object *tmp = dir
1308 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1309 : op; 1047 : op;
1310 1048
1311 if (!tmp) 1049 if (!tmp)
1312 return 0; 1050 return 0;
1313 1051
1314 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1323 } 1061 }
1324 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1325 { 1063 {
1326 if (!silent) 1064 if (!silent)
1327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1328 return 0; 1067 return 0;
1329 } 1068 }
1330 } 1069 }
1331 } 1070 }
1332 if (force == NULL) 1071
1072 if (!force)
1333 { 1073 {
1334 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1335 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1336 if (spell_ob->race) 1077 if (spell_ob->race)
1337 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1338 else 1079 else
1339 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1340 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1341 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1342 1084
1343 } 1085 }
1344 else 1086 else
1350 { 1092 {
1351 force->duration = duration; 1093 force->duration = duration;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1353 } 1095 }
1354 else 1096 else
1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1357 } 1098
1358 return 1; 1099 return 1;
1359 } 1100 }
1101
1360 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1361 force->speed = 1.0; 1103 force->speed = 1.0;
1362 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1363 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1364 1106
1370 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1371 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1372 force->resist[i] = 100; 1114 force->resist[i] = 100;
1373 } 1115 }
1374 } 1116 }
1117
1375 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1376 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1377 1120
1378 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1379 { 1122 {
1380 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1381 for (i = 0; i < NUM_STATS; i++) 1124 for (i = 0; i < NUM_STATS; i++)
1382 { 1125 {
1383 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1126 if (sint8 stat = spell_ob->stats.stat (i))
1384
1385 if (stat)
1386 { 1127 {
1387 sm = 0; 1128 sint8 sm = 0;
1388 for (k = 0; k < stat; k++) 1129 for (sint8 k = 0; k < stat; k++)
1389 sm += rndm (1, 3); 1130 sm += rndm (1, 3);
1390 1131
1391 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1392 { 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1393 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1134
1394 if (sm < 0) 1135 force->stats.stat (i) = sm;
1395 sm = 0; 1136
1396 }
1397 set_attr_value (&force->stats, i, sm);
1398 if (!sm) 1137 if (!sm)
1399 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1400 } 1139 }
1401 } 1140 }
1402 } 1141 }
1423 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1424 1163
1425 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1426 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1427 tmp->update_stats (); 1166 tmp->update_stats ();
1167
1428 return 1; 1168 return 1;
1429} 1169}
1430 1170
1431/* This used to be part of cast_change_ability, but it really didn't make 1171/* This used to be part of cast_change_ability, but it really didn't make
1432 * a lot of sense, since most of the values it derives are from the god 1172 * a lot of sense, since most of the values it derives are from the god
1433 * of the caster. 1173 * of the caster.
1434 */ 1174 */
1435
1436int 1175int
1437cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1438{ 1177{
1439 int i; 1178 int i;
1440 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1441 1180
1442 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1443 if (dir != 0) 1182 if (dir != 0)
1444 { 1183 {
1445 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1446 } 1188 }
1447 else 1189 else
1448 {
1449 tmp = op; 1190 tmp = op;
1450 }
1451 1191
1452 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1453 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1454 { 1194 {
1455 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1456 { 1196 {
1457 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1458 { 1198 {
1464 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1465 return 0; 1205 return 0;
1466 } 1206 }
1467 } 1207 }
1468 } 1208 }
1209
1469 if (force == NULL) 1210 if (force == NULL)
1470 { 1211 {
1471 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1472 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1473 if (spell_ob->race) 1214 if (spell_ob->race)
1535 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1277 tmp->update_stats ();
1537 return 1; 1278 return 1;
1538} 1279}
1539 1280
1540
1541
1542/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1543 * 1282 *
1544 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1545 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1546 * about 90% of that of the item itself. It uses the value of the
1547 * object before charisma adjustments, because the nuggets themselves
1548 * will be will be adjusted by charisma when sold.
1549 * 1285 *
1550 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1551 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1552 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1553 * to the max amount of small nuggets as you could get. 1289 * when sold.
1554 *
1555 * For example, if an item is worth 110 gold, you will get
1556 * 4 large nuggets, and from 0-10 small nuggets.
1557 * 1290 *
1558 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1559 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1560 * alchemied. 1293 * alchemised.
1561 */ 1294 */
1562
1563/* I didn't feel like passing these as arguements to the
1564 * two functions that need them. Real values are put in them
1565 * when the spell is cast, and these are freed when the spell
1566 * is finished.
1567 */
1568static object *small, *large;
1569
1570static void 1295static void
1571alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1572{ 1297{
1573 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1574 1299
1575 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1576 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1577 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1578 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1579 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1580 * the stuff back to town. 1305 * the stuff back to town.
1581 */ 1306 */
1582
1583 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1584 value = 0; 1308 value = 0;
1585 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1586 value /= 3; 1310 value /= 3;
1587 else 1311 else
1588 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1589 1313
1590 value /= 4; // fix by GHJ, don't understand, pcg
1591
1592 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1593 { 1315 total_value += value;
1594 int count;
1595 1316
1596 count = value / large->value;
1597 *large_nuggets += count;
1598 value -= (uint64) count *(uint64) large->value;
1599
1600 count = value / small->value;
1601 *small_nuggets += count;
1602 }
1603
1604 /* Turn 25 small nuggets into 1 large nugget. If the value
1605 * of large nuggets is not evenly divisable by the small nugget
1606 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1607 */
1608 if (*small_nuggets * small->value >= large->value)
1609 {
1610 (*large_nuggets)++;
1611 *small_nuggets -= large->value / small->value;
1612 if (*small_nuggets && large->value % small->value)
1613 (*small_nuggets)--;
1614 }
1615 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1318
1616 obj->destroy (); 1319 obj->destroy ();
1617} 1320}
1618 1321
1619static void
1620update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1621{
1622 object *tmp;
1623 int flag = 0;
1624
1625 /* Put any nuggets below the player, but we can only pass this
1626 * flag if we are on the same space as the player
1627 */
1628 if (x == op->x && y == op->y && op->map == m)
1629 flag = INS_BELOW_ORIGINATOR;
1630
1631 if (small_nuggets)
1632 {
1633 tmp = small->clone ();
1634 tmp->nrof = small_nuggets;
1635 m->insert (tmp, x, y, op, flag);
1636 }
1637
1638 if (large_nuggets)
1639 {
1640 tmp = large->clone ();
1641 tmp->nrof = large_nuggets;
1642 m->insert (tmp, x, y, op, flag);
1643 }
1644}
1645
1646int 1322int
1647alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1648{ 1324{
1649 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1650 sint16 nx, ny;
1651 object *next, *tmp;
1652 maptile *mp;
1653
1654 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1655 return 0; 1326 return 0;
1656 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1657 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1658 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1659 * in sight 1336 * in sight
1660 */ 1337 */
1661 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1662 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1663 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1664 1341
1342 int weight = 0;
1343
1665 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1666 { 1345 {
1667 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1668 { 1347 {
1348 uint64 value = 0;
1349
1669 nx = x; 1350 sint16 nx = x;
1670 ny = y; 1351 sint16 ny = y;
1671 1352
1672 mp = op->map; 1353 maptile *mp = op->map;
1673 1354
1674 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1675 1356
1676 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1677 continue; 1358 continue;
1678 1359
1679 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1681 * ground level effect. 1362 * ground level effect.
1682 */ 1363 */
1683 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1684 continue; 1365 continue;
1685 1366
1686 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1687 large_nuggets = 0;
1688
1689 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1690 { 1368 {
1691 next = tmp->above; 1369 next = tmp->above;
1370
1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1694 { 1373 {
1695
1696 if (tmp->inv) 1374 if (tmp->inv)
1697 { 1375 {
1698 object *next1, *tmp1; 1376 object *next1, *tmp1;
1699 1377
1700 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1701 { 1379 {
1702 next1 = tmp1->below; 1380 next1 = tmp1->below;
1703 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1705 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1706 } 1384 }
1707 } 1385 }
1386
1708 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1709 1388
1710 if (weight > weight_max) 1389 if (weight > weight_max)
1711 { 1390 break;
1712 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1713 large->destroy ();
1714 small->destroy ();
1715 return 1;
1716 } 1391 }
1717 } /* is alchemable object */
1718 } /* process all objects on this space */
1719
1720 /* Insert all the nuggets at one time. This probably saves time, but
1721 * it also prevents us from alcheming nuggets that were just created
1722 * with this spell.
1723 */ 1392 }
1724 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1725 } 1406 }
1726 }
1727 1407
1728 large->destroy (); 1408 if (weight > weight_max)
1729 small->destroy (); 1409 goto bailout;
1730 /* reset this so that if player standing on a big pile of stuff, 1410 }
1731 * it is redrawn properly. 1411 }
1732 */ 1412
1733 op->contr->ns->look_position = 0; 1413bailout:
1734 return 1; 1414 return 1;
1735} 1415}
1736
1737 1416
1738/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1739 * items. 1418 * items.
1740 */ 1419 */
1741int 1420int
1748 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1749 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1750 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1751 { 1430 {
1752 was_one++; 1431 was_one++;
1432
1753 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1754 { 1434 {
1755 success++; 1435 success++;
1756 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1757 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1758 1438
1759 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1760 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1761 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1762 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1763 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1764 } 1445 }
1765 } 1446 }
1766 1447
1767 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1768 { 1449 {
1769 if (success) 1450 if (success)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1772 }
1773 else 1452 else
1774 { 1453 {
1775 if (was_one) 1454 if (was_one)
1776 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1777 else 1456 else
1781 1460
1782 return success; 1461 return success;
1783} 1462}
1784 1463
1785/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1786
1787int 1465int
1788cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1789{ 1467{
1468 dynbuf_text buf;
1790 object *tmp; 1469 object *tmp;
1791 int success = 0, num_ident;
1792 1470
1793 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1794 1472
1795 if (num_ident < 1) 1473 if (num_ident < 1)
1796 num_ident = 1; 1474 num_ident = 1;
1797 1475
1798 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1801 { 1479 {
1802 identify (tmp); 1480 identify (tmp);
1803 1481
1804 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1805 { 1483 {
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1807 1485
1808 if (tmp->msg) 1486 if (tmp->msg)
1809 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1812 }
1813 } 1488 }
1814 1489
1815 num_ident--; 1490 num_ident--;
1816 success = 1;
1817 if (!num_ident) 1491 if (!num_ident)
1818 break; 1492 break;
1819 } 1493 }
1820 } 1494 }
1821 1495
1823 * stuff on the floor. Only identify stuff on the floor if the spell 1497 * stuff on the floor. Only identify stuff on the floor if the spell
1824 * was not fully used. 1498 * was not fully used.
1825 */ 1499 */
1826 if (num_ident) 1500 if (num_ident)
1827 { 1501 {
1828 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1830 { 1504 {
1831 identify (tmp); 1505 identify (tmp);
1832 1506
1833 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1834 { 1508 {
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1836 1510
1837 if (tmp->msg) 1511 if (tmp->msg)
1838 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1841 }
1842
1843 esrv_send_item (op, tmp);
1844 } 1513 }
1845 1514
1846 num_ident--; 1515 num_ident--;
1847 success = 1;
1848 if (!num_ident) 1516 if (!num_ident)
1849 break; 1517 break;
1850 } 1518 }
1851 } 1519 }
1852 1520
1853 if (!success) 1521 if (buf.empty ())
1854 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1522 {
1523 op->failmsg ("You can't reach anything unidentified.");
1524 return 0;
1525 }
1855 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1856 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1857 1532 return 1;
1858 return success; 1533 }
1859} 1534}
1860 1535
1861int 1536int
1862cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1863{ 1538{
1868 1543
1869 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1870 * doing it over and over again. 1545 * doing it over and over again.
1871 */ 1546 */
1872 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1873 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1874 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1875 1550
1876 if (!skill) 1551 if (!skill)
1877 skill = caster; 1552 skill = caster;
1878 1553
1879 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1880 for (y = op->y - range; y <= op->y + range; y++)
1881 { 1555 {
1882 m = op->map;
1883 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1884 if (mflags & P_OUT_OF_MAP)
1885 continue;
1886
1887 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1888 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1889 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1890 * down - that is easier than working up. 1559 * down - that is easier than working up.
1891 */ 1560 */
1892 1561
1893 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1894 last = tmp; 1563 last = tmp;
1895 1564
1896 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1897 * would happen. 1566 * would happen.
1898 */ 1567 */
1899 if (!last) 1568 if (!last)
1900 continue; 1569 continue;
1901 1570
1902 done_one = 0; 1571 done_one = 0;
1903 floor = 0; 1572 floor = 0;
1904 detect = NULL; 1573 detect = NULL;
1905 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1906 { 1575 {
1907 /* show invisible */ 1576 /* show invisible */
1908 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1909 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1910 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1911 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1912 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1913 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1914 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1915 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1916 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1917 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1918 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1919 { 1588 {
1920 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1921 { 1590 {
1922 tmp->invisible = 0; 1591 tmp->invisible = 0;
1923 done_one = 1; 1592 done_one = 1;
1924 } 1593 }
1925 } 1594 }
1926 1595
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 floor = 1; 1597 floor = 1;
1929 1598
1930 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1931 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1932 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
1933 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1934 */ 1603 */
1935 if (floor) 1604 if (floor)
1936 continue; 1605 continue;
1937 1606
1938 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1939 * show the flash the magic item like it does for detect monster. 1608 * show the flash the magic item like it does for detect monster.
1940 * however, if the object is within sight, this would then make it 1609 * however, if the object is within sight, this would then make it
1941 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1942 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1943 */ 1612 */
1944 1613
1945 /* detect magic */ 1614 /* detect magic */
1946 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1947 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1948 { 1617 {
1949 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1950 /* make runes more visibile */ 1619 /* make runes more visibile */
1951 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1952 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1953 done_one = 1; 1623 done_one = 1;
1954 } 1624 }
1625
1955 /* detect monster */ 1626 /* detect monster */
1956 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1957 { 1628 {
1958 done_one = 2; 1629 done_one = 2;
1630
1959 if (!detect) 1631 if (!detect)
1960 detect = tmp; 1632 detect = tmp;
1961 } 1633 }
1634
1962 /* Basically, if race is set in the spell, then the creatures race must 1635 /* Basically, if race is set in the spell, then the creatures race must
1963 * match that. if the spell race is set to GOD, then the gods opposing 1636 * match that. if the spell race is set to GOD, then the gods opposing
1964 * race must match. 1637 * race must match.
1965 */ 1638 */
1966 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1967 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1968 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1969 { 1642 {
1970 done_one = 2; 1643 done_one = 2;
1644
1971 if (!detect) 1645 if (!detect)
1972 detect = tmp; 1646 detect = tmp;
1973 } 1647 }
1648
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1976 { 1651 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1978 done_one = 1; 1653 done_one = 1;
1979 } 1654 }
1980 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1981 1656
1982 /* Code here puts an effect of the spell on the space, so you can see 1657 /* Code here puts an effect of the spell on the space, so you can see
1983 * where the magic is. 1658 * where the magic is.
1984 */ 1659 */
1985 if (done_one) 1660 if (done_one)
1986 { 1661 {
1987 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1988 1663
1989 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1990 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1991 { 1666 {
1992 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1993 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1994 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1995 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1996 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1997 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1998 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1999 } 1674 }
2000 1675
2001 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
2002 } 1677 }
2003 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2004 1679
2005 1680
2006 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2007 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2008 { 1683 {
2009 done_one = 0; 1684 done_one = 0;
1685
2010 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
2011 { 1687 {
2012 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2013 { 1689 {
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2015 { 1691 {
2016 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2017 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
2018 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
2019 } 1696 }
1697
2020 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2021 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2022 { 1700 {
2023 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2024 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2025 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2026 } 1705 }
2027 } /* if item is not identified */ 1706 } /* if item is not identified */
2028 } /* for the players inventory */ 1707 } /* for the players inventory */
2029 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
2030 return 1; 1710 return 1;
2031} 1711}
2032 1712
2033 1713
2034/** 1714/**
2047 1727
2048 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2049 1729
2050 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
2051 { 1731 {
2052 object *tmp;
2053
2054 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2055
2056 /* Explodes a fireball centered at player */
2057 tmp = get_archetype (EXPLODING_FIREBALL);
2058 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2059 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2060
2061 tmp->insert_at (victim);
2062 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2063 } 1735 }
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2065 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2068 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2069 { 1741 {
2070 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2116 } 1788 }
2117 /* give sp */ 1789 /* give sp */
2118 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
2119 { 1791 {
2120 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1792 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2121 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2122 return 1; 1794 return 1;
2123 } 1795 }
2124 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2125 else if (op != plyr) 1797 else if (op != plyr)
2126 { 1798 {
2138 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2139 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2140 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2141 if (sucked > 0) 1813 if (sucked > 0)
2142 { 1814 {
2143 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
2144 } 1816 }
2145 } 1817 }
2146 return 1; 1818 return 1;
2147 } 1819 }
2148 return 0; 1820 return 0;
2190 /* Basically, if the object is magical and not counterspell, 1862 /* Basically, if the object is magical and not counterspell,
2191 * we will more or less remove the object. Don't counterspell 1863 * we will more or less remove the object. Don't counterspell
2192 * monsters either. 1864 * monsters either.
2193 */ 1865 */
2194 1866
2195 if (head->attacktype & AT_MAGIC && 1867 if (head->attacktype & AT_MAGIC
2196 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1868 && !(head->attacktype & AT_COUNTERSPELL)
1869 && !QUERY_FLAG (head, FLAG_MONSTER)
1870 && (op->level > head->level))
2197 head->destroy (); 1871 head->destroy ();
2198 else 1872 else
2199 switch (head->type) 1873 switch (head->type)
2200 { 1874 {
2201 case SPELL_EFFECT: 1875 case SPELL_EFFECT:
1876 // XXX: Don't affect floor spelleffects. See also XXX comment
1877 // about sanctuary in spell_util.C
1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1879 continue;
1880
2202 if (op->level > head->level) 1881 if (op->level > head->level)
2203 head->destroy (); 1882 head->destroy ();
2204 1883
2205 break; 1884 break;
2206 1885
2217 break; 1896 break;
2218 } 1897 }
2219 } 1898 }
2220} 1899}
2221 1900
2222
2223
2224/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
2225int 1902int
2226cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
2227{ 1904{
2228 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2241 break; 1918 break;
2242 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
2243 { 1920 {
2244 1921
2245 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
2246 { 1923 {
2247 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2248 return 0; 1925 return 0;
2249 } 1926 }
2250 else 1927 else
2251 { 1928 {
2252 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
2253 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
2254 tmp->name = buf; 1931 tmp->name = buf;
2255 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
2256 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
2257 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
2258 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
2259 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1938 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2260 return 1; 1939 return 1;
2261 } 1940 }
2262 } 1941 }
2263 } 1942 }
2273 * This code was very odd - code early on would only let players use the spell, 1952 * This code was very odd - code early on would only let players use the spell,
2274 * yet the code wass full of player checks. I've presumed that the code 1953 * yet the code wass full of player checks. I've presumed that the code
2275 * that only let players use it was correct, and removed all the other 1954 * that only let players use it was correct, and removed all the other
2276 * player checks. MSW 2003-01-06 1955 * player checks. MSW 2003-01-06
2277 */ 1956 */
2278
2279int 1957int
2280animate_weapon (object *op, object *caster, object *spell, int dir) 1958animate_weapon (object *op, object *caster, object *spell, int dir)
2281{ 1959{
2282 object *weapon, *tmp; 1960 object *weapon, *tmp;
2283 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2284 int a, i; 1962 int a, i;
2285 sint16 x, y; 1963 sint16 x, y;
2286 maptile *m; 1964 maptile *m;
2287 materialtype_t *mt;
2288 1965
2289 if (!spell->other_arch) 1966 if (!spell->other_arch)
2290 { 1967 {
2291 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2292 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1969 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2295 /* exit if it's not a player using this spell. */ 1972 /* exit if it's not a player using this spell. */
2296 if (op->type != PLAYER) 1973 if (op->type != PLAYER)
2297 return 0; 1974 return 0;
2298 1975
2299 /* if player already has a golem, abort */ 1976 /* if player already has a golem, abort */
2300 if (op->contr->ranges[range_golem]) 1977 if (object *golem = op->contr->golem)
2301 { 1978 {
2302 control_golem (op->contr->ranges[range_golem], dir); 1979 control_golem (golem, dir);
2303 return 0; 1980 return 0;
2304 } 1981 }
2305 1982
2306 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2307 if (!dir) 1984 if (!dir)
2308 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1985 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2309 1986
2310 m = op->map; 1987 m = op->map;
2311 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2312 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2313 1990
2314 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2315 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2316 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2317 { 1994 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2319 return 0; 1996 return 0;
2320 } 1997 }
2321 1998
2325 if (!weapon) 2002 if (!weapon)
2326 { 2003 {
2327 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2328 return 0; 2005 return 0;
2329 } 2006 }
2007
2330 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2331 { 2009 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2333 return 0; 2011 return 0;
2334 } 2012 }
2013
2335 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2336 { 2015 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2338 return 0; 2017 return 0;
2339 } 2018 }
2019
2340 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2341 { 2021 {
2342 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2343 return 0; 2023 return 0;
2344 } 2024 }
2345 2025
2346 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2347 {
2348 tmp = get_split_ob (weapon, 1);
2349 esrv_send_item (op, weapon);
2350 weapon = tmp;
2351 }
2352 2027
2353 /* create the golem object */ 2028 /* create the golem object */
2354 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2355 2030
2356 /* if animated by a player, give the player control of the golem */ 2031 /* if animated by a player, give the player control of the golem */
2357 CLEAR_FLAG (tmp, FLAG_MONSTER); 2032 CLEAR_FLAG (tmp, FLAG_MONSTER);
2358 SET_FLAG (tmp, FLAG_FRIENDLY);
2359 tmp->stats.exp = 0; 2033 tmp->stats.exp = 0;
2360 add_friendly_object (tmp); 2034 add_friendly_object (tmp);
2361 tmp->type = GOLEM; 2035 tmp->type = GOLEM;
2362 tmp->set_owner (op); 2036 tmp->set_owner (op);
2037 op->contr->golem = tmp;
2363 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2364 op->contr->ranges[range_golem] = tmp;
2365 op->contr->shoottype = range_golem;
2366 2039
2367 /* Give the weapon to the golem now. A bit of a hack to check the 2040 /* Give the weapon to the golem now. A bit of a hack to check the
2368 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2369 * used above. 2042 * used above.
2370 */ 2043 */
2371 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2372 weapon->remove (); 2045 weapon->remove ();
2373 insert_ob_in_ob (weapon, tmp); 2046
2374 esrv_send_item (op, weapon); 2047 tmp->insert (weapon);
2048
2375 /* To do everything necessary to let a golem use the weapon is a pain, 2049 /* To do everything necessary to let a golem use the weapon is a pain,
2376 * so instead, just set it as equipped (otherwise, we need to update 2050 * so instead, just set it as equipped (otherwise, we need to update
2377 * body_info, skills, etc) 2051 * body_info, skills, etc)
2378 */ 2052 */
2379 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2405 2079
2406 /* attacktype */ 2080 /* attacktype */
2407 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2408 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2409 2083
2410 mt = NULL;
2411 if (op->materialname != NULL)
2412 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2413 if (mt != NULL)
2414 { 2085 {
2415 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2416 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2417 a = mt->save[0]; 2088 a = mt->save[0];
2418 } 2089 }
2420 { 2091 {
2421 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2422 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2423 a = 10; 2094 a = 10;
2424 } 2095 }
2096
2425 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2426 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2427 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2428 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2429 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2435 2107
2436 /* Improve weapon's armour value according to best save vs. physical of its material */ 2108 /* Improve weapon's armour value according to best save vs. physical of its material */
2437 2109
2438 if (a > 14) 2110 if (a > 14)
2439 a = 14; 2111 a = 14;
2112
2440 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2113 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2441 2114
2442 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2443 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2116 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2444 2117
2454 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2455 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2456 } 2129 }
2457 2130
2458 /* make experience increase in proportion to the strength of the summoned creature. */ 2131 /* make experience increase in proportion to the strength of the summoned creature. */
2459 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2460 2133
2461 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2462 tmp->direction = dir; 2135 tmp->direction = dir;
2463 2136
2464 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2468/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2469 2142
2470/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2471 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2472 */ 2145 */
2473
2474int 2146int
2475cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2476{ 2148{
2477 int success; 2149 int success;
2478 2150
2479 if (!op->map) 2151 if (!op->map)
2480 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2481 2153
2482 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2483 if (!success) 2156 if (!success)
2484 { 2157 {
2485 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2487 else 2160 else
2488 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2489 } 2162 }
2163
2490 return success; 2164 return success;
2491} 2165}
2492
2493
2494
2495
2496 2166
2497/* create an aura spell object and put it in the player's inventory. 2167/* create an aura spell object and put it in the player's inventory.
2498 * as usual, op is player, caster is the object casting the spell, 2168 * as usual, op is player, caster is the object casting the spell,
2499 * spell is the spell object itself. 2169 * spell is the spell object itself.
2500 */ 2170 */
2512 2182
2513 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2514 2184
2515 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2516 2186
2517 new_aura->set_owner (op);
2518 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2519 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2520 2189
2521 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2522 if (refresh) 2192 if (refresh)
2523 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2524 else 2194 else
2525 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2196
2526 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2527 return 1; 2200 return 1;
2528} 2201}
2529
2530 2202
2531/* move aura function. An aura is a part of someone's inventory, 2203/* move aura function. An aura is a part of someone's inventory,
2532 * which he carries with him, but which acts on the map immediately 2204 * which he carries with him, but which acts on the map immediately
2533 * around him. 2205 * around him.
2534 * Aura parameters: 2206 * Aura parameters:
2535 * duration: duration counter. 2207 * duration: duration counter.
2536 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2537 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2538 */ 2210 */
2539
2540void 2211void
2541move_aura (object *aura) 2212move_aura (object *aura)
2542{ 2213{
2543 int i, mflags;
2544 object *env;
2545 maptile *m;
2546
2547 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2548 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2549 2217
2550 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2551 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2552 */ 2220 */
2553 aura->remove (); 2221 aura->remove ();
2558 aura->destroy (); 2226 aura->destroy ();
2559 return; 2227 return;
2560 } 2228 }
2561 2229
2562 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2563 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2564 { 2232 {
2565 aura->destroy (); 2233 aura->destroy ();
2566 return; 2234 return;
2567 } 2235 }
2568 2236
2569 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2570 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2571 */ 2239 */
2572 aura->insert_at (env, aura); 2240 aura->insert_at (env, aura);
2573 2241
2574 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2575 { 2243 {
2576 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2577 2246
2578 nx = aura->x + freearr_x[i];
2579 ny = aura->y + freearr_y[i];
2580 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2581
2582 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2583 * movement type of the aura. Eg, if the player is flying, the aura 2248 * movement type of the aura. Eg, if the player is flying, the aura
2584 * is flying also, if player is walking, it is on the ground, etc. 2249 * is flying also, if player is walking, it is on the ground, etc.
2585 */ 2250 */
2586 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2587 { 2252 {
2588 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2589 2254
2590 if (aura->other_arch) 2255 if (aura->other_arch)
2591 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2592 } 2257 }
2593 } 2258 }
2594 2259
2595 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2596 aura->remove (); 2261 env->insert (aura);
2597 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2598} 2263}
2599 2264
2600/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2601 * op is the piece object. 2266 * op is the piece object.
2602 */ 2267 */
2603
2604void 2268void
2605move_peacemaker (object *op) 2269move_peacemaker (object *op)
2606{ 2270{
2607 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2608
2609 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2610 { 2272 {
2611 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2612 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2613 2275
2614 if (tmp->head)
2615 victim = tmp->head;
2616 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2617 continue; 2277 continue;
2278
2618 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2619 continue; 2280 continue;
2281
2620 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2621 continue; 2283 continue;
2622 2284
2623 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2624 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2625 2287
2626 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2627 { 2289 {
2628 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2629 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2630 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2631 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2632#if 0 2295#if 0
2633 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2634 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2641 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2642 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2643 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2644 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2645 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2646 if (victim->name) 2310 if (victim->name)
2647 {
2648 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2649 } 2312 }
2650 }
2651 } 2313 }
2652} 2314}
2653
2654 2315
2655/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2656 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2657 */ 2318 */
2658
2659int 2319int
2660write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2661{ 2321{
2662 char rune[HUGE_BUF];
2663 object *tmp;
2664
2665 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2666 { 2323 {
2667 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2668 return 0; 2325 return 0;
2669 } 2326 }
2672 { 2329 {
2673 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2674 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2675 return 0; 2332 return 0;
2676 } 2333 }
2334
2677 if (!spell->other_arch) 2335 if (!spell->other_arch)
2678 return 0; 2336 return 0;
2337
2679 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2680
2681 snprintf (rune, sizeof (rune), "%s\n", msg);
2682 2339
2683 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2684 tmp->msg = rune; 2341 tmp->msg = msg;
2685 2342
2686 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2687 return 1; 2345 return 1;
2688} 2346}
2347

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