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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.102 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (!wand || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 77 wand->destroy ();
76 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 80
79 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
81 83
92 94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else 97 else
96 { 98 {
97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 108
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
111 } 113 }
112 114
113 return 1; 115 return 1;
114} 116}
122 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126int 128int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 130{
129 int bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 132 const char *missile_name = "arrow";
131 133
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 136 missile_name = tmp->race;
135 137
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 139
138 archetype *missile_arch = archetype::find (missile_name); 140 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 145 return 0;
144 } 146 }
145 147
146 object *missile = missile_arch->instance (); 148 object *missile = missile_arch->instance ();
147 149
148 if (stringarg) 150 if (spellparam)
149 { 151 {
150 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
152 { 154 {
153 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
154 156
155 for (; al; al = al->next) 157 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
157 break; 159 break;
158 160
159 if (!al) 161 if (!al)
160 { 162 {
161 missile->destroy (); 163 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
163 return 0; 165 return 0;
164 } 166 }
165 167
166 if (al->item->slaying) 168 if (al->item->slaying)
167 { 169 {
168 missile->destroy (); 170 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 172 return 0;
171 } 173 }
172 174
173 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
177 */ 179 */
178 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 181 missile_plus = 0;
180 } 182 }
181 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
183 } 185 }
184 186
185 missile_plus = clamp (missile_plus, -4, 4); 187 missile_plus = clamp (missile_plus, -4, 4);
186 188
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 194
193 missile->magic = missile_plus; 195 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
195 missile->value = 0; 197 missile->value = 0;
196 198
197 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
198 200
199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
200 pick_up (op, missile); 202 pick_up (op, missile);
201 203
202 return 1; 204 return 1;
203} 205}
204 206
205 207
206/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 210int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 212{
211 int food_value; 213 int food_value;
212 archetype *at = NULL; 214 archetype *at = NULL;
213 object *new_op; 215 object *new_op;
214 216
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 218
217 if (stringarg) 219 if (spellparam)
218 { 220 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 222 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 225 spellparam = NULL;
224 } 226 }
225 227
226 if (!stringarg) 228 if (!spellparam)
227 { 229 {
228 archetype *at_tmp; 230 archetype *at_tmp;
229 231
230 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
256 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
257 * know 259 * know
258 */ 260 */
259 if (!at) 261 if (!at)
260 { 262 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 264 return 0;
263 } 265 }
264 266
265 food_value /= at->stats.food; 267 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 268 new_op = at->instance ();
267 new_op->nrof = food_value; 269 new_op->nrof = food_value;
268 270
269 new_op->value = 0; 271 new_op->value = 0;
270 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
271 new_op->nrof = 1; 273 new_op->nrof = 1;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 299
298 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
299 break; 301 break;
300 302
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 304 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
306 308
307 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
308 { 310 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 313 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 315 if (tmp->head != NULL)
314 tmp = tmp->head; 316 tmp = tmp->head;
315 examine_monster (op, tmp); 317 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
339 { 341 {
340 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
342 { 344 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
344 return 0; 346 return 0;
345 347
346 return 1; 348 return 1;
347 } 349 }
348 350
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
447 // earth to dust tears down everything that can be torn down 449 // earth to dust tears down everything that can be torn down
448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 451 {
450 next = tmp->above; 452 next = tmp->above;
451 453
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
456 458
457 return 1; 459 return 1;
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
464 { 466 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 469 else
468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 } 471 }
470 472
564 566
565int 567int
566perceive_self (object *op) 568perceive_self (object *op)
567{ 569{
568 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
570 572
571 dynbuf_text &buf = msg_dynbuf; buf.clear (); 573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572 574
573 if (!op->is_player ()) 575 if (!op->is_player ())
574 return 0; 576 return 0;
593 for (int i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
594 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 } 598 }
597 599
598 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 603 {
602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 605 {
644 646
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 { 650 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
650 return 0; 652 return 0;
651 } 653 }
652 654
653 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 657 else if (spell_ob->race)
656 { 658 {
657 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
658 660
659 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 667 return 0;
666 } 668 }
667 669
668 tmp = arch_to_object (at); 670 tmp = at->instance ();
669 } 671 }
670 else 672 else
671 { 673 {
672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
673 return 0; 675 return 0;
678 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
679 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
680 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
681 tmp->range = 0; 683 tmp->range = 0;
682 } 684 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
684 { 686 {
685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
687 } 689 }
688 690
689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
690 { 692 {
691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
693 } 695 }
694 696
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 698 {
697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
698 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
701 } 703 }
702 704
703 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
704 * these fields just won't be used. Do not set the owner for 706 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
717 return 0; 719 return 0;
718 } 720 }
719 721
720 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
721 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 725
724 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
747 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
749 751
750 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
753 755
754 } 756 }
755 else 757 else
756 posblocked = 1; 758 posblocked = 1;
757 759
764 { 766 {
765 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
767 769
768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
770 } 772 }
771 else 773 else
772 negblocked = 1; 774 negblocked = 1;
773 } 775 }
774 776
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
777 779
778 return 1; 780 return 1;
779} 781}
780 782
781int 783int
782dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 785{
784 uint32 dist, maxdist; 786 uint32 dist, maxdist;
785 int mflags; 787 int mflags;
786 maptile *m; 788 maptile *m;
787 sint16 sx, sy; 789 sint16 sx, sy;
789 if (op->type != PLAYER) 791 if (op->type != PLAYER)
790 return 0; 792 return 0;
791 793
792 if (!dir) 794 if (!dir)
793 { 795 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
795 return 0; 797 return 0;
796 } 798 }
797 799
798 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in. 801 * ever, so put limits in.
800 */ 802 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 804
803 if (op->contr->count) 805 if (spellparam)
804 { 806 {
807 int count = atoi (spellparam);
808
805 if (op->contr->count > maxdist) 809 if (count > maxdist)
806 { 810 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
808 return 0; 812 return 0;
809 } 813 }
810 814
811 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
812 { 816 {
813 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
814 818
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 820 break;
817 821
818 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
819 break; 823 break;
820 } 824 }
821 825
822 if (dist < op->contr->count) 826 if (dist < count)
823 { 827 {
824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
825 op->contr->count = 0;
826 return 0; 829 return 0;
827 } 830 }
828
829 op->contr->count = 0;
830 831
831 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
876 break; 877 break;
877 878
878 } 879 }
879 if (!dist) 880 if (!dist)
880 { 881 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
882 return 0; 883 return 0;
883 } 884 }
884 } 885 }
885 886
886 /* Actually move the player now */ 887 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 return 1; 889 return 1;
889 890
890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
891 return 1; 893 return 1;
892} 894}
893 895
894/* cast_heal: Heals something. 896/* cast_heal: Heals something.
895 * op is the caster. 897 * op is the caster.
950 if (cure_disease (tmp, op, spell)) 952 if (cure_disease (tmp, op, spell))
951 success = 1; 953 success = 1;
952 954
953 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
954 { 956 {
955 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
957 if (poison) 959 if (poison)
958 { 960 {
959 success = 1; 961 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 964 }
963 } 965 }
964 966
965 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
966 { 968 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 970 if (poison)
969 { 971 {
970 success = 1; 972 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 974 poison->duration = 1;
973 } 975 }
974 } 976 }
975 977
976 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
977 { 979 {
978 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
980 if (poison) 982 if (poison)
981 { 983 {
982 success = 1; 984 success = 1;
983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 1004 success = 1;
1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1004 } 1006 }
1005 1007
1006 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 1009 {
1008 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1009 1011 min_it (tmp->stats.food, MAX_FOOD);
1010 if (tmp->stats.food > 999)
1011 tmp->stats.food = 999;
1012 1012
1013 success = 1; 1013 success = 1;
1014 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1016 } 1016 }
1031 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1032 "You are no easier to look at.", 1032 "You are no easier to look at.",
1033}; 1033};
1034 1034
1035int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1036cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1037{ 1043{
1038 object *force = 0; 1044 object *force = 0;
1039 int i; 1045 int i;
1040 1046
1057 break; 1063 break;
1058 } 1064 }
1059 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1060 { 1066 {
1061 if (!silent) 1067 if (!silent)
1062 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1063 1070
1064 return 0; 1071 return 0;
1065 } 1072 }
1066 } 1073 }
1067 } 1074 }
1068 1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1069 if (!force) 1078 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1079 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1080 if (duration > force->duration)
1089 { 1081 {
1090 force->duration = duration; 1082 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1084 }
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 1087
1096 return 1; 1088 return 1;
1097 } 1089 }
1098 1090
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1100 force->speed = 1.0; 1106 force->speed = 1.0;
1101 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1103 1109
1104 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1106 { 1112 {
1107 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1137 } 1143 }
1138 } 1144 }
1139 1145
1140 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1141 1147
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1144 1150
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1147 1153
1148 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1150 { 1156 {
1151 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1232 return 0; 1238 return 0;
1233 } 1239 }
1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1241 force->speed = 1.0;
1236 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1238 1244
1239 if (!god) 1245 if (!god)
1240 { 1246 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1248 }
1243 else 1249 else
1244 { 1250 {
1245 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 } 1255
1252 }
1253 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1254 1257
1255 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1257 1260
1299 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1305 * the stuff back to town.
1303 */ 1306 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1308 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1310 value /= 3;
1308 else 1311 else
1309 value = value * 9 / 10; 1312 value = value * 9 / 10;
1322 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1323 return 0; 1326 return 0;
1324 1327
1325 archetype *nugget[3]; 1328 archetype *nugget[3];
1326 1329
1327 nugget[0] = archetype::find ("pyrite3"); 1330 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1331 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1332 nugget[2] = archetype::find (shstr_pyrite);
1330 1333
1331 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1332 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1336 * in sight
1334 */ 1337 */
1363 1366
1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1365 { 1368 {
1366 next = tmp->above; 1369 next = tmp->above;
1367 1370
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1370 { 1373 {
1371 if (tmp->inv) 1374 if (tmp->inv)
1372 { 1375 {
1373 object *next1, *tmp1; 1376 object *next1, *tmp1;
1374 1377
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 { 1379 {
1377 next1 = tmp1->below; 1380 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1380 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1381 } 1384 }
1382 } 1385 }
1383 1386
1384 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value) 1398 if (int nrof = value / nugget [i]->value)
1396 { 1399 {
1397 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1398 1401
1399 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1403 } 1406 }
1404 1407
1415 * items. 1418 * items.
1416 */ 1419 */
1417int 1420int
1418remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1419{ 1422{
1420 object *tmp;
1421 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1422 1424
1423 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1427 { 1429 {
1428 was_one++; 1430 was_one++;
1429 1431
1430 if (tmp->level <= casting_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1431 { 1433 {
1432 success++; 1434 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1434 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1435 1437
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1439 1441
1440 if (object *pl = tmp->visible_to ()) 1442 if (object *pl = tmp->visible_to ())
1441 esrv_update_item (UPD_FLAGS, pl, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1442 } 1444 }
1467 1469
1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1469 1471
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1473 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1473 { 1475 {
1474 identify (tmp); 1476 identify (tmp);
1475 1477
1476 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1477 { 1479 {
1491 * was not fully used. 1493 * was not fully used.
1492 */ 1494 */
1493 if (num_ident) 1495 if (num_ident)
1494 { 1496 {
1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1497 { 1499 {
1498 identify (tmp); 1500 identify (tmp);
1499 1501
1500 if (object *pl = tmp->visible_to ()) 1502 if (object *pl = tmp->visible_to ())
1501 { 1503 {
1541 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1542 1544
1543 if (!skill) 1545 if (!skill)
1544 skill = caster; 1546 skill = caster;
1545 1547
1548 dynbuf buf;
1546 unordered_mapwalk (op, -range, -range, range, range) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1547 { 1550 {
1548 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1549 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1550 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1551 * down - that is easier than working up. 1554 * down - that is easier than working up.
1552 */ 1555 */
1553 1556
1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1555 last = tmp; 1558 last = tmp;
1556 1559
1557 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1558 * would happen. 1561 * would happen.
1559 */ 1562 */
1560 if (!last) 1563 if (!last)
1561 continue; 1564 continue;
1562 1565
1563 done_one = 0; 1566 done_one = 0;
1564 floor = 0; 1567 floor = 0;
1565 detect = NULL; 1568 detect = 0;
1566 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1567 { 1570 {
1568 /* show invisible */ 1571 /* show invisible */
1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1570 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1572 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1573 || tmp->type == CF_HANDLE 1576 || tmp->type == T_HANDLE
1574 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1575 || tmp->type == BUTTON || tmp->type == TELEPORTER 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1576 || tmp->type == GATE || tmp->type == LOCKED_DOOR 1583 || tmp->type == LOCKED_DOOR
1577 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1578 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY 1587 || tmp->type == TRIGGER_PEDESTAL
1579 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1580 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1581 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1582 { 1596 {
1583 tmp->invisible = 0; 1597 tmp->invisible = 0;
1584 done_one = 1; 1598 done_one = 1;
1585 } 1599 }
1586 } 1600 }
1587 1601
1588 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (tmp->flag [FLAG_IS_FLOOR])
1589 floor = 1; 1603 floor = 1;
1590 1604
1591 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1592 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1593 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1602 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1603 * effect wouldn't be as apparent. 1617 * effect wouldn't be as apparent.
1604 */ 1618 */
1605 1619
1606 /* detect magic */ 1620 /* detect magic */
1607 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1608 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1609 { 1623 {
1610 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1611 /* make runes more visibile */ 1625 /* make runes more visible */
1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1613 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1614 1628
1615 done_one = 1; 1629 done_one = 1;
1616 } 1630 }
1617 1631
1618 /* detect monster */ 1632 /* detect monster */
1619 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1620 { 1634 {
1621 done_one = 2; 1635 done_one = 2;
1622 1636
1623 if (!detect) 1637 if (!detect)
1624 detect = tmp; 1638 detect = tmp;
1626 1640
1627 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1628 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1629 * race must match. 1643 * race must match.
1630 */ 1644 */
1631 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1633 spell->race.contains (tmp->race))) 1647 spell->race.contains (tmp->race)))
1634 { 1648 {
1635 done_one = 2; 1649 done_one = 2;
1636 1650
1637 if (!detect) 1651 if (!detect)
1638 detect = tmp; 1652 detect = tmp;
1639 } 1653 }
1640 1654
1641 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1642 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1643 { 1657 {
1644 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1645 done_one = 1; 1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1674 done_one = 1;
1675 }
1646 } 1676 }
1647 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1648 1678
1649 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
1650 * where the magic is. 1680 * where the magic is.
1651 */ 1681 */
1652 if (done_one) 1682 if (done_one)
1653 { 1683 {
1654 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1655 1685
1656 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1657 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1658 { 1688 {
1659 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1660 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1661 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1662 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1663 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1664 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1665 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1666 } 1696 }
1667 1697
1668 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1669 } 1699 }
1670 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1671 1701
1672 1702
1673 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
1674 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1675 { 1705 {
1676 done_one = 0; 1706 done_one = 0;
1677 1707
1678 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1679 { 1709 {
1680 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1681 { 1711 {
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1683 { 1713 {
1684 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1685 1715
1686 if (object *pl = tmp->visible_to ()) 1716 if (object *pl = tmp->visible_to ())
1687 esrv_update_item (UPD_FLAGS, pl, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1688 } 1718 }
1689 1719
1690 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1691 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1692 { 1722 {
1693 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1694 1724
1695 if (object *pl = tmp->visible_to ()) 1725 if (object *pl = tmp->visible_to ())
1696 esrv_update_item (UPD_FLAGS, pl, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1697 } 1727 }
1698 } /* if item is not identified */ 1728 } /* if item is not identified */
1758 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1759 1789
1760 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1761 { 1791 {
1762 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1763 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1764 break; 1794 break;
1765 } 1795 }
1766 1796
1767 1797
1768 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
1769 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
1770 */ 1800 */
1771 if (plyr == NULL) 1801 if (plyr == NULL)
1772 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1774 break; 1804 break;
1775 1805
1776 if (!plyr) 1806 if (!plyr)
1777 { 1807 {
1778 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
1779 return 0; 1809 return 0;
1780 } 1810 }
1781 /* give sp */ 1811 /* give sp */
1782 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
1783 { 1813 {
1795 if (rate > 95) 1825 if (rate > 95)
1796 rate = 95; 1826 rate = 95;
1797 1827
1798 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1799 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1800 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
1801 { 1831 {
1802 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1803 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1804 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1805 if (sucked > 0) 1835 if (sucked > 0)
1856 * monsters either. 1886 * monsters either.
1857 */ 1887 */
1858 1888
1859 if (head->attacktype & AT_MAGIC 1889 if (head->attacktype & AT_MAGIC
1860 && !(head->attacktype & AT_COUNTERSPELL) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1861 && !QUERY_FLAG (head, FLAG_MONSTER) 1891 && !head->flag [FLAG_MONSTER]
1862 && (op->level > head->level)) 1892 && (op->level > head->level))
1863 head->destroy (); 1893 head->destroy ();
1864 else 1894 else
1865 switch (head->type) 1895 switch (head->type)
1866 { 1896 {
1867 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1868 // XXX: Don't affect floor spelleffects. See also XXX comment 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1869 // about sanctuary in spell_util.C 1899 // about sanctuary in spell_util.C
1870 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1900 if (tmp->flag [FLAG_IS_FLOOR])
1871 continue; 1901 continue;
1872 1902
1873 if (op->level > head->level) 1903 if (op->level > head->level)
1874 head->destroy (); 1904 head->destroy ();
1875 1905
1898 1928
1899 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
1900 1930
1901 if (!god) 1931 if (!god)
1902 { 1932 {
1903 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1904 return 0; 1934 return 0;
1905 } 1935 }
1906 1936
1907 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
1908 { 1938 {
1909 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
1910 break; 1940 break;
1911 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
1912 { 1942 {
1913 1943
1914 if (tmp->level > casting_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
1915 { 1945 {
1916 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1917 return 0; 1947 return 0;
1918 } 1948 }
1919 else 1949 else
1920 { 1950 {
1921 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1931 return 1; 1961 return 1;
1932 } 1962 }
1933 } 1963 }
1934 } 1964 }
1935 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1965
1966 op->failmsg ("You are not standing over an altar!");
1936 return 0; 1967 return 0;
1937} 1968}
1938 1969
1939/* animate_weapon - 1970/* animate_weapon -
1940 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1982 2013
1983 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
1984 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) 2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1985 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1986 { 2017 {
1987 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
1988 return 0; 2019 return 0;
1989 } 2020 }
1990 2021
1991 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
1992 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
1993 2024
1994 if (!weapon) 2025 if (!weapon)
1995 { 2026 {
1996 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2027 op->failmsg ("You must mark a weapon to use with this spell!");
1997 return 0; 2028 return 0;
1998 } 2029 }
1999 2030
2000 if (spell->race && weapon->arch->archname != spell->race) 2031 if (spell->race && weapon->arch->archname != spell->race)
2001 { 2032 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2003 return 0; 2034 return 0;
2004 } 2035 }
2005 2036
2006 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2007 { 2038 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2039 op->failmsg ("You need to wield a weapon to animate it.");
2009 return 0; 2040 return 0;
2010 } 2041 }
2011 2042
2012 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2043 if (weapon->flag [FLAG_APPLIED])
2013 { 2044 {
2014 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2015 return 0; 2046 return 0;
2016 } 2047 }
2017 2048
2018 weapon = weapon->split (); 2049 weapon = weapon->split ();
2019 2050
2020 /* create the golem object */ 2051 /* create the golem object */
2021 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2022 2053
2023 /* if animated by a player, give the player control of the golem */ 2054 /* if animated by a player, give the player control of the golem */
2024 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2025 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2026 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2027 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2028 tmp->set_owner (op); 2059 tmp->set_owner (op);
2029 op->contr->golem = tmp; 2060 op->contr->golem = tmp;
2031 2062
2032 /* Give the weapon to the golem now. A bit of a hack to check the 2063 /* Give the weapon to the golem now. A bit of a hack to check the
2033 * removed flag - it should only be set if weapon->split was 2064 * removed flag - it should only be set if weapon->split was
2034 * used above. 2065 * used above.
2035 */ 2066 */
2036 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2037 weapon->remove (); 2068 weapon->remove ();
2038 2069
2039 tmp->insert (weapon); 2070 tmp->insert (weapon);
2040 2071
2041 /* To do everything necessary to let a golem use the weapon is a pain, 2072 /* To do everything necessary to let a golem use the weapon is a pain,
2042 * so instead, just set it as equipped (otherwise, we need to update 2073 * so instead, just set it as equipped (otherwise, we need to update
2043 * body_info, skills, etc) 2074 * body_info, skills, etc)
2044 */ 2075 */
2045 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2046 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2047 tmp->update_stats (); 2078 tmp->update_stats ();
2048 2079
2049 /* There used to be 'odd' code that basically seemed to take the absolute 2080 /* There used to be 'odd' code that basically seemed to take the absolute
2050 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2081 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2051 * if you're using a crappy weapon, it shouldn't be as good. 2082 * if you're using a crappy weapon, it shouldn't be as good.
2071 2102
2072 /* attacktype */ 2103 /* attacktype */
2073 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2074 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2075 2106
2076 if (materialtype_t *mt = name_to_material (op->materialname))
2077 {
2078 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2079 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2080 a = mt->save[0]; 2109
2081 } 2110 a = op->material->save[0];
2082 else
2083 {
2084 for (i = 0; i < NROFATTACKS; i++)
2085 tmp->resist[i] = 5;
2086 a = 10;
2087 }
2088 2111
2089 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2090 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2091 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2092 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2119 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2120 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2121 } 2144 }
2122 2145
2123 /* make experience increase in proportion to the strength of the summoned creature. */ 2146 /* make experience increase in proportion to the strength of the summoned creature. */
2124 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2125 2148
2126 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2127 tmp->direction = dir; 2150 tmp->direction = dir;
2128 2151
2129 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2146 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2147 2170
2148 if (!success) 2171 if (!success)
2149 { 2172 {
2150 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2151 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2152 else 2175 else
2153 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2154 } 2177 }
2155 2178
2156 return success; 2179 return success;
2157} 2180}
2158 2181
2168 2191
2169 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2170 if (new_aura) 2193 if (new_aura)
2171 refresh = 1; 2194 refresh = 1;
2172 else 2195 else
2173 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2174 2197
2175 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2176 2199
2177 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2178 2201
2243 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2244 { 2267 {
2245 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2246 2269
2247 if (aura->other_arch) 2270 if (aura->other_arch)
2248 pos.insert (arch_to_object (aura->other_arch), aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2249 } 2272 }
2250 } 2273 }
2251 2274
2252 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2253 env->insert (aura); 2276 env->insert (aura);
2263 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2264 { 2287 {
2265 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2266 object *victim = tmp->head_ (); 2289 object *victim = tmp->head_ ();
2267 2290
2268 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2291 if (!victim->flag [FLAG_MONSTER])
2269 continue; 2292 continue;
2270 2293
2271 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2272 continue; 2295 continue;
2273 2296
2274 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2275 continue; 2298 continue;
2276 2299
2277 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2278 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2279 2302
2280 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2281 { 2304 {
2282 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2283 2306
2292 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2293 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2294 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2295#endif 2318#endif
2296 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2297 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2298 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2299 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2300 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2301 2324
2302 if (victim->name) 2325 if (victim->name)
2303 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2304 } 2327 }
2305 } 2328 }
2311int 2334int
2312write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2313{ 2336{
2314 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2315 { 2338 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2317 return 0; 2340 return 0;
2318 } 2341 }
2319 2342
2320 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2321 { 2344 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2323 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2324 return 0; 2347 return 0;
2325 } 2348 }
2326 2349
2327 if (!spell->other_arch) 2350 if (!spell->other_arch)
2328 return 0; 2351 return 0;
2329 2352
2330 object *tmp = arch_to_object (spell->other_arch); 2353 object *tmp = spell->other_arch->instance ();
2331 2354
2332 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2333 tmp->msg = msg; 2356 tmp->msg = msg;
2334 2357
2335 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines