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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.118 by root, Sun Feb 7 04:22:33 2010 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (!wand || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype (shstr_fireball); 78 tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
129{ 130{
130 int bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name = "arrow"; 132 const char *missile_name = "arrow";
132 133
133 for (object *tmp = op->inv; tmp; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name = tmp->race; 136 missile_name = tmp->race;
136 137
137 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);
138 139
139 archetype *missile_arch = archetype::find (missile_name); 140 archetype *missile_arch = archetype::find (missile_name);
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
162 missile->destroy (); 163 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
164 return 0; 165 return 0;
165 } 166 }
166 167
167 if (al->item->slaying) 168 if (al->item->slaying)
168 { 169 {
169 missile->destroy (); 170 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 172 return 0;
172 } 173 }
173 174
174 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
175 /* 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 -
193 194
194 missile->magic = missile_plus; 195 missile->magic = missile_plus;
195 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
196 missile->value = 0; 197 missile->value = 0;
197 198
198 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
199 200
200 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 ())
201 pick_up (op, missile); 202 pick_up (op, missile);
202 203
203 return 1; 204 return 1;
257 /* 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
258 * know 259 * know
259 */ 260 */
260 if (!at) 261 if (!at)
261 { 262 {
262 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.");
263 return 0; 264 return 0;
264 } 265 }
265 266
266 food_value /= at->stats.food; 267 food_value /= at->stats.food;
267 new_op = at->instance (); 268 new_op = at->instance ();
297 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
298 299
299 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
300 break; 301 break;
301 302
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
303 { 304 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0; 306 return 0;
306 } 307 }
307 308
308 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
309 { 310 {
310 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)
311 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]))
312 { 313 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 315 if (tmp->head != NULL)
315 tmp = tmp->head; 316 tmp = tmp->head;
316 examine_monster (op, tmp); 317 examine_monster (op, tmp);
339 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
340 { 341 {
341 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
343 { 344 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
345 return 0; 346 return 0;
346 347
347 return 1; 348 return 1;
348 } 349 }
349 350
380int 381int
381cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
382{ 383{
383 if (op->invisible > 1000) 384 if (op->invisible > 1000)
384 { 385 {
385 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");
386 return 0; 387 return 0;
387 } 388 }
388 389
389 /* 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
390 * and if statement or two. 391 * and if statement or two.
396 397
397 if (op->type == PLAYER) 398 if (op->type == PLAYER)
398 { 399 {
399 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
400 401
401 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
402 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
403 else 404 else
404 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
405 406
406 op->contr->hidden = 0; 407 op->contr->hidden = 0;
448 // earth to dust tears down everything that can be torn down 449 // earth to dust tears down everything that can be torn down
449 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)
450 { 451 {
451 next = tmp->above; 452 next = tmp->above;
452 453
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (tmp->flag [FLAG_TEAR_DOWN])
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 } 456 }
456 } 457 }
457 458
458 return 1; 459 return 1;
461void 462void
462execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
463{ 464{
464 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
465 { 466 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
467 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.");
468 else 469 else
469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 } 471 }
471 472
645 646
646 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
647 (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) ||
648 ((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)))
649 { 650 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
651 return 0; 652 return 0;
652 } 653 }
653 654
654 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
655 tmp = spell_ob->other_arch->instance (); 656 tmp = spell_ob->other_arch->instance ();
679 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
680 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);
681 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);
682 tmp->range = 0; 683 tmp->range = 0;
683 } 684 }
684 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
685 { 686 {
686 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);
687 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
688 } 689 }
689 690
690 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])
691 { 692 {
692 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);
693 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
694 } 695 }
695 696
696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
697 { 698 {
698 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);
699 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
700 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
701 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
702 } 703 }
703 704
704 /* 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,
705 * 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
706 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
771 } 772 }
772 else 773 else
773 negblocked = 1; 774 negblocked = 1;
774 } 775 }
775 776
776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
777 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
778 779
779 return 1; 780 return 1;
780} 781}
781 782
790 if (op->type != PLAYER) 791 if (op->type != PLAYER)
791 return 0; 792 return 0;
792 793
793 if (!dir) 794 if (!dir)
794 { 795 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
796 return 0; 797 return 0;
797 } 798 }
798 799
799 /* 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
800 * ever, so put limits in. 801 * ever, so put limits in.
805 { 806 {
806 int count = atoi (spellparam); 807 int count = atoi (spellparam);
807 808
808 if (count > maxdist) 809 if (count > maxdist)
809 { 810 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
811 return 0; 812 return 0;
812 } 813 }
813 814
814 for (dist = 0; dist < count; dist++) 815 for (dist = 0; dist < count; dist++)
815 { 816 {
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 */
1002 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1003 success = 1; 1004 success = 1;
1004 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!");
1005 } 1006 }
1006 1007
1007 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1008 { 1009 {
1009 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1010 1011 min_it (tmp->stats.food, MAX_FOOD);
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013 1012
1014 success = 1; 1013 success = 1;
1015 /* 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 */
1016 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");
1017 } 1016 }
1064 break; 1063 break;
1065 } 1064 }
1066 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 { 1066 {
1068 if (!silent) 1067 if (!silent)
1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect", 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl); 1069 &spell_ob->name, &tmp2->name_pl);
1072 1070
1073 return 0; 1071 return 0;
1074 } 1072 }
1075 } 1073 }
1076 } 1074 }
1105 1103
1106 force->name_pl = spell_ob->name; 1104 force->name_pl = spell_ob->name;
1107 1105
1108 force->speed = 1.0; 1106 force->speed = 1.0;
1109 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1110 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1111 1109
1112 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1113 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1114 { 1112 {
1115 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1145 } 1143 }
1146 } 1144 }
1147 1145
1148 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1149 1147
1150 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1151 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1152 1150
1153 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1154 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1155 1153
1156 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1157 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1158 { 1156 {
1159 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1240 return 0; 1238 return 0;
1241 } 1239 }
1242 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;
1243 force->speed = 1.0; 1241 force->speed = 1.0;
1244 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1245 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1246 1244
1247 if (!god) 1245 if (!god)
1248 { 1246 {
1249 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1250 } 1248 }
1304 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1305 * the stuff back to town.
1308 */ 1306 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1308 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1310 value /= 3;
1313 else 1311 else
1314 value = value * 9 / 10; 1312 value = value * 9 / 10;
1368 1366
1369 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)
1370 { 1368 {
1371 next = tmp->above; 1369 next = tmp->above;
1372 1370
1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1375 { 1373 {
1376 if (tmp->inv) 1374 if (tmp->inv)
1377 { 1375 {
1378 object *next1, *tmp1; 1376 object *next1, *tmp1;
1379 1377
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 { 1379 {
1382 next1 = tmp1->below; 1380 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1385 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1386 } 1384 }
1387 } 1385 }
1388 1386
1389 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1423remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1424{ 1422{
1425 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1426 1424
1427 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1431 { 1429 {
1432 was_one++; 1430 was_one++;
1433 1431
1434 if (tmp->level <= casting_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1435 { 1433 {
1436 success++; 1434 success++;
1437 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1438 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1439 1437
1440 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1442 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1443 1441
1444 if (object *pl = tmp->visible_to ()) 1442 if (object *pl = tmp->visible_to ())
1445 esrv_update_item (UPD_FLAGS, pl, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1444 }
1471 1469
1472 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));
1473 1471
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1473 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1477 { 1475 {
1478 identify (tmp); 1476 identify (tmp);
1479 1477
1480 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1481 { 1479 {
1495 * was not fully used. 1493 * was not fully used.
1496 */ 1494 */
1497 if (num_ident) 1495 if (num_ident)
1498 { 1496 {
1499 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)
1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1501 { 1499 {
1502 identify (tmp); 1500 identify (tmp);
1503 1501
1504 if (object *pl = tmp->visible_to ()) 1502 if (object *pl = tmp->visible_to ())
1505 { 1503 {
1554 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1555 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1556 * down - that is easier than working up. 1554 * down - that is easier than working up.
1557 */ 1555 */
1558 1556
1559 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)
1560 last = tmp; 1558 last = tmp;
1561 1559
1562 /* 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
1563 * would happen. 1561 * would happen.
1564 */ 1562 */
1565 if (!last) 1563 if (!last)
1566 continue; 1564 continue;
1567 1565
1568 done_one = 0; 1566 done_one = 0;
1569 floor = 0; 1567 floor = 0;
1570 detect = NULL; 1568 detect = 0;
1571 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1572 { 1570 {
1573 /* show invisible */ 1571 /* show invisible */
1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1575 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1578 || tmp->type == T_HANDLE 1576 || tmp->type == T_HANDLE
1579 || tmp->type == TRAPDOOR 1577 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT 1578 || tmp->type == EXIT
1581 || tmp->type == HOLE 1579 || tmp->type == HOLE
1582 || tmp->type == BUTTON 1580 || tmp->type == BUTTON
1583 || tmp->type == TELEPORTER 1581 || tmp->type == TELEPORTER
1584 || tmp->type == GATE 1582 || tmp->type == GATE
1585 || tmp->type == LOCKED_DOOR 1583 || tmp->type == LOCKED_DOOR
1586 || tmp->type == WEAPON 1584 || tmp->type == WEAPON
1587 || tmp->type == ALTAR 1585 || tmp->type == ALTAR
1588 || tmp->type == SIGN 1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1589 || tmp->type == TRIGGER_PEDESTAL 1587 || tmp->type == TRIGGER_PEDESTAL
1590 || tmp->type == SPECIAL_KEY 1588 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE 1589 || tmp->type == TREASURE
1592 || tmp->type == BOOK 1590 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR 1591 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER))) 1592 || tmp->type == CONTAINER)))
1595 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1596 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)
1597 { 1596 {
1598 tmp->invisible = 0; 1597 tmp->invisible = 0;
1599 done_one = 1; 1598 done_one = 1;
1600 } 1599 }
1601 } 1600 }
1602 1601
1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (tmp->flag [FLAG_IS_FLOOR])
1604 floor = 1; 1603 floor = 1;
1605 1604
1606 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1607 * 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
1608 * 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
1617 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1618 * effect wouldn't be as apparent. 1617 * effect wouldn't be as apparent.
1619 */ 1618 */
1620 1619
1621 /* detect magic */ 1620 /* detect magic */
1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1623 !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))
1624 { 1623 {
1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1626 /* make runes more visibile */ 1625 /* make runes more visible */
1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1628 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1629 1628
1630 done_one = 1; 1629 done_one = 1;
1631 } 1630 }
1632 1631
1633 /* detect monster */ 1632 /* detect monster */
1634 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))
1635 { 1634 {
1636 done_one = 2; 1635 done_one = 2;
1637 1636
1638 if (!detect) 1637 if (!detect)
1639 detect = tmp; 1638 detect = tmp;
1641 1640
1642 /* 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
1643 * 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
1644 * race must match. 1643 * race must match.
1645 */ 1644 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 spell->race.contains (tmp->race))) 1647 spell->race.contains (tmp->race)))
1649 { 1648 {
1650 done_one = 2; 1649 done_one = 2;
1651 1650
1652 if (!detect) 1651 if (!detect)
1653 detect = tmp; 1652 detect = tmp;
1654 } 1653 }
1655 1654
1656 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] &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1658 { 1657 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1660 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 }
1661 } 1676 }
1662 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1663 1678
1664 /* 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
1665 * where the magic is. 1680 * where the magic is.
1674 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1681 } 1696 }
1682 1697
1683 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1684 } 1699 }
1685 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1686 1701
1687 1702
1688 /* 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 */
1689 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])
1690 { 1705 {
1691 done_one = 0; 1706 done_one = 0;
1692 1707
1693 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1694 { 1709 {
1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1696 { 1711 {
1697 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])
1698 { 1713 {
1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1700 1715
1701 if (object *pl = tmp->visible_to ()) 1716 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 } 1718 }
1704 1719
1705 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] &&
1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1707 { 1722 {
1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1709 1724
1710 if (object *pl = tmp->visible_to ()) 1725 if (object *pl = tmp->visible_to ())
1711 esrv_update_item (UPD_FLAGS, pl, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1712 } 1727 }
1713 } /* if item is not identified */ 1728 } /* if item is not identified */
1773 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1774 1789
1775 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1776 { 1791 {
1777 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)
1778 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1779 break; 1794 break;
1780 } 1795 }
1781 1796
1782 1797
1783 /* 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
1784 * 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.
1785 */ 1800 */
1786 if (plyr == NULL) 1801 if (plyr == NULL)
1787 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)
1788 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1789 break; 1804 break;
1790 1805
1791 if (!plyr) 1806 if (!plyr)
1792 { 1807 {
1793 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
1794 return 0; 1809 return 0;
1795 } 1810 }
1796 /* give sp */ 1811 /* give sp */
1797 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
1798 { 1813 {
1810 if (rate > 95) 1825 if (rate > 95)
1811 rate = 95; 1826 rate = 95;
1812 1827
1813 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1814 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1815 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
1816 { 1831 {
1817 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1818 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1819 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1820 if (sucked > 0) 1835 if (sucked > 0)
1871 * monsters either. 1886 * monsters either.
1872 */ 1887 */
1873 1888
1874 if (head->attacktype & AT_MAGIC 1889 if (head->attacktype & AT_MAGIC
1875 && !(head->attacktype & AT_COUNTERSPELL) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1876 && !QUERY_FLAG (head, FLAG_MONSTER) 1891 && !head->flag [FLAG_MONSTER]
1877 && (op->level > head->level)) 1892 && (op->level > head->level))
1878 head->destroy (); 1893 head->destroy ();
1879 else 1894 else
1880 switch (head->type) 1895 switch (head->type)
1881 { 1896 {
1882 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1883 // XXX: Don't affect floor spelleffects. See also XXX comment 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1884 // about sanctuary in spell_util.C 1899 // about sanctuary in spell_util.C
1885 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1900 if (tmp->flag [FLAG_IS_FLOOR])
1886 continue; 1901 continue;
1887 1902
1888 if (op->level > head->level) 1903 if (op->level > head->level)
1889 head->destroy (); 1904 head->destroy ();
1890 1905
1913 1928
1914 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
1915 1930
1916 if (!god) 1931 if (!god)
1917 { 1932 {
1918 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!");
1919 return 0; 1934 return 0;
1920 } 1935 }
1921 1936
1922 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
1923 { 1938 {
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
1925 break; 1940 break;
1926 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
1927 { 1942 {
1928 1943
1929 if (tmp->level > casting_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
1930 { 1945 {
1931 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);
1932 return 0; 1947 return 0;
1933 } 1948 }
1934 else 1949 else
1935 { 1950 {
1936 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
1945 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);
1946 return 1; 1961 return 1;
1947 } 1962 }
1948 } 1963 }
1949 } 1964 }
1950 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!");
1951 return 0; 1967 return 0;
1952} 1968}
1953 1969
1954/* animate_weapon - 1970/* animate_weapon -
1955 * 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.
1997 2013
1998 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
1999 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)
2000 || ((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))
2001 { 2017 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2003 return 0; 2019 return 0;
2004 } 2020 }
2005 2021
2006 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2007 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2008 2024
2009 if (!weapon) 2025 if (!weapon)
2010 { 2026 {
2011 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!");
2012 return 0; 2028 return 0;
2013 } 2029 }
2014 2030
2015 if (spell->race && weapon->arch->archname != spell->race) 2031 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2032 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2018 return 0; 2034 return 0;
2019 } 2035 }
2020 2036
2021 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2022 { 2038 {
2023 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.");
2024 return 0; 2040 return 0;
2025 } 2041 }
2026 2042
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2043 if (weapon->flag [FLAG_APPLIED])
2028 { 2044 {
2029 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));
2030 return 0; 2046 return 0;
2031 } 2047 }
2032 2048
2033 weapon = weapon->split (); 2049 weapon = weapon->split ();
2034 2050
2035 /* create the golem object */ 2051 /* create the golem object */
2036 tmp = spell->other_arch->instance (); 2052 tmp = spell->other_arch->instance ();
2037 2053
2038 /* 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 */
2039 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2040 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2041 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2042 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2043 tmp->set_owner (op); 2059 tmp->set_owner (op);
2044 op->contr->golem = tmp; 2060 op->contr->golem = tmp;
2046 2062
2047 /* 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
2048 * removed flag - it should only be set if weapon->split was 2064 * removed flag - it should only be set if weapon->split was
2049 * used above. 2065 * used above.
2050 */ 2066 */
2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2052 weapon->remove (); 2068 weapon->remove ();
2053 2069
2054 tmp->insert (weapon); 2070 tmp->insert (weapon);
2055 2071
2056 /* 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,
2057 * 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
2058 * body_info, skills, etc) 2074 * body_info, skills, etc)
2059 */ 2075 */
2060 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2061 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2062 tmp->update_stats (); 2078 tmp->update_stats ();
2063 2079
2064 /* 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
2065 * 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 -
2066 * 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.
2153 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2154 2170
2155 if (!success) 2171 if (!success)
2156 { 2172 {
2157 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2158 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2159 else 2175 else
2160 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2161 } 2177 }
2162 2178
2163 return success; 2179 return success;
2164} 2180}
2165 2181
2270 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2271 { 2287 {
2272 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2273 object *victim = tmp->head_ (); 2289 object *victim = tmp->head_ ();
2274 2290
2275 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2291 if (!victim->flag [FLAG_MONSTER])
2276 continue; 2292 continue;
2277 2293
2278 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2279 continue; 2295 continue;
2280 2296
2281 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2282 continue; 2298 continue;
2283 2299
2299 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2300 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2301 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2302#endif 2318#endif
2303 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2304 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2305 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2306 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2307 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2308 2324
2309 if (victim->name) 2325 if (victim->name)
2310 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);
2311 } 2327 }
2312 } 2328 }
2318int 2334int
2319write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2320{ 2336{
2321 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2322 { 2338 {
2323 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2324 return 0; 2340 return 0;
2325 } 2341 }
2326 2342
2327 if (!msg_is_safe (msg)) 2343 if (!msg_is_safe (msg))
2328 { 2344 {
2329 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.>");
2330 LOG (llevInfo, "write_mark: 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);
2331 return 0; 2347 return 0;
2332 } 2348 }
2333 2349
2334 if (!spell->other_arch) 2350 if (!spell->other_arch)

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