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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.75 by root, Sun Oct 21 01:25:02 2007 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 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
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int 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);
144 return 0; 145 return 0;
145 } 146 }
146 147
147 object *missile = missile_arch->instance (); 148 object *missile = missile_arch->instance ();
148 149
149 if (stringarg) 150 if (spellparam)
150 { 151 {
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
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, stringarg); 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, stringarg); 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 -
177 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
178 */ 179 */
179 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 181 missile_plus = 0;
181 } 182 }
182 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
184 } 185 }
185 186
186 missile_plus = clamp (missile_plus, -4, 4); 187 missile_plus = clamp (missile_plus, -4, 4);
187 188
188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
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;
204} 205}
205 206
206 207
207/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
208 * 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*/
209int 210int
210cast_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)
211{ 212{
212 int food_value; 213 int food_value;
213 archetype *at = NULL; 214 archetype *at = NULL;
214 object *new_op; 215 object *new_op;
215 216
216 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);
217 218
218 if (stringarg) 219 if (spellparam)
219 { 220 {
220 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 if (at == NULL) 222 if (at == NULL)
222 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
224 stringarg = NULL; 225 spellparam = NULL;
225 } 226 }
226 227
227 if (!stringarg) 228 if (!spellparam)
228 { 229 {
229 archetype *at_tmp; 230 archetype *at_tmp;
230 231
231 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
232 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
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 = arch_to_object (at); 268 new_op = at->instance ();
268 new_op->nrof = food_value; 269 new_op->nrof = food_value;
269 270
270 new_op->value = 0; 271 new_op->value = 0;
271 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
272 new_op->nrof = 1; 273 new_op->nrof = 1;
280{ 281{
281 int r, mflags, maxrange; 282 int r, mflags, maxrange;
282 object *tmp; 283 object *tmp;
283 maptile *m; 284 maptile *m;
284 285
285
286 if (!dir) 286 if (!dir)
287 { 287 {
288 examine_monster (op, op); 288 examine_monster (op, op);
289 return 1; 289 return 1;
290 } 290 }
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 299
300 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
301 break; 301 break;
302 302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 306 return 0;
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 != NULL; 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
350 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 353 return 1;
353 354
354 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
355 if (!mon->race) 356 if (!mon->race)
356 return 0; 357 return 0;
357 358
358 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 360 return 1;
360 361
361 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
362 return 0; 363 return 0;
363 } 364 }
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;
426/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 428 */
428int 429int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 431{
431 object *tmp, *next;
432 int range, i, j, mflags; 432 int range, i, j, mflags;
433 sint16 sx, sy; 433 sint16 sx, sy;
434 maptile *m; 434 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 435
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 437
441 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 445
449 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
450 continue; 447 continue;
451 448
452 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
453 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 451 {
455 next = tmp->above; 452 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 456 }
459 } 457 }
460 458
461 return 1; 459 return 1;
464void 462void
465execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
466{ 464{
467 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
468 { 466 {
469 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
470 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.");
471 else 469 else
472 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
473 // remove first so we do not call update_stats
474 op->remove ();
475 pl->enter_exit (op);
476 }
477 } 471 }
478 472
479 op->destroy (); 473 op->destroy ();
480} 474}
481 475
497 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
498 return 1; 492 return 1;
499 } 493 }
500 494
501 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
502 if (dummy == NULL) 496
497 if (!dummy)
503 { 498 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
505 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
506 return 0; 501 return 0;
507 } 502 }
571 566
572int 567int
573perceive_self (object *op) 568perceive_self (object *op)
574{ 569{
575 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
577 572
578 dynbuf_text buf; 573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
579 574
580 if (player *pl = op->contr) 575 if (!op->is_player ())
576 return 0;
577
581 if (object *race = archetype::find (op->race)) 578 if (object *race = archetype::find (op->race))
582 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
583 580
584 if (object *god = find_god (determine_god (op))) 581 if (object *god = find_god (determine_god (op)))
585 buf << "You worship " << &god->name << ".\n"; 582 buf << " - You worship " << &god->name << ".\n";
586 else 583 else
587 buf << "You worship no god.\n"; 584 buf << " - You worship no god.\n";
588 585
589 object *tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
590 587
591 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
592 buf << "You feel very mundane. "; 589 buf << " - You feel very mundane. ";
593 else 590 else
594 { 591 {
595 buf << "You have: " << cp << ".\n"; 592 buf << " - You have: " << cp << ".\n";
596 593
597 if (tmp) 594 if (tmp)
598 for (int i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
599 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
600 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));
601 } 598 }
602 599
603 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 603 {
607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 605 {
609 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
610 buf << "Your metabolism isn't focused on anything.\n"; 607 buf << " - Your metabolism isn't focused on anything.\n";
611 else 608 else
612 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 610
614 break; 611 break;
615 } 612 }
616 } 613 }
617 614
618 buf << '\0'; // zero-terminate 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619
620 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
621 616
622 return 1; 617 return 1;
623} 618}
624 619
625/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
651 646
652 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
653 (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) ||
654 ((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)))
655 { 650 {
656 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
657 return 0; 652 return 0;
658 } 653 }
659 654
660 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
661 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
662 else if (spell_ob->race) 657 else if (spell_ob->race)
663 { 658 {
664 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
665 660
666 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
670 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
671 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
672 return 0; 667 return 0;
673 } 668 }
674 669
675 tmp = arch_to_object (at); 670 tmp = at->instance ();
676 } 671 }
677 else 672 else
678 { 673 {
679 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);
680 return 0; 675 return 0;
685 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
686 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);
687 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);
688 tmp->range = 0; 683 tmp->range = 0;
689 } 684 }
690 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
691 { 686 {
692 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);
693 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
694 } 689 }
695 690
696 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])
697 { 692 {
698 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);
699 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
700 } 695 }
701 696
702 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
703 { 698 {
704 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);
705 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
706 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
707 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
708 } 703 }
709 704
710 /* 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,
711 * 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
712 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
713 */ 708 */
714 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
715 tmp->set_owner (op); 710 tmp->set_owner (op);
716 711
717 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
718 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
719 714
720 name = tmp->name; 715 name = tmp->name;
721 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
722 { 717 {
723 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
724 return 0; 719 return 0;
725 } 720 }
726 721
727 /* 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 */
728 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
729 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
730 725
731 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
732 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
733 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
734 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
754 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
755 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
756 751
757 /* 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 */
758 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
759 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
760 755
761 } 756 }
762 else 757 else
763 posblocked = 1; 758 posblocked = 1;
764 759
771 { 766 {
772 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
773 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
774 769
775 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
776 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
777 } 772 }
778 else 773 else
779 negblocked = 1; 774 negblocked = 1;
780 } 775 }
781 776
782 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
783 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
784 779
785 return 1; 780 return 1;
786} 781}
787 782
788int 783int
789dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
790{ 785{
791 uint32 dist, maxdist; 786 uint32 dist, maxdist;
792 int mflags; 787 int mflags;
793 maptile *m; 788 maptile *m;
794 sint16 sx, sy; 789 sint16 sx, sy;
796 if (op->type != PLAYER) 791 if (op->type != PLAYER)
797 return 0; 792 return 0;
798 793
799 if (!dir) 794 if (!dir)
800 { 795 {
801 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
802 return 0; 797 return 0;
803 } 798 }
804 799
805 /* 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
806 * ever, so put limits in. 801 * ever, so put limits in.
807 */ 802 */
808 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
809 804
810 if (op->contr->count) 805 if (spellparam)
811 { 806 {
807 int count = atoi (spellparam);
808
812 if (op->contr->count > maxdist) 809 if (count > maxdist)
813 { 810 {
814 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
815 return 0; 812 return 0;
816 } 813 }
817 814
818 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
819 { 816 {
820 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);
821 818
822 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
823 break; 820 break;
824 821
825 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)))
826 break; 823 break;
827 } 824 }
828 825
829 if (dist < op->contr->count) 826 if (dist < count)
830 { 827 {
831 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");
832 op->contr->count = 0;
833 return 0; 829 return 0;
834 } 830 }
835
836 op->contr->count = 0;
837 831
838 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
839 * 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,
840 * 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
841 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
883 break; 877 break;
884 878
885 } 879 }
886 if (!dist) 880 if (!dist)
887 { 881 {
888 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
889 return 0; 883 return 0;
890 } 884 }
891 } 885 }
892 886
893 /* Actually move the player now */ 887 /* Actually move the player now */
894 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)))
895 return 1; 889 return 1;
896 890
897 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
898 return 1; 893 return 1;
899} 894}
900 895
901/* cast_heal: Heals something. 896/* cast_heal: Heals something.
902 * op is the caster. 897 * op is the caster.
957 if (cure_disease (tmp, op, spell)) 952 if (cure_disease (tmp, op, spell))
958 success = 1; 953 success = 1;
959 954
960 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
961 { 956 {
962 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
963 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
964 if (poison) 959 if (poison)
965 { 960 {
966 success = 1; 961 success = 1;
967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
969 } 964 }
970 } 965 }
971 966
972 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
973 { 968 {
974 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
975 if (poison) 970 if (poison)
976 { 971 {
977 success = 1; 972 success = 1;
978 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
979 poison->duration = 1; 974 poison->duration = 1;
980 } 975 }
981 } 976 }
982 977
983 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
984 { 979 {
985 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
986 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
987 if (poison) 982 if (poison)
988 { 983 {
989 success = 1; 984 success = 1;
990 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.");
1008 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1009 success = 1; 1004 success = 1;
1010 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!");
1011 } 1006 }
1012 1007
1013 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1014 { 1009 {
1015 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1016 1011 min_it (tmp->stats.food, MAX_FOOD);
1017 if (tmp->stats.food > 999)
1018 tmp->stats.food = 999;
1019 1012
1020 success = 1; 1013 success = 1;
1021 /* 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 */
1022 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");
1023 } 1016 }
1038 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1039 "You are no easier to look at.", 1032 "You are no easier to look at.",
1040}; 1033};
1041 1034
1042int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1043cast_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)
1044{ 1043{
1045 object *force = NULL; 1044 object *force = 0;
1046 int i; 1045 int i;
1047 1046
1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1049 object *tmp = dir 1048 object *tmp = dir
1050 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1051 : op; 1050 : op;
1052 1051
1053 if (!tmp) 1052 if (!tmp)
1054 return 0; 1053 return 0;
1055 1054
1056 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
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, "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);
1070
1070 return 0; 1071 return 0;
1071 } 1072 }
1072 } 1073 }
1073 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1074 if (force == NULL) 1078 if (force)
1075 {
1076 force = get_archetype (FORCE_NAME);
1077 force->subtype = FORCE_CHANGE_ABILITY;
1078 if (spell_ob->race)
1079 force->name = spell_ob->race;
1080 else
1081 force->name = spell_ob->name;
1082 force->name_pl = spell_ob->name;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1084
1085 } 1079 {
1086 else
1087 {
1088 int duration;
1089
1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1091 if (duration > force->duration) 1080 if (duration > force->duration)
1092 { 1081 {
1093 force->duration = duration; 1082 force->duration = duration;
1094 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.");
1095 } 1084 }
1096 else 1085 else
1097 {
1098 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.");
1099 }
1100 1087
1101 return 1; 1088 return 1;
1102 } 1089 }
1103 1090
1104 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
1105 force->speed = 1.0; 1106 force->speed = 1.0;
1106 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1107 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1108 1109
1109 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1110 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1111 { 1112 {
1112 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1142 } 1143 }
1143 } 1144 }
1144 1145
1145 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1146 1147
1147 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1148 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1149 1150
1150 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1151 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1152 1153
1153 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1154 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1155 { 1156 {
1156 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1176 */ 1177 */
1177int 1178int
1178cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1179{ 1180{
1180 int i; 1181 int i;
1181 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1182 1183
1183 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1184 if (dir != 0) 1185 if (dir != 0)
1185 { 1186 {
1186 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1187 } 1191 }
1188 else 1192 else
1189 {
1190 tmp = op; 1193 tmp = op;
1191 }
1192 1194
1193 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1194 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 { 1197 {
1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 { 1199 {
1198 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1199 { 1201 {
1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1206 return 0; 1208 return 0;
1207 } 1209 }
1208 } 1210 }
1209 } 1211 }
1212
1210 if (force == NULL) 1213 if (force == NULL)
1211 { 1214 {
1212 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1213 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1214 if (spell_ob->race) 1217 if (spell_ob->race)
1235 return 0; 1238 return 0;
1236 } 1239 }
1237 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;
1238 force->speed = 1.0; 1241 force->speed = 1.0;
1239 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1240 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1241 1244
1242 if (!god) 1245 if (!god)
1243 { 1246 {
1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1245 } 1248 }
1246 else 1249 else
1247 { 1250 {
1248 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1252 {
1253 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]);
1254 } 1255
1255 }
1256 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1257 1257
1258 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1260 1260
1302 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1305 * the stuff back to town.
1306 */ 1306 */
1307 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1308 value = 0; 1308 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3; 1310 value /= 3;
1311 else 1311 else
1312 value = value * 9 / 10; 1312 value = value * 9 / 10;
1325 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1326 return 0; 1326 return 0;
1327 1327
1328 archetype *nugget[3]; 1328 archetype *nugget[3];
1329 1329
1330 nugget[0] = archetype::find ("pyrite3"); 1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1332 nugget[2] = archetype::find (shstr_pyrite);
1333 1333
1334 /* 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
1335 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1336 * in sight
1337 */ 1337 */
1366 1366
1367 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)
1368 { 1368 {
1369 next = tmp->above; 1369 next = tmp->above;
1370 1370
1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 { 1373 {
1374 if (tmp->inv) 1374 if (tmp->inv)
1375 { 1375 {
1376 object *next1, *tmp1; 1376 object *next1, *tmp1;
1377 1377
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 { 1379 {
1380 next1 = tmp1->below; 1380 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1384 } 1384 }
1385 } 1385 }
1386 1386
1387 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value) 1398 if (int nrof = value / nugget [i]->value)
1399 { 1399 {
1400 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1401 1401
1402 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1406 } 1406 }
1407 1407
1412 1412
1413bailout: 1413bailout:
1414 return 1; 1414 return 1;
1415} 1415}
1416 1416
1417
1418/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1419 * items. 1418 * items.
1420 */ 1419 */
1421int 1420int
1422remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1423{ 1422{
1424 object *tmp;
1425 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1426 1424
1427 for (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++;
1431
1433 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1434 { 1433 {
1435 success++; 1434 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1437 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1438 1437
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1442 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1443 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 } 1444 }
1445 } 1445 }
1446 1446
1447 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1448 { 1448 {
1462 1462
1463/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1464int 1464int
1465cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1466{ 1466{
1467 dynbuf_text buf;
1468 object *tmp; 1467 object *tmp;
1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469 1469
1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1471
1472 if (num_ident < 1)
1473 num_ident = 1;
1474 1471
1475 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1476 { 1473 {
1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1478 { 1475 {
1479 identify (tmp); 1476 identify (tmp);
1480 1477
1481 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1482 { 1479 {
1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1484 1481
1485 if (tmp->msg) 1482 if (tmp->msg)
1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1487 } 1484 }
1488 1485
1489 num_ident--;
1490 if (!num_ident) 1486 if (!--num_ident)
1491 break; 1487 break;
1492 } 1488 }
1493 } 1489 }
1494 1490
1495 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1497 * was not fully used. 1493 * was not fully used.
1498 */ 1494 */
1499 if (num_ident) 1495 if (num_ident)
1500 { 1496 {
1501 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)
1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1503 { 1499 {
1504 identify (tmp); 1500 identify (tmp);
1505 1501
1506 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1507 { 1503 {
1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1509 1505
1510 if (tmp->msg) 1506 if (tmp->msg)
1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1512
1513 esrv_send_item (op, tmp);
1514 } 1508 }
1515 1509
1516 num_ident--;
1517 if (!num_ident) 1510 if (!--num_ident)
1518 break; 1511 break;
1519 } 1512 }
1520 } 1513 }
1521 1514
1522 if (buf.empty ()) 1515 if (buf.empty ())
1544 1537
1545 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1546 * doing it over and over again. 1539 * doing it over and over again.
1547 */ 1540 */
1548 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1549 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1550 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1551 1544
1552 if (!skill) 1545 if (!skill)
1553 skill = caster; 1546 skill = caster;
1554 1547
1555 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1556 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1557 { 1550 {
1558 m = op->map;
1559 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1560 if (mflags & P_OUT_OF_MAP)
1561 continue;
1562
1563 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1564 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1565 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1566 * down - that is easier than working up. 1554 * down - that is easier than working up.
1567 */ 1555 */
1568 1556
1569 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1570 last = tmp; 1558 last = tmp;
1571 1559
1572 /* 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
1573 * would happen. 1561 * would happen.
1574 */ 1562 */
1575 if (!last) 1563 if (!last)
1576 continue; 1564 continue;
1577 1565
1578 done_one = 0; 1566 done_one = 0;
1579 floor = 0; 1567 floor = 0;
1580 detect = NULL; 1568 detect = 0;
1581 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1582 { 1570 {
1583 /* show invisible */ 1571 /* show invisible */
1584 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1585 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1586 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1587 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1588 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1589 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
1590 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1591 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1592 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)
1593 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1594 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)))
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;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
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
1599 done_one = 1; 1674 done_one = 1;
1600 } 1675 }
1601 } 1676 }
1602
1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1604 floor = 1;
1605
1606 /* 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
1608 * detection to completely break out if we don't care about objects beneath
1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1610 */
1611 if (floor)
1612 continue;
1613
1614 /* I had thought about making detect magic and detect curse
1615 * show the flash the magic item like it does for detect monster.
1616 * however, if the object is within sight, this would then make it
1617 * difficult to see what object is magical/cursed, so the
1618 * effect wouldn't be as apparant.
1619 */
1620
1621 /* detect magic */
1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1624 {
1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1626 /* make runes more visibile */
1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1628 tmp->stats.Cha /= 4;
1629 done_one = 1;
1630 }
1631 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635 if (!detect)
1636 detect = tmp;
1637 }
1638 /* Basically, if race is set in the spell, then the creatures race must
1639 * match that. if the spell race is set to GOD, then the gods opposing
1640 * race must match.
1641 */
1642 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1643 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1644 (strstr (spell->race, tmp->race))))
1645 {
1646 done_one = 2;
1647 if (!detect)
1648 detect = tmp;
1649 }
1650 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1651 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1652 {
1653 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1654 done_one = 1;
1655 }
1656 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1657 1678
1658 /* 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
1659 * where the magic is. 1680 * where the magic is.
1660 */ 1681 */
1661 if (done_one) 1682 if (done_one)
1662 { 1683 {
1663 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1664 1685
1665 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1666 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1667 { 1688 {
1668 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1669 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1670 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1671 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1672 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1675 } 1696 }
1676 1697
1677 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1678 } 1699 }
1679 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1680 1701
1681 1702
1682 /* 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 */
1683 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])
1684 { 1705 {
1685 done_one = 0; 1706 done_one = 0;
1707
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1709 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1689 { 1711 {
1690 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])
1691 { 1713 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1693 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
1694 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1695 } 1718 }
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1698 { 1722 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1700 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
1701 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 } 1727 }
1703 } /* if item is not identified */ 1728 } /* if item is not identified */
1704 } /* for the players inventory */ 1729 } /* for the players inventory */
1705 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1706 return 1; 1732 return 1;
1707} 1733}
1708 1734
1709 1735
1710/** 1736/**
1723 1749
1724 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1725 1751
1726 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
1727 { 1753 {
1728 object *tmp;
1729
1730 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1731
1732 /* Explodes a fireball centered at player */
1733 tmp = get_archetype (EXPLODING_FIREBALL);
1734 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1735 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1736
1737 tmp->insert_at (victim);
1738 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
1739 } 1757 }
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1741 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1743 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1745 { 1763 {
1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1770 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1771 1789
1772 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1773 { 1791 {
1774 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)
1775 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1776 break; 1794 break;
1777 } 1795 }
1778 1796
1779 1797
1780 /* 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
1781 * 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.
1782 */ 1800 */
1783 if (plyr == NULL) 1801 if (plyr == NULL)
1784 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)
1785 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1786 break; 1804 break;
1787 1805
1788 if (!plyr) 1806 if (!plyr)
1789 { 1807 {
1790 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
1791 return 0; 1809 return 0;
1792 } 1810 }
1793 /* give sp */ 1811 /* give sp */
1794 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
1795 { 1813 {
1796 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1797 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
1798 return 1; 1816 return 1;
1799 } 1817 }
1800 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
1801 else if (op != plyr) 1819 else if (op != plyr)
1802 { 1820 {
1807 if (rate > 95) 1825 if (rate > 95)
1808 rate = 95; 1826 rate = 95;
1809 1827
1810 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1811 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1812 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
1813 { 1831 {
1814 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1815 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1816 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1817 if (sucked > 0) 1835 if (sucked > 0)
1818 { 1836 {
1819 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
1820 } 1838 }
1821 } 1839 }
1822 return 1; 1840 return 1;
1823 } 1841 }
1824 return 0; 1842 return 0;
1868 * monsters either. 1886 * monsters either.
1869 */ 1887 */
1870 1888
1871 if (head->attacktype & AT_MAGIC 1889 if (head->attacktype & AT_MAGIC
1872 && !(head->attacktype & AT_COUNTERSPELL) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1873 && !QUERY_FLAG (head, FLAG_MONSTER) 1891 && !head->flag [FLAG_MONSTER]
1874 && (op->level > head->level)) 1892 && (op->level > head->level))
1875 head->destroy (); 1893 head->destroy ();
1876 else 1894 else
1877 switch (head->type) 1895 switch (head->type)
1878 { 1896 {
1879 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1880 // XXX: Don't affect floor spelleffects. See also XXX comment 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1881 // about sanctuary in spell_util.C 1899 // about sanctuary in spell_util.C
1882 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1900 if (tmp->flag [FLAG_IS_FLOOR])
1883 continue; 1901 continue;
1884 1902
1885 if (op->level > head->level) 1903 if (op->level > head->level)
1886 head->destroy (); 1904 head->destroy ();
1887 1905
1900 break; 1918 break;
1901 } 1919 }
1902 } 1920 }
1903} 1921}
1904 1922
1905
1906
1907/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
1908int 1924int
1909cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
1910{ 1926{
1911 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
1912 1928
1913 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
1914 1930
1915 if (!god) 1931 if (!god)
1916 { 1932 {
1917 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!");
1918 return 0; 1934 return 0;
1919 } 1935 }
1920 1936
1921 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
1922 { 1938 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
1924 break; 1940 break;
1925 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
1926 { 1942 {
1927 1943
1928 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
1929 { 1945 {
1930 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);
1931 return 0; 1947 return 0;
1932 } 1948 }
1933 else 1949 else
1934 { 1950 {
1935 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1953 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
1940 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
1942 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);
1943 return 1; 1961 return 1;
1944 } 1962 }
1945 } 1963 }
1946 } 1964 }
1947 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!");
1948 return 0; 1967 return 0;
1949} 1968}
1950 1969
1951/* animate_weapon - 1970/* animate_weapon -
1952 * 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.
1984 return 0; 2003 return 0;
1985 } 2004 }
1986 2005
1987 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
1988 if (!dir) 2007 if (!dir)
1989 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1990 2009
1991 m = op->map; 2010 m = op->map;
1992 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
1993 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
1994 2013
1995 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
1996 if ((dir == -1) || (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)
1997 ((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))
1998 { 2017 {
1999 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2000 return 0; 2019 return 0;
2001 } 2020 }
2002 2021
2003 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2004 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2005 2024
2006 if (!weapon) 2025 if (!weapon)
2007 { 2026 {
2008 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!");
2009 return 0; 2028 return 0;
2010 } 2029 }
2030
2011 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2012 { 2032 {
2013 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2014 return 0; 2034 return 0;
2015 } 2035 }
2036
2016 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2017 { 2038 {
2018 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.");
2019 return 0; 2040 return 0;
2020 } 2041 }
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2022 { 2044 {
2023 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));
2024 return 0; 2046 return 0;
2025 } 2047 }
2026 2048
2027 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2028 {
2029 tmp = get_split_ob (weapon, 1);
2030 esrv_send_item (op, weapon);
2031 weapon = tmp;
2032 }
2033 2050
2034 /* create the golem object */ 2051 /* create the golem object */
2035 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2036 2053
2037 /* 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 */
2038 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2039 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2040 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2041 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2042 tmp->set_owner (op); 2059 tmp->set_owner (op);
2043 op->contr->golem = tmp; 2060 op->contr->golem = tmp;
2044 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2045 2062
2046 /* 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
2047 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2048 * used above. 2065 * used above.
2049 */ 2066 */
2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2051 weapon->remove (); 2068 weapon->remove ();
2052 2069
2053 insert_ob_in_ob (weapon, tmp); 2070 tmp->insert (weapon);
2054 esrv_send_item (op, weapon); 2071
2055 /* 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,
2056 * 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
2057 * body_info, skills, etc) 2074 * body_info, skills, etc)
2058 */ 2075 */
2059 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2060 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2061 tmp->update_stats (); 2078 tmp->update_stats ();
2062 2079
2063 /* 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
2064 * 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 -
2065 * 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.
2085 2102
2086 /* attacktype */ 2103 /* attacktype */
2087 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2088 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2089 2106
2090 if (materialtype_t *mt = name_to_material (op->materialname))
2091 {
2092 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2093 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2094 a = mt->save[0]; 2109
2095 } 2110 a = op->material->save[0];
2096 else
2097 {
2098 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 5;
2100 a = 10;
2101 }
2102 2111
2103 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2104 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2105 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2106 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2133 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2135 } 2144 }
2136 2145
2137 /* 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. */
2138 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2139 2148
2140 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2141 tmp->direction = dir; 2150 tmp->direction = dir;
2142 2151
2143 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2147/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2148 2157
2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2150 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2151 */ 2160 */
2152
2153int 2161int
2154cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2155{ 2163{
2156 int success; 2164 int success;
2157 2165
2161 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2162 2170
2163 if (!success) 2171 if (!success)
2164 { 2172 {
2165 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2167 else 2175 else
2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2169 } 2177 }
2178
2170 return success; 2179 return success;
2171} 2180}
2172 2181
2173/* create an aura spell object and put it in the player's inventory. 2182/* create an aura spell object and put it in the player's inventory.
2174 * as usual, op is player, caster is the object casting the spell, 2183 * as usual, op is player, caster is the object casting the spell,
2182 2191
2183 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2184 if (new_aura) 2193 if (new_aura)
2185 refresh = 1; 2194 refresh = 1;
2186 else 2195 else
2187 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2188 2197
2189 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);
2190 2199
2191 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);
2192 2201
2193 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2194 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2195 2204
2196 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2197 2206
2198 if (refresh) 2207 if (refresh)
2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2200 else 2209 else
2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2258 { 2267 {
2259 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2260 2269
2261 if (aura->other_arch) 2270 if (aura->other_arch)
2262 pos.insert (arch_to_object (aura->other_arch), aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2263 } 2272 }
2264 } 2273 }
2265 2274
2266 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2267 env->insert (aura); 2276 env->insert (aura);
2272 * op is the piece object. 2281 * op is the piece object.
2273 */ 2282 */
2274void 2283void
2275move_peacemaker (object *op) 2284move_peacemaker (object *op)
2276{ 2285{
2277 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2278
2279 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2280 { 2287 {
2281 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2282 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2283 2290
2284 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2285 victim = tmp->head;
2286 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2287 continue; 2292 continue;
2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2289 continue; 2295 continue;
2296
2290 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2291 continue; 2298 continue;
2292 2299
2293 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2295 2302
2296 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2304 {
2298 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2299 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2300 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2301 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2302#if 0 2310#if 0
2303 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2304 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2307 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2308 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2309 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2310#endif 2318#endif
2311 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2313 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2314 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2315 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2316 if (victim->name) 2325 if (victim->name)
2317 {
2318 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);
2319 } 2327 }
2320 }
2321 } 2328 }
2322} 2329}
2323
2324 2330
2325/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2326 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2327 */ 2333 */
2328
2329int 2334int
2330write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2331{ 2336{
2332 char rune[HUGE_BUF];
2333 object *tmp;
2334
2335 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2336 { 2338 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2338 return 0; 2340 return 0;
2339 } 2341 }
2340 2342
2341 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2342 { 2344 {
2343 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.>");
2344 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);
2345 return 0; 2347 return 0;
2346 } 2348 }
2349
2347 if (!spell->other_arch) 2350 if (!spell->other_arch)
2348 return 0; 2351 return 0;
2349 tmp = arch_to_object (spell->other_arch);
2350 2352
2351 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2352 2354
2353 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2354 tmp->msg = rune; 2356 tmp->msg = msg;
2355 2357
2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2357 return 1; 2360 return 1;
2358} 2361}
2362

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