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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.76 by root, Sun Oct 21 04:16:22 2007 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 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>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = 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;
463 461
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 {
469 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 468 else
472 { 469 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 }
478 470
479 op->destroy (); 471 op->destroy ();
480} 472}
481 473
482/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
484 * time delay effect. 476 * time delay effect.
485 */ 477 */
486int 478int
487cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
488{ 480{
489 object *dummy; 481 if (!op->is_player ())
490 int time;
491
492 if (op->type != PLAYER)
493 return 0; 482 return 0;
494 483
495 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
496 { 485 {
497 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
498 return 1; 487 return 1;
499 } 488 }
500 489
501 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
502 if (dummy == NULL)
503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
505 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
506 return 0;
507 }
508 491
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
510 if (time < 1)
511 time = 1;
512 493
513 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
516 */ 497 */
517 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
518 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
519 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
520 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
521 502 dummy->slaying = op->contr->savebed_map;
522 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
523 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
524 */
525 EXIT_PATH (dummy) = op->contr->savebed_map;
526 EXIT_X (dummy) = op->contr->bed_x;
527 EXIT_Y (dummy) = op->contr->bed_y;
528 505
529 op->insert (dummy); 506 op->insert (dummy);
530 507
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
532 509
571 548
572int 549int
573perceive_self (object *op) 550perceive_self (object *op)
574{ 551{
575 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
577 554
578 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
579 556
580 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
581 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
582 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
583 562
584 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
585 buf << "You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
586 else 565 else
587 buf << "You worship no god.\n"; 566 buf << " - You worship no god.\n";
588 567
589 object *tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
590 569
591 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
592 buf << "You feel very mundane. "; 571 buf << " - You feel very mundane. ";
593 else 572 else
594 { 573 {
595 buf << "You have: " << cp << ".\n"; 574 buf << " - You have: " << cp << ".\n";
596 575
597 if (tmp) 576 if (tmp)
598 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
599 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
600 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
601 } 580 }
602 581
603 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 585 {
607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 587 {
609 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
610 buf << "Your metabolism isn't focused on anything.\n"; 589 buf << " - Your metabolism isn't focused on anything.\n";
611 else 590 else
612 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 592
614 break; 593 break;
615 } 594 }
616 } 595 }
617 596
618 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619
620 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
621 598
622 return 1; 599 return 1;
623} 600}
624 601
625/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
651 628
652 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 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) || 630 (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))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
655 { 632 {
656 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
657 return 0; 634 return 0;
658 } 635 }
659 636
660 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
661 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
662 else if (spell_ob->race) 639 else if (spell_ob->race)
663 { 640 {
664 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
665 642
666 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
670 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
671 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
672 return 0; 649 return 0;
673 } 650 }
674 651
675 tmp = arch_to_object (at); 652 tmp = at->instance ();
676 } 653 }
677 else 654 else
678 { 655 {
679 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
680 return 0; 657 return 0;
685 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
686 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 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); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
688 tmp->range = 0; 665 tmp->range = 0;
689 } 666 }
690 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
691 { 668 {
692 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
693 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
694 } 671 }
695 672
696 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
697 { 674 {
698 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
699 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
700 } 677 }
701 678
702 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
703 { 680 {
704 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
705 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
706 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
707 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
708 } 685 }
709 686
710 /* This can't really hurt - if the object doesn't kill anything, 687 /* 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 688 * these fields just won't be used. Do not set the owner for
712 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
713 */ 690 */
714 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
715 tmp->set_owner (op); 692 tmp->set_owner (op);
716 693
717 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
718 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
719 696
720 name = tmp->name; 697 name = tmp->name;
721 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
722 { 699 {
723 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
724 return 0; 701 return 0;
725 } 702 }
726 703
727 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
728 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
729 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
730 707
731 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
732 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
733 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
734 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
754 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
755 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
756 733
757 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
758 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
759 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
760 737
761 } 738 }
762 else 739 else
763 posblocked = 1; 740 posblocked = 1;
764 741
771 { 748 {
772 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
773 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
774 751
775 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
776 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
777 } 754 }
778 else 755 else
779 negblocked = 1; 756 negblocked = 1;
780 } 757 }
781 758
782 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
783 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
784 761
785 return 1; 762 return 1;
786} 763}
787 764
788int 765int
789dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
790{ 767{
791 uint32 dist, maxdist; 768 uint32 dist, maxdist;
792 int mflags; 769 int mflags;
793 maptile *m; 770 maptile *m;
794 sint16 sx, sy; 771 sint16 sx, sy;
796 if (op->type != PLAYER) 773 if (op->type != PLAYER)
797 return 0; 774 return 0;
798 775
799 if (!dir) 776 if (!dir)
800 { 777 {
801 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
802 return 0; 779 return 0;
803 } 780 }
804 781
805 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
806 * ever, so put limits in. 783 * ever, so put limits in.
807 */ 784 */
808 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
809 786
810 if (op->contr->count) 787 if (spellparam)
811 { 788 {
789 int count = atoi (spellparam);
790
812 if (op->contr->count > maxdist) 791 if (count > maxdist)
813 { 792 {
814 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
815 return 0; 794 return 0;
816 } 795 }
817 796
818 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
819 { 798 {
820 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
821 800
822 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
823 break; 802 break;
824 803
825 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
826 break; 805 break;
827 } 806 }
828 807
829 if (dist < op->contr->count) 808 if (dist < count)
830 { 809 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
832 op->contr->count = 0;
833 return 0; 811 return 0;
834 } 812 }
835
836 op->contr->count = 0;
837 813
838 /* Remove code that puts player on random space on maps. IMO, 814 /* 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, 815 * 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 816 * but may not be marked as NO_MAGIC (as they may be bounded
841 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
883 break; 859 break;
884 860
885 } 861 }
886 if (!dist) 862 if (!dist)
887 { 863 {
888 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
889 return 0; 865 return 0;
890 } 866 }
891 } 867 }
892 868
893 /* Actually move the player now */ 869 /* 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))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
895 return 1; 871 return 1;
896 872
897 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
898 return 1; 875 return 1;
899} 876}
900 877
901/* cast_heal: Heals something. 878/* cast_heal: Heals something.
902 * op is the caster. 879 * op is the caster.
957 if (cure_disease (tmp, op, spell)) 934 if (cure_disease (tmp, op, spell))
958 success = 1; 935 success = 1;
959 936
960 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
961 { 938 {
962 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
963 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
964 if (poison) 941 if (poison)
965 { 942 {
966 success = 1; 943 success = 1;
967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
969 } 946 }
970 } 947 }
971 948
972 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
973 { 950 {
974 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
975 if (poison) 952 if (poison)
976 { 953 {
977 success = 1; 954 success = 1;
978 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
979 poison->duration = 1; 956 poison->duration = 1;
980 } 957 }
981 } 958 }
982 959
983 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
984 { 961 {
985 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
986 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
987 if (poison) 964 if (poison)
988 { 965 {
989 success = 1; 966 success = 1;
990 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1008 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1009 success = 1; 986 success = 1;
1010 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1011 } 988 }
1012 989
1013 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1014 { 991 {
1015 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1016 993 min_it (tmp->stats.food, MAX_FOOD);
1017 if (tmp->stats.food > 999)
1018 tmp->stats.food = 999;
1019 994
1020 success = 1; 995 success = 1;
1021 /* We could do something a bit better like the messages for healing above */ 996 /* 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"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1023 } 998 }
1038 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1039 "You are no easier to look at.", 1014 "You are no easier to look at.",
1040}; 1015};
1041 1016
1042int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1044{ 1025{
1045 object *force = NULL; 1026 object *force = 0;
1046 int i; 1027 int i;
1047 1028
1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1049 object *tmp = dir 1030 object *tmp = dir
1050 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1051 : op; 1032 : op;
1052 1033
1053 if (!tmp) 1034 if (!tmp)
1054 return 0; 1035 return 0;
1055 1036
1056 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1064 break; 1045 break;
1065 } 1046 }
1066 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 { 1048 {
1068 if (!silent) 1049 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); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1070 return 0; 1053 return 0;
1071 } 1054 }
1072 } 1055 }
1073 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1074 if (force == NULL) 1060 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 } 1061 {
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) 1062 if (duration > force->duration)
1092 { 1063 {
1093 force->duration = duration; 1064 force->duration = duration;
1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1095 } 1066 }
1096 else 1067 else
1097 {
1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1099 }
1100 1069
1101 return 1; 1070 return 1;
1102 } 1071 }
1103 1072
1104 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1105 force->speed = 1.0; 1088 force->speed = 1.0;
1106 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1107 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1108 1091
1109 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1110 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1111 { 1094 {
1112 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1142 } 1125 }
1143 } 1126 }
1144 1127
1145 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1146 1129
1147 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1148 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1149 1132
1150 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1151 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1152 1135
1153 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1154 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1155 { 1138 {
1156 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1176 */ 1159 */
1177int 1160int
1178cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1179{ 1162{
1180 int i; 1163 int i;
1181 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1182 1165
1183 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1184 if (dir != 0) 1167 if (dir != 0)
1185 { 1168 {
1186 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1187 } 1173 }
1188 else 1174 else
1189 {
1190 tmp = op; 1175 tmp = op;
1191 }
1192 1176
1193 /* If we've already got a force of this type, don't add a new one. */ 1177 /* 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) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 { 1179 {
1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 { 1181 {
1198 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1199 { 1183 {
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); 1189 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; 1190 return 0;
1207 } 1191 }
1208 } 1192 }
1209 } 1193 }
1194
1210 if (force == NULL) 1195 if (force == NULL)
1211 { 1196 {
1212 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1213 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1214 if (spell_ob->race) 1199 if (spell_ob->race)
1235 return 0; 1220 return 0;
1236 } 1221 }
1237 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1238 force->speed = 1.0; 1223 force->speed = 1.0;
1239 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1240 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1241 1226
1242 if (!god) 1227 if (!god)
1243 { 1228 {
1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1245 } 1230 }
1246 else 1231 else
1247 { 1232 {
1248 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1252 {
1253 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1254 } 1237
1255 }
1256 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1257 1239
1258 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1260 1242
1302 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1287 * the stuff back to town.
1306 */ 1288 */
1307 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1308 value = 0; 1290 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3; 1292 value /= 3;
1311 else 1293 else
1312 value = value * 9 / 10; 1294 value = value * 9 / 10;
1325 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1326 return 0; 1308 return 0;
1327 1309
1328 archetype *nugget[3]; 1310 archetype *nugget[3];
1329 1311
1330 nugget[0] = archetype::find ("pyrite3"); 1312 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1313 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1314 nugget[2] = archetype::find (shstr_pyrite);
1333 1315
1334 /* Put a maximum weight of items that can be alchemised. Limits the power 1316 /* 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 1317 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1318 * in sight
1337 */ 1319 */
1366 1348
1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1368 { 1350 {
1369 next = tmp->above; 1351 next = tmp->above;
1370 1352
1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 { 1355 {
1374 if (tmp->inv) 1356 if (tmp->inv)
1375 { 1357 {
1376 object *next1, *tmp1; 1358 object *next1, *tmp1;
1377 1359
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 { 1361 {
1380 next1 = tmp1->below; 1362 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1384 } 1366 }
1385 } 1367 }
1386 1368
1387 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value) 1380 if (int nrof = value / nugget [i]->value)
1399 { 1381 {
1400 value -= nrof * nugget[i]->value; 1382 value -= nrof * nugget[i]->value;
1401 1383
1402 object *tmp = arch_to_object (nugget[i]); 1384 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1385 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1386 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1387 op->map->insert (tmp, x, y, op, 0);
1406 } 1388 }
1407 1389
1412 1394
1413bailout: 1395bailout:
1414 return 1; 1396 return 1;
1415} 1397}
1416 1398
1417
1418/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1419 * items. 1400 * items.
1420 */ 1401 */
1421int 1402int
1422remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1423{ 1404{
1424 object *tmp;
1425 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1426 1406
1427 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1431 { 1411 {
1432 was_one++; 1412 was_one++;
1413
1433 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1434 { 1415 {
1435 success++; 1416 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1437 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1438 1419
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1442 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1443 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 } 1426 }
1445 } 1427 }
1446 1428
1447 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1448 { 1430 {
1462 1444
1463/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1464int 1446int
1465cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1466{ 1448{
1467 dynbuf_text buf;
1468 object *tmp; 1449 object *tmp;
1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469 1451
1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 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 1453
1475 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1476 { 1455 {
1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1478 { 1457 {
1479 identify (tmp); 1458 identify (tmp);
1480 1459
1481 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1482 { 1461 {
1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1484 1463
1485 if (tmp->msg) 1464 if (tmp->msg)
1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1487 } 1466 }
1488 1467
1489 num_ident--;
1490 if (!num_ident) 1468 if (!--num_ident)
1491 break; 1469 break;
1492 } 1470 }
1493 } 1471 }
1494 1472
1495 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1497 * was not fully used. 1475 * was not fully used.
1498 */ 1476 */
1499 if (num_ident) 1477 if (num_ident)
1500 { 1478 {
1501 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 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)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1503 { 1481 {
1504 identify (tmp); 1482 identify (tmp);
1505 1483
1506 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1507 { 1485 {
1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1509 1487
1510 if (tmp->msg) 1488 if (tmp->msg)
1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1512
1513 esrv_send_item (op, tmp);
1514 } 1490 }
1515 1491
1516 num_ident--;
1517 if (!num_ident) 1492 if (!--num_ident)
1518 break; 1493 break;
1519 } 1494 }
1520 } 1495 }
1521 1496
1522 if (buf.empty ()) 1497 if (buf.empty ())
1544 1519
1545 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1546 * doing it over and over again. 1521 * doing it over and over again.
1547 */ 1522 */
1548 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1549 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1550 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1551 1526
1552 if (!skill) 1527 if (!skill)
1553 skill = caster; 1528 skill = caster;
1554 1529
1555 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1556 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1557 { 1532 {
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 1533 /* For most of the detections, we only detect objects above the
1564 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1565 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1566 * down - that is easier than working up. 1536 * down - that is easier than working up.
1567 */ 1537 */
1568 1538
1569 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1570 last = tmp; 1540 last = tmp;
1571 1541
1572 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1573 * would happen. 1543 * would happen.
1574 */ 1544 */
1575 if (!last) 1545 if (!last)
1576 continue; 1546 continue;
1577 1547
1578 done_one = 0; 1548 done_one = 0;
1579 floor = 0; 1549 floor = 0;
1580 detect = NULL; 1550 detect = 0;
1581 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1582 { 1552 {
1583 /* show invisible */ 1553 /* show invisible */
1584 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1585 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1586 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1587 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1588 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1589 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1590 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1591 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1592 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1593 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1594 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1595 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1597 { 1578 {
1598 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1599 done_one = 1; 1661 done_one = 1;
1600 } 1662 }
1601 } 1663 }
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 */ 1664 } /* for stack of objects on this space */
1657 1665
1658 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1659 * where the magic is. 1667 * where the magic is.
1660 */ 1668 */
1661 if (done_one) 1669 if (done_one)
1662 { 1670 {
1663 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1664 1672
1665 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1666 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1667 { 1675 {
1668 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1669 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1670 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1671 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1672 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1675 } 1683 }
1676 1684
1677 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1678 } 1686 }
1679 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1680 1688
1681 1689
1682 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* 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)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1684 { 1692 {
1685 done_one = 0; 1693 done_one = 0;
1694
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1696 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1689 { 1698 {
1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1691 { 1700 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1693 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1694 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1695 } 1705 }
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1698 { 1709 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1700 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1701 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 } 1714 }
1703 } /* if item is not identified */ 1715 } /* if item is not identified */
1704 } /* for the players inventory */ 1716 } /* for the players inventory */
1705 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1706 return 1; 1719 return 1;
1707} 1720}
1708 1721
1709 1722
1710/** 1723/**
1723 1736
1724 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1725 1738
1726 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1727 { 1740 {
1728 object *tmp;
1729
1730 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 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; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1739 } 1744 }
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 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."); 1746 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) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1743 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1745 { 1750 {
1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1770 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1771 1776
1772 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1773 { 1778 {
1774 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1775 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1776 break; 1781 break;
1777 } 1782 }
1778 1783
1779 1784
1780 /* If we did not find a player in the specified direction, transfer 1785 /* 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. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
1782 */ 1787 */
1783 if (plyr == NULL) 1788 if (plyr == NULL)
1784 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 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)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1786 break; 1791 break;
1787 1792
1788 if (!plyr) 1793 if (!plyr)
1789 { 1794 {
1790 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1791 return 0; 1796 return 0;
1792 } 1797 }
1793 /* give sp */ 1798 /* give sp */
1794 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1795 { 1800 {
1796 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1797 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1798 return 1; 1803 return 1;
1799 } 1804 }
1800 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1801 else if (op != plyr) 1806 else if (op != plyr)
1802 { 1807 {
1807 if (rate > 95) 1812 if (rate > 95)
1808 rate = 95; 1813 rate = 95;
1809 1814
1810 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1811 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1812 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1813 { 1818 {
1814 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1815 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1816 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1817 if (sucked > 0) 1822 if (sucked > 0)
1818 { 1823 {
1819 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1820 } 1825 }
1821 } 1826 }
1822 return 1; 1827 return 1;
1823 } 1828 }
1824 return 0; 1829 return 0;
1868 * monsters either. 1873 * monsters either.
1869 */ 1874 */
1870 1875
1871 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1872 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1873 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1874 && (op->level > head->level)) 1879 && (op->level > head->level))
1875 head->destroy (); 1880 head->destroy ();
1876 else 1881 else
1877 switch (head->type) 1882 switch (head->type)
1878 { 1883 {
1879 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1880 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1881 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1882 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1883 continue; 1888 continue;
1884 1889
1885 if (op->level > head->level) 1890 if (op->level > head->level)
1886 head->destroy (); 1891 head->destroy ();
1887 1892
1900 break; 1905 break;
1901 } 1906 }
1902 } 1907 }
1903} 1908}
1904 1909
1905
1906
1907/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1908int 1911int
1909cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1910{ 1913{
1911 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1912 1915
1913 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1914 1917
1915 if (!god) 1918 if (!god)
1916 { 1919 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1918 return 0; 1921 return 0;
1919 } 1922 }
1920 1923
1921 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1922 { 1925 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1924 break; 1927 break;
1925 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1926 { 1929 {
1927 1930
1928 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1929 { 1932 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0; 1934 return 0;
1932 } 1935 }
1933 else 1936 else
1934 { 1937 {
1935 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1940 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1940 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1942 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1943 return 1; 1948 return 1;
1944 } 1949 }
1945 } 1950 }
1946 } 1951 }
1947 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
1948 return 0; 1954 return 0;
1949} 1955}
1950 1956
1951/* animate_weapon - 1957/* animate_weapon -
1952 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1959 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1960 */ 1966 */
1961int 1967int
1962animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1963{ 1969{
1964 object *weapon, *tmp;
1965 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1966 int a, i; 1971 int a, i;
1967 sint16 x, y; 1972 sint16 x, y;
1968 maptile *m; 1973 maptile *m;
1969 1974
1984 return 0; 1989 return 0;
1985 } 1990 }
1986 1991
1987 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
1988 if (!dir) 1993 if (!dir)
1989 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1990 1995
1991 m = op->map; 1996 m = op->map;
1992 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
1993 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
1994 1999
1995 /* if there's no place to put the golem, abort */ 2000 /* 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) || 2001 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)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1998 { 2003 {
1999 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2000 return 0; 2005 return 0;
2001 } 2006 }
2002 2007
2003 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2004 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2005 2010
2006 if (!weapon) 2011 if (!weapon)
2007 { 2012 {
2008 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2009 return 0; 2014 return 0;
2010 } 2015 }
2016
2011 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2012 { 2018 {
2013 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2014 return 0; 2020 return 0;
2015 } 2021 }
2022
2016 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2017 { 2024 {
2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2019 return 0; 2026 return 0;
2020 } 2027 }
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2022 { 2030 {
2023 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2024 return 0; 2032 return 0;
2025 } 2033 }
2026 2034
2027 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2028 {
2029 tmp = get_split_ob (weapon, 1);
2030 esrv_send_item (op, weapon);
2031 weapon = tmp;
2032 }
2033 2036
2034 /* create the golem object */ 2037 /* create the golem object */
2035 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2036 2039
2037 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2038 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2039 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2040 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2041 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2042 tmp->set_owner (op); 2045 tmp->set_owner (op);
2043 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2044 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2045 2048
2046 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* 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 2050 * removed flag - it should only be set if weapon->split was
2048 * used above. 2051 * used above.
2049 */ 2052 */
2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2051 weapon->remove (); 2054 weapon->remove ();
2052 2055
2053 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2054 esrv_send_item (op, weapon); 2057
2055 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* 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 2059 * so instead, just set it as equipped (otherwise, we need to update
2057 * body_info, skills, etc) 2060 * body_info, skills, etc)
2058 */ 2061 */
2059 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2060 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2061 tmp->update_stats (); 2064 tmp->update_stats ();
2062 2065
2063 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* 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 - 2067 * 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. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2085 2088
2086 /* attacktype */ 2089 /* attacktype */
2087 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2088 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2089 2092
2090 if (materialtype_t *mt = name_to_material (op->materialname))
2091 {
2092 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2093 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2094 a = mt->save[0]; 2095
2095 } 2096 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 2097
2103 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2104 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2105 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2106 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2133 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2135 } 2130 }
2136 2131
2137 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* 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)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2139 2134
2140 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2141 tmp->direction = dir; 2136 tmp->direction = dir;
2142 2137
2143 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2147/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2148 2143
2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2150 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2151 */ 2146 */
2152
2153int 2147int
2154cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2155{ 2149{
2156 int success; 2150 int success;
2157 2151
2161 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2162 2156
2163 if (!success) 2157 if (!success)
2164 { 2158 {
2165 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2167 else 2161 else
2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2169 } 2163 }
2164
2170 return success; 2165 return success;
2171} 2166}
2172 2167
2173/* create an aura spell object and put it in the player's inventory. 2168/* 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, 2169 * as usual, op is player, caster is the object casting the spell,
2182 2177
2183 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2184 if (new_aura) 2179 if (new_aura)
2185 refresh = 1; 2180 refresh = 1;
2186 else 2181 else
2187 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2188 2183
2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2190 2185
2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2192 2187
2193 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2194 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2195 2190
2196 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2197 2192
2198 if (refresh) 2193 if (refresh)
2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2200 else 2195 else
2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 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))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2258 { 2253 {
2259 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2260 2255
2261 if (aura->other_arch) 2256 if (aura->other_arch)
2262 pos.insert (arch_to_object (aura->other_arch), aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2263 } 2258 }
2264 } 2259 }
2265 2260
2266 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2267 env->insert (aura); 2262 env->insert (aura);
2272 * op is the piece object. 2267 * op is the piece object.
2273 */ 2268 */
2274void 2269void
2275move_peacemaker (object *op) 2270move_peacemaker (object *op)
2276{ 2271{
2277 object *tmp; 2272 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 { 2273 {
2281 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2282 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2283 2276
2284 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2285 victim = tmp->head;
2286 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2287 continue; 2278 continue;
2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2289 continue; 2281 continue;
2282
2290 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2291 continue; 2284 continue;
2292 2285
2293 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2295 2288
2296 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2290 {
2298 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2299 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2300 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2301 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2302#if 0 2296#if 0
2303 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2304 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2307 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2308 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2309 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2310#endif 2304#endif
2311 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2313 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2314 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2315 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2316 if (victim->name) 2311 if (victim->name)
2317 {
2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2319 } 2313 }
2320 }
2321 } 2314 }
2322} 2315}
2323
2324 2316
2325/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2326 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2327 */ 2319 */
2328
2329int 2320int
2330write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2331{ 2322{
2332 char rune[HUGE_BUF];
2333 object *tmp;
2334
2335 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2336 { 2324 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2338 return 0; 2326 return 0;
2339 } 2327 }
2340 2328
2341 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2342 { 2330 {
2343 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 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); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2345 return 0; 2333 return 0;
2346 } 2334 }
2335
2347 if (!spell->other_arch) 2336 if (!spell->other_arch)
2348 return 0; 2337 return 0;
2349 tmp = arch_to_object (spell->other_arch);
2350 2338
2351 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2352 2340
2353 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2354 tmp->msg = rune; 2342 tmp->msg = msg;
2355 2343
2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2357 return 1; 2346 return 1;
2358} 2347}
2348

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