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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.79 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
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;
297 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
298 299
299 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
300 break; 301 break;
301 302
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
303 { 304 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0; 306 return 0;
306 } 307 }
308
307 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
308 { 310 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 313 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 315 if (tmp->head != NULL)
314 tmp = tmp->head; 316 tmp = tmp->head;
315 examine_monster (op, tmp); 317 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
339 { 341 {
340 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
342 { 344 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
344 return 0; 346 return 0;
345 347
346 return 1; 348 return 1;
347 } 349 }
348 350
349 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 353 return 1;
352 354
353 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
354 if (!mon->race) 356 if (!mon->race)
355 return 0; 357 return 0;
356 358
357 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 360 return 1;
359 361
360 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
361 return 0; 363 return 0;
362 } 364 }
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 428 */
427int 429int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 431{
430 object *tmp, *next;
431 int range, i, j, mflags; 432 int range, i, j, mflags;
432 sint16 sx, sy; 433 sint16 sx, sy;
433 maptile *m; 434 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 435
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 437
440 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 445
448 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
449 continue; 447 continue;
450 448
451 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
452 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)
453 { 451 {
454 next = tmp->above; 452 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 456 }
458 } 457 }
459 458
460 return 1; 459 return 1;
462 461
463void 462void
464execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
465{ 464{
466 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 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.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
481/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
483 * time delay effect. 476 * time delay effect.
484 */ 477 */
485int 478int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 480{
488 object *dummy; 481 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 482 return 0;
493 483
494 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))
495 { 485 {
496 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.");
497 return 1; 487 return 1;
498 } 488 }
499 489
500 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL)
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0;
506 }
507 491
508 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));
509 if (time < 1)
510 time = 1;
511 493
512 /* 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
513 * 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
514 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
515 */ 497 */
516 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
520 502 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
523 */
524 EXIT_PATH (dummy) = op->contr->savebed_map;
525 EXIT_X (dummy) = op->contr->bed_x;
526 EXIT_Y (dummy) = op->contr->bed_y;
527 505
528 op->insert (dummy); 506 op->insert (dummy);
529 507
530 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.");
531 509
570 548
571int 549int
572perceive_self (object *op) 550perceive_self (object *op)
573{ 551{
574 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
576 554
577 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 556
579 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
580 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 562
583 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
585 else 565 else
586 buf << "You worship no god.\n"; 566 buf << " - You worship no god.\n";
587 567
588 object *tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
589 569
590 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 571 buf << " - You feel very mundane. ";
592 else 572 else
593 { 573 {
594 buf << "You have: " << cp << ".\n"; 574 buf << " - You have: " << cp << ".\n";
595 575
596 if (tmp) 576 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
599 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));
600 } 580 }
601 581
602 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 585 {
606 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 587 {
608 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 589 buf << " - Your metabolism isn't focused on anything.\n";
610 else 590 else
611 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";
612 592
613 break; 593 break;
614 } 594 }
615 } 595 }
616 596
617 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 598
621 return 1; 599 return 1;
622} 600}
623 601
624/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
650 628
651 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
652 (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) ||
653 ((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)))
654 { 632 {
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
656 return 0; 634 return 0;
657 } 635 }
658 636
659 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 639 else if (spell_ob->race)
662 { 640 {
663 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
664 642
665 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 649 return 0;
672 } 650 }
673 651
674 tmp = arch_to_object (at); 652 tmp = at->instance ();
675 } 653 }
676 else 654 else
677 { 655 {
678 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);
679 return 0; 657 return 0;
684 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
685 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);
686 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);
687 tmp->range = 0; 665 tmp->range = 0;
688 } 666 }
689 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
690 { 668 {
691 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);
692 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
693 } 671 }
694 672
695 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])
696 { 674 {
697 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);
698 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
699 } 677 }
700 678
701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
702 { 680 {
703 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);
704 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
705 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
706 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
707 } 685 }
708 686
709 /* 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,
710 * 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
711 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
712 */ 690 */
713 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 692 tmp->set_owner (op);
715 693
716 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
718 696
719 name = tmp->name; 697 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 699 {
722 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);
723 return 0; 701 return 0;
724 } 702 }
725 703
726 /* 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 */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 707
730 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
753 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
755 733
756 /* 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 */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
759 737
760 } 738 }
761 else 739 else
762 posblocked = 1; 740 posblocked = 1;
763 741
770 { 748 {
771 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
773 751
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
776 } 754 }
777 else 755 else
778 negblocked = 1; 756 negblocked = 1;
779 } 757 }
780 758
781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
782 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
783 761
784 return 1; 762 return 1;
785} 763}
786 764
787int 765int
788dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 767{
790 uint32 dist, maxdist; 768 uint32 dist, maxdist;
791 int mflags; 769 int mflags;
792 maptile *m; 770 maptile *m;
793 sint16 sx, sy; 771 sint16 sx, sy;
795 if (op->type != PLAYER) 773 if (op->type != PLAYER)
796 return 0; 774 return 0;
797 775
798 if (!dir) 776 if (!dir)
799 { 777 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
801 return 0; 779 return 0;
802 } 780 }
803 781
804 /* 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
805 * ever, so put limits in. 783 * ever, so put limits in.
806 */ 784 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 786
809 if (op->contr->count) 787 if (spellparam)
810 { 788 {
789 int count = atoi (spellparam);
790
811 if (op->contr->count > maxdist) 791 if (count > maxdist)
812 { 792 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
814 return 0; 794 return 0;
815 } 795 }
816 796
817 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
818 { 798 {
819 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);
820 800
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 802 break;
823 803
824 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)))
825 break; 805 break;
826 } 806 }
827 807
828 if (dist < op->contr->count) 808 if (dist < count)
829 { 809 {
830 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");
831 op->contr->count = 0;
832 return 0; 811 return 0;
833 } 812 }
834
835 op->contr->count = 0;
836 813
837 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
838 * 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,
839 * 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
840 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
882 break; 859 break;
883 860
884 } 861 }
885 if (!dist) 862 if (!dist)
886 { 863 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
888 return 0; 865 return 0;
889 } 866 }
890 } 867 }
891 868
892 /* Actually move the player now */ 869 /* Actually move the player now */
893 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)))
894 return 1; 871 return 1;
895 872
896 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
897 return 1; 875 return 1;
898} 876}
899 877
900/* cast_heal: Heals something. 878/* cast_heal: Heals something.
901 * op is the caster. 879 * op is the caster.
956 if (cure_disease (tmp, op, spell)) 934 if (cure_disease (tmp, op, spell))
957 success = 1; 935 success = 1;
958 936
959 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
960 { 938 {
961 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
963 if (poison) 941 if (poison)
964 { 942 {
965 success = 1; 943 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 946 }
969 } 947 }
970 948
971 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
972 { 950 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 952 if (poison)
975 { 953 {
976 success = 1; 954 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 956 poison->duration = 1;
979 } 957 }
980 } 958 }
981 959
982 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
983 { 961 {
984 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
986 if (poison) 964 if (poison)
987 { 965 {
988 success = 1; 966 success = 1;
989 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.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 986 success = 1;
1009 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!");
1010 } 988 }
1011 989
1012 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 991 {
1014 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1015 993 min_it (tmp->stats.food, MAX_FOOD);
1016 if (tmp->stats.food > 999)
1017 tmp->stats.food = 999;
1018 994
1019 success = 1; 995 success = 1;
1020 /* 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 */
1021 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");
1022 } 998 }
1037 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1038 "You are no easier to look at.", 1014 "You are no easier to look at.",
1039}; 1015};
1040 1016
1041int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1042cast_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)
1043{ 1025{
1044 object *force = NULL; 1026 object *force = 0;
1045 int i; 1027 int i;
1046 1028
1047 /* 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. */
1048 object *tmp = dir 1030 object *tmp = dir
1049 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1050 : op; 1032 : op;
1051 1033
1052 if (!tmp) 1034 if (!tmp)
1053 return 0; 1035 return 0;
1054 1036
1055 /* 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. */
1063 break; 1045 break;
1064 } 1046 }
1065 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 { 1048 {
1067 if (!silent) 1049 if (!silent)
1068 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
1069 return 0; 1053 return 0;
1070 } 1054 }
1071 } 1055 }
1072 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1073 if (force == NULL) 1060 if (force)
1074 {
1075 force = get_archetype (FORCE_NAME);
1076 force->subtype = FORCE_CHANGE_ABILITY;
1077 if (spell_ob->race)
1078 force->name = spell_ob->race;
1079 else
1080 force->name = spell_ob->name;
1081 force->name_pl = spell_ob->name;
1082 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1083
1084 } 1061 {
1085 else
1086 {
1087 int duration;
1088
1089 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1090 if (duration > force->duration) 1062 if (duration > force->duration)
1091 { 1063 {
1092 force->duration = duration; 1064 force->duration = duration;
1093 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.");
1094 } 1066 }
1095 else 1067 else
1096 {
1097 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.");
1098 }
1099 1069
1100 return 1; 1070 return 1;
1101 } 1071 }
1102 1072
1103 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
1104 force->speed = 1.0; 1088 force->speed = 1.0;
1105 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1106 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1107 1091
1108 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1109 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1110 { 1094 {
1111 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1141 } 1125 }
1142 } 1126 }
1143 1127
1144 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1145 1129
1146 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1147 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1148 1132
1149 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1150 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1151 1135
1152 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1153 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1154 { 1138 {
1155 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1175 */ 1159 */
1176int 1160int
1177cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178{ 1162{
1179 int i; 1163 int i;
1180 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181 1165
1182 /* 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. */
1183 if (dir != 0) 1167 if (dir != 0)
1184 { 1168 {
1185 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1186 } 1173 }
1187 else 1174 else
1188 {
1189 tmp = op; 1175 tmp = op;
1190 }
1191 1176
1192 /* 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. */
1193 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1194 { 1179 {
1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1196 { 1181 {
1197 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1198 { 1183 {
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1205 return 0; 1190 return 0;
1206 } 1191 }
1207 } 1192 }
1208 } 1193 }
1194
1209 if (force == NULL) 1195 if (force == NULL)
1210 { 1196 {
1211 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1213 if (spell_ob->race) 1199 if (spell_ob->race)
1234 return 0; 1220 return 0;
1235 } 1221 }
1236 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;
1237 force->speed = 1.0; 1223 force->speed = 1.0;
1238 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1239 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1240 1226
1241 if (!god) 1227 if (!god)
1242 { 1228 {
1243 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1244 } 1230 }
1245 else 1231 else
1246 { 1232 {
1247 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1248 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1249 {
1250 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1251 {
1252 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]);
1253 } 1237
1254 }
1255 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1256 1239
1257 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1258 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1259 1242
1301 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1302 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1303 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1304 * the stuff back to town. 1287 * the stuff back to town.
1305 */ 1288 */
1306 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1307 value = 0; 1290 value = 0;
1308 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1309 value /= 3; 1292 value /= 3;
1310 else 1293 else
1311 value = value * 9 / 10; 1294 value = value * 9 / 10;
1324 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1325 return 0; 1308 return 0;
1326 1309
1327 archetype *nugget[3]; 1310 archetype *nugget[3];
1328 1311
1329 nugget[0] = archetype::find ("pyrite3"); 1312 nugget[0] = archetype::find (shstr_pyrite3);
1330 nugget[1] = archetype::find ("pyrite2"); 1313 nugget[1] = archetype::find (shstr_pyrite2);
1331 nugget[2] = archetype::find ("pyrite"); 1314 nugget[2] = archetype::find (shstr_pyrite);
1332 1315
1333 /* 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
1334 * some, and also prevents people from alchemising every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1335 * in sight 1318 * in sight
1336 */ 1319 */
1365 1348
1366 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)
1367 { 1350 {
1368 next = tmp->above; 1351 next = tmp->above;
1369 1352
1370 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1371 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1372 { 1355 {
1373 if (tmp->inv) 1356 if (tmp->inv)
1374 { 1357 {
1375 object *next1, *tmp1; 1358 object *next1, *tmp1;
1376 1359
1377 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1378 { 1361 {
1379 next1 = tmp1->below; 1362 next1 = tmp1->below;
1380 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1381 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1382 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1383 } 1366 }
1384 } 1367 }
1385 1368
1386 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1396 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1397 if (int nrof = value / nugget [i]->value) 1380 if (int nrof = value / nugget [i]->value)
1398 { 1381 {
1399 value -= nrof * nugget[i]->value; 1382 value -= nrof * nugget[i]->value;
1400 1383
1401 object *tmp = arch_to_object (nugget[i]); 1384 object *tmp = nugget[i]->instance ();
1402 tmp->nrof = nrof; 1385 tmp->nrof = nrof;
1403 tmp->flag [FLAG_IDENTIFIED] = true; 1386 tmp->flag [FLAG_IDENTIFIED] = true;
1404 op->map->insert (tmp, x, y, op, 0); 1387 op->map->insert (tmp, x, y, op, 0);
1405 } 1388 }
1406 1389
1411 1394
1412bailout: 1395bailout:
1413 return 1; 1396 return 1;
1414} 1397}
1415 1398
1416
1417/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1418 * items. 1400 * items.
1419 */ 1401 */
1420int 1402int
1421remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1422{ 1404{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1425 1406
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1430 { 1411 {
1431 was_one++; 1412 was_one++;
1413
1432 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1433 { 1415 {
1434 success++; 1416 success++;
1435 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1436 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1437 1419
1438 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1440 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1441 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1442 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 } 1426 }
1444 } 1427 }
1445 1428
1446 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1447 { 1430 {
1461 1444
1462/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1463int 1446int
1464cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1465{ 1448{
1466 dynbuf_text buf;
1467 object *tmp; 1449 object *tmp;
1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1468 1451
1469 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));
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473 1453
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1455 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1477 { 1457 {
1478 identify (tmp); 1458 identify (tmp);
1479 1459
1480 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1481 { 1461 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1463
1484 if (tmp->msg) 1464 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1466 }
1487 1467
1488 num_ident--;
1489 if (!num_ident) 1468 if (!--num_ident)
1490 break; 1469 break;
1491 } 1470 }
1492 } 1471 }
1493 1472
1494 /* 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
1496 * was not fully used. 1475 * was not fully used.
1497 */ 1476 */
1498 if (num_ident) 1477 if (num_ident)
1499 { 1478 {
1500 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)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1502 { 1481 {
1503 identify (tmp); 1482 identify (tmp);
1504 1483
1505 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1506 { 1485 {
1507 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));
1508 1487
1509 if (tmp->msg) 1488 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511
1512 esrv_send_item (op, tmp);
1513 } 1490 }
1514 1491
1515 num_ident--;
1516 if (!num_ident) 1492 if (!--num_ident)
1517 break; 1493 break;
1518 } 1494 }
1519 } 1495 }
1520 1496
1521 if (buf.empty ()) 1497 if (buf.empty ())
1543 1519
1544 /* 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
1545 * doing it over and over again. 1521 * doing it over and over again.
1546 */ 1522 */
1547 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1526
1551 if (!skill) 1527 if (!skill)
1552 skill = caster; 1528 skill = caster;
1553 1529
1554 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1532 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1536 * down - that is easier than working up.
1566 */ 1537 */
1567 1538
1568 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)
1569 last = tmp; 1540 last = tmp;
1570 1541
1571 /* 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
1572 * would happen. 1543 * would happen.
1573 */ 1544 */
1574 if (!last) 1545 if (!last)
1575 continue; 1546 continue;
1576 1547
1577 done_one = 0; 1548 done_one = 0;
1578 floor = 0; 1549 floor = 0;
1579 detect = NULL; 1550 detect = 0;
1580 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1552 {
1582 /* show invisible */ 1553 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1584 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1587 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1588 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
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1591 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)
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1593 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)))
1594 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1595 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)
1596 { 1578 {
1597 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
1598 done_one = 1; 1661 done_one = 1;
1599 } 1662 }
1600 } 1663 }
1601
1602 if (QUERY_FLAG (tmp, 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 apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643 (strstr (spell->race, tmp->race))))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1656 1665
1657 /* 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
1658 * where the magic is. 1667 * where the magic is.
1659 */ 1668 */
1660 if (done_one) 1669 if (done_one)
1661 { 1670 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1663 1672
1664 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1666 { 1675 {
1667 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1683 }
1675 1684
1676 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1686 }
1678 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1679 1688
1680 1689
1681 /* 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 */
1682 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])
1683 { 1692 {
1684 done_one = 0; 1693 done_one = 0;
1694
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1696 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1688 { 1698 {
1689 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])
1690 { 1700 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1705 }
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1696 (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]))
1697 { 1709 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1714 }
1702 } /* if item is not identified */ 1715 } /* if item is not identified */
1703 } /* for the players inventory */ 1716 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1705 return 1; 1719 return 1;
1706} 1720}
1707 1721
1708 1722
1709/** 1723/**
1722 1736
1723 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.");
1724 1738
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1740 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1738 } 1744 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 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.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 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!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1750 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1769 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1770 1776
1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1772 { 1778 {
1773 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)
1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1775 break; 1781 break;
1776 } 1782 }
1777 1783
1778 1784
1779 /* 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
1780 * 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.
1781 */ 1787 */
1782 if (plyr == NULL) 1788 if (plyr == NULL)
1783 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)
1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1785 break; 1791 break;
1786 1792
1787 if (!plyr) 1793 if (!plyr)
1788 { 1794 {
1789 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1790 return 0; 1796 return 0;
1791 } 1797 }
1792 /* give sp */ 1798 /* give sp */
1793 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1794 { 1800 {
1795 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);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1803 return 1;
1798 } 1804 }
1799 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1806 else if (op != plyr)
1801 { 1807 {
1806 if (rate > 95) 1812 if (rate > 95)
1807 rate = 95; 1813 rate = 95;
1808 1814
1809 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1810 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1811 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1812 { 1818 {
1813 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1816 if (sucked > 0) 1822 if (sucked > 0)
1817 { 1823 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1825 }
1820 } 1826 }
1821 return 1; 1827 return 1;
1822 } 1828 }
1823 return 0; 1829 return 0;
1867 * monsters either. 1873 * monsters either.
1868 */ 1874 */
1869 1875
1870 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1871 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1873 && (op->level > head->level)) 1879 && (op->level > head->level))
1874 head->destroy (); 1880 head->destroy ();
1875 else 1881 else
1876 switch (head->type) 1882 switch (head->type)
1877 { 1883 {
1878 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1882 continue; 1888 continue;
1883 1889
1884 if (op->level > head->level) 1890 if (op->level > head->level)
1885 head->destroy (); 1891 head->destroy ();
1886 1892
1899 break; 1905 break;
1900 } 1906 }
1901 } 1907 }
1902} 1908}
1903 1909
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1907int 1911int
1908cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1909{ 1913{
1910 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1911 1915
1912 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1913 1917
1914 if (!god) 1918 if (!god)
1915 { 1919 {
1916 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!");
1917 return 0; 1921 return 0;
1918 } 1922 }
1919 1923
1920 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1921 { 1925 {
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1923 break; 1927 break;
1924 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1925 { 1929 {
1926 1930
1927 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1928 { 1932 {
1929 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);
1930 return 0; 1934 return 0;
1931 } 1935 }
1932 else 1936 else
1933 { 1937 {
1934 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1940 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1939 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1941 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);
1942 return 1; 1948 return 1;
1943 } 1949 }
1944 } 1950 }
1945 } 1951 }
1946 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!");
1947 return 0; 1954 return 0;
1948} 1955}
1949 1956
1950/* animate_weapon - 1957/* animate_weapon -
1951 * 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.
1958 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1959 */ 1966 */
1960int 1967int
1961animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1962{ 1969{
1963 object *weapon, *tmp;
1964 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1965 int a, i; 1971 int a, i;
1966 sint16 x, y; 1972 sint16 x, y;
1967 maptile *m; 1973 maptile *m;
1968 1974
1983 return 0; 1989 return 0;
1984 } 1990 }
1985 1991
1986 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
1987 if (!dir) 1993 if (!dir)
1988 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);
1989 1995
1990 m = op->map; 1996 m = op->map;
1991 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
1993 1999
1994 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
1995 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)
1996 ((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))
1997 { 2003 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
1999 return 0; 2005 return 0;
2000 } 2006 }
2001 2007
2002 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2003 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2004 2010
2005 if (!weapon) 2011 if (!weapon)
2006 { 2012 {
2007 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!");
2008 return 0; 2014 return 0;
2009 } 2015 }
2016
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2018 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2013 return 0; 2020 return 0;
2014 } 2021 }
2022
2015 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2016 { 2024 {
2017 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.");
2018 return 0; 2026 return 0;
2019 } 2027 }
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2021 { 2030 {
2022 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));
2023 return 0; 2032 return 0;
2024 } 2033 }
2025 2034
2026 if (weapon->nrof > 1)
2027 {
2028 tmp = weapon->split (); 2035 weapon = weapon->split ();
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2036
2033 /* create the golem object */ 2037 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2035 2039
2036 /* 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 */
2037 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2038 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2039 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2040 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2041 tmp->set_owner (op); 2045 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2044 2048
2045 /* 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
2046 * removed flag - it should only be set if weapon->split was 2050 * removed flag - it should only be set if weapon->split was
2047 * used above. 2051 * used above.
2048 */ 2052 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2050 weapon->remove (); 2054 weapon->remove ();
2051 2055
2052 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2057
2054 /* 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,
2055 * 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
2056 * body_info, skills, etc) 2060 * body_info, skills, etc)
2057 */ 2061 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2059 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2060 tmp->update_stats (); 2064 tmp->update_stats ();
2061 2065
2062 /* 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
2063 * 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 -
2064 * 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.
2084 2088
2085 /* attacktype */ 2089 /* attacktype */
2086 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2088 2092
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093 a = mt->save[0]; 2095
2094 } 2096 a = op->material->save[0];
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101 2097
2102 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2132 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2130 }
2135 2131
2136 /* 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. */
2137 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));
2138 2134
2139 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2140 tmp->direction = dir; 2136 tmp->direction = dir;
2141 2137
2142 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2147 2143
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2150 */ 2146 */
2151
2152int 2147int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2149{
2155 int success; 2150 int success;
2156 2151
2160 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2161 2156
2162 if (!success) 2157 if (!success)
2163 { 2158 {
2164 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2166 else 2161 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2168 } 2163 }
2164
2169 return success; 2165 return success;
2170} 2166}
2171 2167
2172/* 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.
2173 * 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,
2181 2177
2182 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2183 if (new_aura) 2179 if (new_aura)
2184 refresh = 1; 2180 refresh = 1;
2185 else 2181 else
2186 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2187 2183
2188 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);
2189 2185
2190 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);
2191 2187
2192 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2193 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2194 2190
2195 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2196 2192
2197 if (refresh) 2193 if (refresh)
2198 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.");
2199 else 2195 else
2200 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.");
2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2257 { 2253 {
2258 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2259 2255
2260 if (aura->other_arch) 2256 if (aura->other_arch)
2261 pos.insert (arch_to_object (aura->other_arch), aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2262 } 2258 }
2263 } 2259 }
2264 2260
2265 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2266 env->insert (aura); 2262 env->insert (aura);
2271 * op is the piece object. 2267 * op is the piece object.
2272 */ 2268 */
2273void 2269void
2274move_peacemaker (object *op) 2270move_peacemaker (object *op)
2275{ 2271{
2276 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2277
2278 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2279 { 2273 {
2280 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2281 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2282 2276
2283 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2284 victim = tmp->head;
2285 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2286 continue; 2278 continue;
2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2288 continue; 2281 continue;
2282
2289 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2290 continue; 2284 continue;
2291 2285
2292 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2293 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2294 2288
2295 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2296 { 2290 {
2297 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2298 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2299 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2300 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2301#if 0 2296#if 0
2302 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2303 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2306 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2307 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2308 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2309#endif 2304#endif
2310 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2312 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2313 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2314 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2315 if (victim->name) 2311 if (victim->name)
2316 {
2317 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);
2318 } 2313 }
2319 }
2320 } 2314 }
2321} 2315}
2322
2323 2316
2324/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2325 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2326 */ 2319 */
2327
2328int 2320int
2329write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2330{ 2322{
2331 char rune[HUGE_BUF];
2332 object *tmp;
2333
2334 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2335 { 2324 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2337 return 0; 2326 return 0;
2338 } 2327 }
2339 2328
2340 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2341 { 2330 {
2342 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.>");
2343 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);
2344 return 0; 2333 return 0;
2345 } 2334 }
2335
2346 if (!spell->other_arch) 2336 if (!spell->other_arch)
2347 return 0; 2337 return 0;
2348 tmp = arch_to_object (spell->other_arch);
2349 2338
2350 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2351 2340
2352 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2353 tmp->msg = rune; 2342 tmp->msg = msg;
2354 2343
2355 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2356 return 1; 2346 return 1;
2357} 2347}
2348

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