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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.84 by root, Tue Jul 8 08:33:27 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
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 || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 77 wand->destroy ();
76 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 80
79 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
81 83
92 94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else 97 else
96 { 98 {
97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 108
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
111 } 113 }
112 114
113 return 1; 115 return 1;
114} 116}
122 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126int 128int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 130{
129 int bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 132 const char *missile_name = "arrow";
131 133
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 136 missile_name = tmp->race;
135 137
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 139
138 archetype *missile_arch = archetype::find (missile_name); 140 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 145 return 0;
144 } 146 }
145 147
146 object *missile = missile_arch->instance (); 148 object *missile = missile_arch->instance ();
147 149
148 if (stringarg) 150 if (spellparam)
149 { 151 {
150 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
152 { 154 {
153 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
154 156
155 for (; al; al = al->next) 157 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
157 break; 159 break;
158 160
159 if (!al) 161 if (!al)
160 { 162 {
161 missile->destroy (); 163 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
163 return 0; 165 return 0;
164 } 166 }
165 167
166 if (al->item->slaying) 168 if (al->item->slaying)
167 { 169 {
168 missile->destroy (); 170 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 172 return 0;
171 } 173 }
172 174
173 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
177 */ 179 */
178 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 181 missile_plus = 0;
180 } 182 }
181 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
183 } 185 }
184 186
185 missile_plus = clamp (missile_plus, -4, 4); 187 missile_plus = clamp (missile_plus, -4, 4);
186 188
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 194
193 missile->magic = missile_plus; 195 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
195 missile->value = 0; 197 missile->value = 0;
196 198
197 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
198 200
199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
200 pick_up (op, missile); 202 pick_up (op, missile);
201 203
202 return 1; 204 return 1;
203} 205}
204 206
205 207
206/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 210int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 212{
211 int food_value; 213 int food_value;
212 archetype *at = NULL; 214 archetype *at = NULL;
213 object *new_op; 215 object *new_op;
214 216
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 218
217 if (stringarg) 219 if (spellparam)
218 { 220 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 222 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 225 spellparam = NULL;
224 } 226 }
225 227
226 if (!stringarg) 228 if (!spellparam)
227 { 229 {
228 archetype *at_tmp; 230 archetype *at_tmp;
229 231
230 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
256 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
257 * know 259 * know
258 */ 260 */
259 if (!at) 261 if (!at)
260 { 262 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 264 return 0;
263 } 265 }
264 266
265 food_value /= at->stats.food; 267 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 268 new_op = at->instance ();
267 new_op->nrof = food_value; 269 new_op->nrof = food_value;
268 270
269 new_op->value = 0; 271 new_op->value = 0;
270 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
271 new_op->nrof = 1; 273 new_op->nrof = 1;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 299
298 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
299 break; 301 break;
300 302
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 304 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
306 308
307 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
308 { 310 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 313 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 315 if (tmp->head != NULL)
314 tmp = tmp->head; 316 tmp = tmp->head;
315 examine_monster (op, tmp); 317 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
339 { 341 {
340 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
342 { 344 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
344 return 0; 346 return 0;
345 347
346 return 1; 348 return 1;
347 } 349 }
348 350
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 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
479 * time delay effect. 476 * time delay effect.
480 */ 477 */
481int 478int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 480{
484 object *dummy; 481 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 482 return 0;
489 483
490 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))
491 { 485 {
492 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.");
493 return 1; 487 return 1;
494 } 488 }
495 489
496 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
497 491
498 if (!dummy)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 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));
506 if (time < 1)
507 time = 1;
508 493
509 /* 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
510 * 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
511 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
512 */ 497 */
513 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
517 502 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 505
525 op->insert (dummy); 506 op->insert (dummy);
526 507
527 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.");
528 509
567 548
568int 549int
569perceive_self (object *op) 550perceive_self (object *op)
570{ 551{
571 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
573 554
574 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 556
576 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
577 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
578 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 562
580 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
581 buf << "You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
582 else 565 else
583 buf << "You worship no god.\n"; 566 buf << " - You worship no god.\n";
584 567
585 object *tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
586 569
587 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
588 buf << "You feel very mundane. "; 571 buf << " - You feel very mundane. ";
589 else 572 else
590 { 573 {
591 buf << "You have: " << cp << ".\n"; 574 buf << " - You have: " << cp << ".\n";
592 575
593 if (tmp) 576 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
596 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));
597 } 580 }
598 581
599 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 585 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 587 {
605 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
606 buf << "Your metabolism isn't focused on anything.\n"; 589 buf << " - Your metabolism isn't focused on anything.\n";
607 else 590 else
608 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";
609 592
610 break; 593 break;
611 } 594 }
612 } 595 }
613 596
614 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 598
618 return 1; 599 return 1;
619} 600}
620 601
621/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
647 628
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
649 (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) ||
650 ((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)))
651 { 632 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
653 return 0; 634 return 0;
654 } 635 }
655 636
656 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 639 else if (spell_ob->race)
659 { 640 {
660 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
661 642
662 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 649 return 0;
669 } 650 }
670 651
671 tmp = arch_to_object (at); 652 tmp = at->instance ();
672 } 653 }
673 else 654 else
674 { 655 {
675 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);
676 return 0; 657 return 0;
681 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
682 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);
683 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);
684 tmp->range = 0; 665 tmp->range = 0;
685 } 666 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
687 { 668 {
688 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);
689 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
690 } 671 }
691 672
692 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])
693 { 674 {
694 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);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
696 } 677 }
697 678
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 680 {
700 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);
701 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
704 } 685 }
705 686
706 /* 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,
707 * 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
708 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
709 */ 690 */
710 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op); 692 tmp->set_owner (op);
712 693
713 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
714 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
715 696
716 name = tmp->name; 697 name = tmp->name;
717 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
718 { 699 {
719 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);
720 return 0; 701 return 0;
721 } 702 }
722 703
723 /* 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 */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 707
727 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
750 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
752 733
753 /* 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 */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
756 737
757 } 738 }
758 else 739 else
759 posblocked = 1; 740 posblocked = 1;
760 741
767 { 748 {
768 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
770 751
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
773 } 754 }
774 else 755 else
775 negblocked = 1; 756 negblocked = 1;
776 } 757 }
777 758
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
780 761
781 return 1; 762 return 1;
782} 763}
783 764
784int 765int
785dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 767{
787 uint32 dist, maxdist; 768 uint32 dist, maxdist;
788 int mflags; 769 int mflags;
789 maptile *m; 770 maptile *m;
790 sint16 sx, sy; 771 sint16 sx, sy;
792 if (op->type != PLAYER) 773 if (op->type != PLAYER)
793 return 0; 774 return 0;
794 775
795 if (!dir) 776 if (!dir)
796 { 777 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
798 return 0; 779 return 0;
799 } 780 }
800 781
801 /* 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
802 * ever, so put limits in. 783 * ever, so put limits in.
803 */ 784 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 786
806 if (op->contr->count) 787 if (spellparam)
807 { 788 {
789 int count = atoi (spellparam);
790
808 if (op->contr->count > maxdist) 791 if (count > maxdist)
809 { 792 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
811 return 0; 794 return 0;
812 } 795 }
813 796
814 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
815 { 798 {
816 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);
817 800
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 802 break;
820 803
821 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)))
822 break; 805 break;
823 } 806 }
824 807
825 if (dist < op->contr->count) 808 if (dist < count)
826 { 809 {
827 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");
828 op->contr->count = 0;
829 return 0; 811 return 0;
830 } 812 }
831
832 op->contr->count = 0;
833 813
834 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
835 * 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,
836 * 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
837 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
879 break; 859 break;
880 860
881 } 861 }
882 if (!dist) 862 if (!dist)
883 { 863 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
885 return 0; 865 return 0;
886 } 866 }
887 } 867 }
888 868
889 /* Actually move the player now */ 869 /* Actually move the player now */
890 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)))
891 return 1; 871 return 1;
892 872
893 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
894 return 1; 875 return 1;
895} 876}
896 877
897/* cast_heal: Heals something. 878/* cast_heal: Heals something.
898 * op is the caster. 879 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 934 if (cure_disease (tmp, op, spell))
954 success = 1; 935 success = 1;
955 936
956 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
957 { 938 {
958 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
960 if (poison) 941 if (poison)
961 { 942 {
962 success = 1; 943 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 946 }
966 } 947 }
967 948
968 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
969 { 950 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 952 if (poison)
972 { 953 {
973 success = 1; 954 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 956 poison->duration = 1;
976 } 957 }
977 } 958 }
978 959
979 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
980 { 961 {
981 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
983 if (poison) 964 if (poison)
984 { 965 {
985 success = 1; 966 success = 1;
986 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.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 986 success = 1;
1006 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!");
1007 } 988 }
1008 989
1009 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 991 {
1011 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1012 993 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 994
1016 success = 1; 995 success = 1;
1017 /* 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 */
1018 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");
1019 } 998 }
1034 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1014 "You are no easier to look at.",
1036}; 1015};
1037 1016
1038int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1039cast_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)
1040{ 1025{
1041 object *force = NULL; 1026 object *force = 0;
1042 int i; 1027 int i;
1043 1028
1044 /* 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. */
1045 object *tmp = dir 1030 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1032 : op;
1048 1033
1049 if (!tmp) 1034 if (!tmp)
1050 return 0; 1035 return 0;
1051 1036
1052 /* 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. */
1060 break; 1045 break;
1061 } 1046 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1048 {
1064 if (!silent) 1049 if (!silent)
1065 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
1066 return 0; 1053 return 0;
1067 } 1054 }
1068 } 1055 }
1069 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1070 if (force == NULL) 1060 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1061 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1062 if (duration > force->duration)
1088 { 1063 {
1089 force->duration = duration; 1064 force->duration = duration;
1090 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.");
1091 } 1066 }
1092 else 1067 else
1093 {
1094 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.");
1095 }
1096 1069
1097 return 1; 1070 return 1;
1098 } 1071 }
1099 1072
1100 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
1101 force->speed = 1.0; 1088 force->speed = 1.0;
1102 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1104 1091
1105 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1107 { 1094 {
1108 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1138 } 1125 }
1139 } 1126 }
1140 1127
1141 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1142 1129
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1144 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1145 1132
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1147 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1148 1135
1149 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1151 { 1138 {
1152 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1172 */ 1159 */
1173int 1160int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1162{
1176 int i; 1163 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1165
1179 /* 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. */
1180 if (dir != 0) 1167 if (dir != 0)
1181 { 1168 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1183 } 1173 }
1184 else 1174 else
1185 {
1186 tmp = op; 1175 tmp = op;
1187 }
1188 1176
1189 /* 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. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1179 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1181 {
1194 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1195 { 1183 {
1201 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);
1202 return 0; 1190 return 0;
1203 } 1191 }
1204 } 1192 }
1205 } 1193 }
1194
1206 if (force == NULL) 1195 if (force == NULL)
1207 { 1196 {
1208 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1199 if (spell_ob->race)
1231 return 0; 1220 return 0;
1232 } 1221 }
1233 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;
1234 force->speed = 1.0; 1223 force->speed = 1.0;
1235 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1237 1226
1238 if (!god) 1227 if (!god)
1239 { 1228 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 } 1230 }
1242 else 1231 else
1243 { 1232 {
1244 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1248 {
1249 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]);
1250 } 1237
1251 }
1252 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1253 1239
1254 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1256 1242
1298 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1299 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1300 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1301 * the stuff back to town. 1287 * the stuff back to town.
1302 */ 1288 */
1303 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1304 value = 0; 1290 value = 0;
1305 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1306 value /= 3; 1292 value /= 3;
1307 else 1293 else
1308 value = value * 9 / 10; 1294 value = value * 9 / 10;
1321 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1322 return 0; 1308 return 0;
1323 1309
1324 archetype *nugget[3]; 1310 archetype *nugget[3];
1325 1311
1326 nugget[0] = archetype::find ("pyrite3"); 1312 nugget[0] = archetype::find (shstr_pyrite3);
1327 nugget[1] = archetype::find ("pyrite2"); 1313 nugget[1] = archetype::find (shstr_pyrite2);
1328 nugget[2] = archetype::find ("pyrite"); 1314 nugget[2] = archetype::find (shstr_pyrite);
1329 1315
1330 /* 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
1331 * some, and also prevents people from alchemising every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1332 * in sight 1318 * in sight
1333 */ 1319 */
1362 1348
1363 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)
1364 { 1350 {
1365 next = tmp->above; 1351 next = tmp->above;
1366 1352
1367 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1368 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1369 { 1355 {
1370 if (tmp->inv) 1356 if (tmp->inv)
1371 { 1357 {
1372 object *next1, *tmp1; 1358 object *next1, *tmp1;
1373 1359
1374 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1375 { 1361 {
1376 next1 = tmp1->below; 1362 next1 = tmp1->below;
1377 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1378 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1379 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1380 } 1366 }
1381 } 1367 }
1382 1368
1383 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1393 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1394 if (int nrof = value / nugget [i]->value) 1380 if (int nrof = value / nugget [i]->value)
1395 { 1381 {
1396 value -= nrof * nugget[i]->value; 1382 value -= nrof * nugget[i]->value;
1397 1383
1398 object *tmp = arch_to_object (nugget[i]); 1384 object *tmp = nugget[i]->instance ();
1399 tmp->nrof = nrof; 1385 tmp->nrof = nrof;
1400 tmp->flag [FLAG_IDENTIFIED] = true; 1386 tmp->flag [FLAG_IDENTIFIED] = true;
1401 op->map->insert (tmp, x, y, op, 0); 1387 op->map->insert (tmp, x, y, op, 0);
1402 } 1388 }
1403 1389
1414 * items. 1400 * items.
1415 */ 1401 */
1416int 1402int
1417remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1418{ 1404{
1419 object *tmp;
1420 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1421 1406
1422 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1423 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1424 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1425 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1426 { 1411 {
1427 was_one++; 1412 was_one++;
1428 1413
1429 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1430 { 1415 {
1431 success++; 1416 success++;
1432 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1433 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1434 1419
1435 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1436 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1437 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1438 1423
1439 if (object *pl = tmp->visible_to ()) 1424 if (object *pl = tmp->visible_to ())
1440 esrv_update_item (UPD_FLAGS, pl, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1426 }
1459 1444
1460/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1461int 1446int
1462cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1463{ 1448{
1464 dynbuf_text buf;
1465 object *tmp; 1449 object *tmp;
1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1466 1451
1467 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));
1468
1469 if (num_ident < 1)
1470 num_ident = 1;
1471 1453
1472 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1473 { 1455 {
1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1475 { 1457 {
1476 identify (tmp); 1458 identify (tmp);
1477 1459
1478 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1479 { 1461 {
1480 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481 1463
1482 if (tmp->msg) 1464 if (tmp->msg)
1483 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1484 } 1466 }
1485 1467
1486 num_ident--;
1487 if (!num_ident) 1468 if (!--num_ident)
1488 break; 1469 break;
1489 } 1470 }
1490 } 1471 }
1491 1472
1492 /* 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
1494 * was not fully used. 1475 * was not fully used.
1495 */ 1476 */
1496 if (num_ident) 1477 if (num_ident)
1497 { 1478 {
1498 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)
1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1500 { 1481 {
1501 identify (tmp); 1482 identify (tmp);
1502 1483
1503 if (object *pl = tmp->visible_to ()) 1484 if (object *pl = tmp->visible_to ())
1504 { 1485 {
1505 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));
1506 1487
1507 if (tmp->msg) 1488 if (tmp->msg)
1508 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1509 } 1490 }
1510 1491
1511 num_ident--;
1512 if (!num_ident) 1492 if (!--num_ident)
1513 break; 1493 break;
1514 } 1494 }
1515 } 1495 }
1516 1496
1517 if (buf.empty ()) 1497 if (buf.empty ())
1539 1519
1540 /* 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
1541 * doing it over and over again. 1521 * doing it over and over again.
1542 */ 1522 */
1543 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1544 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1545 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1546 1526
1547 if (!skill) 1527 if (!skill)
1548 skill = caster; 1528 skill = caster;
1549 1529
1550 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1551 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1552 { 1532 {
1553 m = op->map;
1554 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1555 if (mflags & P_OUT_OF_MAP)
1556 continue;
1557
1558 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1559 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1560 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1561 * down - that is easier than working up. 1536 * down - that is easier than working up.
1562 */ 1537 */
1563 1538
1564 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)
1565 last = tmp; 1540 last = tmp;
1566 1541
1567 /* 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
1568 * would happen. 1543 * would happen.
1569 */ 1544 */
1570 if (!last) 1545 if (!last)
1571 continue; 1546 continue;
1572 1547
1573 done_one = 0; 1548 done_one = 0;
1574 floor = 0; 1549 floor = 0;
1575 detect = NULL; 1550 detect = 0;
1576 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1577 { 1552 {
1578 /* show invisible */ 1553 /* show invisible */
1579 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1580 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1581 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1582 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1583 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1584 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
1585 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1586 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1587 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)
1588 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1589 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)))
1590 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1591 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)
1592 { 1578 {
1593 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
1594 done_one = 1; 1661 done_one = 1;
1595 } 1662 }
1596 } 1663 }
1597
1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1599 floor = 1;
1600
1601 /* All detections below this point don't descend beneath the floor,
1602 * so just continue on. We could be clever and look at the type of
1603 * detection to completely break out if we don't care about objects beneath
1604 * the floor, but once we get to the floor, not likely a very big issue anyways.
1605 */
1606 if (floor)
1607 continue;
1608
1609 /* I had thought about making detect magic and detect curse
1610 * show the flash the magic item like it does for detect monster.
1611 * however, if the object is within sight, this would then make it
1612 * difficult to see what object is magical/cursed, so the
1613 * effect wouldn't be as apparant.
1614 */
1615
1616 /* detect magic */
1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1619 {
1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1621 /* make runes more visibile */
1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1623 tmp->stats.Cha /= 4;
1624 done_one = 1;
1625 }
1626 /* detect monster */
1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1628 {
1629 done_one = 2;
1630 if (!detect)
1631 detect = tmp;
1632 }
1633 /* Basically, if race is set in the spell, then the creatures race must
1634 * match that. if the spell race is set to GOD, then the gods opposing
1635 * race must match.
1636 */
1637 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1638 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1639 (strstr (spell->race, tmp->race))))
1640 {
1641 done_one = 2;
1642 if (!detect)
1643 detect = tmp;
1644 }
1645 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1646 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1647 {
1648 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1649 done_one = 1;
1650 }
1651 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1652 1665
1653 /* 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
1654 * where the magic is. 1667 * where the magic is.
1655 */ 1668 */
1656 if (done_one) 1669 if (done_one)
1657 { 1670 {
1658 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1659 1672
1660 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1661 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1662 { 1675 {
1663 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1664 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1665 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1666 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1667 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1668 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1669 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1670 } 1683 }
1671 1684
1672 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1673 } 1686 }
1674 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1675 1688
1676 1689
1677 /* 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 */
1678 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])
1679 { 1692 {
1680 done_one = 0; 1693 done_one = 0;
1681 1694
1682 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1683 { 1696 {
1684 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1685 { 1698 {
1686 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])
1687 { 1700 {
1688 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1689 1702
1690 if (object *pl = tmp->visible_to ()) 1703 if (object *pl = tmp->visible_to ())
1691 esrv_update_item (UPD_FLAGS, pl, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1692 } 1705 }
1693 1706
1694 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1695 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1696 { 1709 {
1697 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1698 1711
1699 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1700 esrv_update_item (UPD_FLAGS, pl, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1714 }
1702 } /* if item is not identified */ 1715 } /* if item is not identified */
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
1910 1915
1911 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1912 1917
1913 if (!god) 1918 if (!god)
1914 { 1919 {
1915 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!");
1916 return 0; 1921 return 0;
1917 } 1922 }
1918 1923
1919 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1920 { 1925 {
1921 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1922 break; 1927 break;
1923 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1924 { 1929 {
1925 1930
1926 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1927 { 1932 {
1928 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);
1929 return 0; 1934 return 0;
1930 } 1935 }
1931 else 1936 else
1932 { 1937 {
1933 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1934 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1935 tmp->name = buf; 1940 tmp->name = buf;
1936 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1937 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1938 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);
1941 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
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 < 0 || (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 weapon = weapon->split (); 2035 weapon = weapon->split ();
2028 2036
2029 /* create the golem object */ 2037 /* create the golem object */
2030 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2031 2039
2032 /* 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 */
2033 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2034 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2035 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2036 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2037 tmp->set_owner (op); 2045 tmp->set_owner (op);
2038 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2040 2048
2041 /* 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
2042 * removed flag - it should only be set if weapon->split was 2050 * removed flag - it should only be set if weapon->split was
2043 * used above. 2051 * used above.
2044 */ 2052 */
2045 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2046 weapon->remove (); 2054 weapon->remove ();
2047 2055
2048 tmp->insert (weapon); 2056 tmp->insert (weapon);
2049 2057
2050 /* 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,
2051 * 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
2052 * body_info, skills, etc) 2060 * body_info, skills, etc)
2053 */ 2061 */
2054 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2055 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2056 tmp->update_stats (); 2064 tmp->update_stats ();
2057 2065
2058 /* 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
2059 * 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 -
2060 * 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.
2080 2088
2081 /* attacktype */ 2089 /* attacktype */
2082 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2083 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2084 2092
2085 if (materialtype_t *mt = name_to_material (op->materialname))
2086 {
2087 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2088 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2089 a = mt->save[0]; 2095
2090 } 2096 a = op->material->save[0];
2091 else
2092 {
2093 for (i = 0; i < NROFATTACKS; i++)
2094 tmp->resist[i] = 5;
2095 a = 10;
2096 }
2097 2097
2098 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2099 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2100 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2101 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2128 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2130 } 2130 }
2131 2131
2132 /* 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. */
2133 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));
2134 2134
2135 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2136 tmp->direction = dir; 2136 tmp->direction = dir;
2137 2137
2138 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2142/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2143 2143
2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2145 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2146 */ 2146 */
2147
2148int 2147int
2149cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2150{ 2149{
2151 int success; 2150 int success;
2152 2151
2156 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2157 2156
2158 if (!success) 2157 if (!success)
2159 { 2158 {
2160 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2162 else 2161 else
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2164 } 2163 }
2164
2165 return success; 2165 return success;
2166} 2166}
2167 2167
2168/* 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.
2169 * 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,
2177 2177
2178 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2179 if (new_aura) 2179 if (new_aura)
2180 refresh = 1; 2180 refresh = 1;
2181 else 2181 else
2182 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2183 2183
2184 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);
2185 2185
2186 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);
2187 2187
2188 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2189 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2190 2190
2191 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192 2192
2193 if (refresh) 2193 if (refresh)
2194 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.");
2195 else 2195 else
2196 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.");
2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2253 { 2253 {
2254 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2255 2255
2256 if (aura->other_arch) 2256 if (aura->other_arch)
2257 pos.insert (arch_to_object (aura->other_arch), aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2258 } 2258 }
2259 } 2259 }
2260 2260
2261 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2262 env->insert (aura); 2262 env->insert (aura);
2267 * op is the piece object. 2267 * op is the piece object.
2268 */ 2268 */
2269void 2269void
2270move_peacemaker (object *op) 2270move_peacemaker (object *op)
2271{ 2271{
2272 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2273
2274 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2275 { 2273 {
2276 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2277 object *victim = tmp->head_ (); 2275 object *victim = tmp->head_ ();
2278 2276
2279 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!victim->flag [FLAG_MONSTER])
2280 continue; 2278 continue;
2281 2279
2282 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2283 continue; 2281 continue;
2284 2282
2285 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2286 continue; 2284 continue;
2287 2285
2288 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2289 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2290 2288
2291 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2292 { 2290 {
2293 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2294 2292
2303 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2304 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2305 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2306#endif 2304#endif
2307 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2308 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2309 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2310 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2311 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2312 2310
2313 if (victim->name) 2311 if (victim->name)
2314 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);
2315 } 2313 }
2316 } 2314 }
2317} 2315}
2318
2319 2316
2320/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2321 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2322 */ 2319 */
2323
2324int 2320int
2325write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2326{ 2322{
2327 char rune[HUGE_BUF];
2328 object *tmp;
2329
2330 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2331 { 2324 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2333 return 0; 2326 return 0;
2334 } 2327 }
2335 2328
2336 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2337 { 2330 {
2338 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.>");
2339 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);
2340 return 0; 2333 return 0;
2341 } 2334 }
2335
2342 if (!spell->other_arch) 2336 if (!spell->other_arch)
2343 return 0; 2337 return 0;
2344 tmp = arch_to_object (spell->other_arch);
2345 2338
2346 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2347 2340
2348 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2349 tmp->msg = rune; 2342 tmp->msg = msg;
2350 2343
2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2352 return 1; 2346 return 1;
2353} 2347}
2348

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