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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.103 by elmex, Mon Jun 8 08:57:34 2009 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 = archetype::get (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
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.
390 */ 392 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
392 /* max duration */ 395 /* limit duration */
393 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
394 op->invisible = 1000;
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;
447 // earth to dust tears down everything that can be torn down 449 // earth to dust tears down everything that can be torn down
448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 451 {
450 next = tmp->above; 452 next = tmp->above;
451 453
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
456 458
457 return 1; 459 return 1;
459 461
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 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.");
467 else 468 else
468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
470 470
471 op->destroy (); 471 op->destroy ();
472} 472}
473 473
474/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
476 * time delay effect. 476 * time delay effect.
477 */ 477 */
478int 478int
479cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
480{ 480{
481 object *dummy; 481 if (!op->is_player ())
482 int time;
483
484 if (op->type != PLAYER)
485 return 0; 482 return 0;
486 483
487 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))
488 { 485 {
489 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.");
490 return 1; 487 return 1;
491 } 488 }
492 489
493 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
494 491
495 if (!dummy)
496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0;
500 }
501
502 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));
503 if (time < 1)
504 time = 1;
505 493
506 /* 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
507 * 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
508 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
509 */ 497 */
510 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
511 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
514 502 dummy->slaying = op->contr->savebed_map;
515 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
516 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
517 */
518 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y;
521 505
522 op->insert (dummy); 506 op->insert (dummy);
523 507
524 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.");
525 509
564 548
565int 549int
566perceive_self (object *op) 550perceive_self (object *op)
567{ 551{
568 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
570 554
571 dynbuf_text &buf = msg_dynbuf; buf.clear (); 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572 556
573 if (!op->is_player ()) 557 if (!op->is_player ())
574 return 0; 558 return 0;
593 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
594 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
595 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));
596 } 580 }
597 581
598 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 585 {
602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 587 {
644 628
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (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) ||
647 ((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)))
648 { 632 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
650 return 0; 634 return 0;
651 } 635 }
652 636
653 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 639 else if (spell_ob->race)
656 { 640 {
657 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
658 642
659 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 649 return 0;
666 } 650 }
667 651
668 tmp = arch_to_object (at); 652 tmp = at->instance ();
669 } 653 }
670 else 654 else
671 { 655 {
672 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);
673 return 0; 657 return 0;
678 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
679 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);
680 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);
681 tmp->range = 0; 665 tmp->range = 0;
682 } 666 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
684 { 668 {
685 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);
686 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
687 } 671 }
688 672
689 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])
690 { 674 {
691 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);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
693 } 677 }
694 678
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 680 {
697 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);
698 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
701 } 685 }
702 686
703 /* 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,
704 * 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
705 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
717 return 0; 701 return 0;
718 } 702 }
719 703
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 707
724 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
747 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
749 733
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
753 737
754 } 738 }
755 else 739 else
756 posblocked = 1; 740 posblocked = 1;
757 741
764 { 748 {
765 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
767 751
768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
770 } 754 }
771 else 755 else
772 negblocked = 1; 756 negblocked = 1;
773 } 757 }
774 758
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
777 761
778 return 1; 762 return 1;
779} 763}
780 764
781int 765int
782dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 767{
784 uint32 dist, maxdist; 768 uint32 dist, maxdist;
785 int mflags; 769 int mflags;
786 maptile *m; 770 maptile *m;
787 sint16 sx, sy; 771 sint16 sx, sy;
789 if (op->type != PLAYER) 773 if (op->type != PLAYER)
790 return 0; 774 return 0;
791 775
792 if (!dir) 776 if (!dir)
793 { 777 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
795 return 0; 779 return 0;
796 } 780 }
797 781
798 /* 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
799 * ever, so put limits in. 783 * ever, so put limits in.
800 */ 784 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 786
803 if (op->contr->count) 787 if (spellparam)
804 { 788 {
789 int count = atoi (spellparam);
790
805 if (op->contr->count > maxdist) 791 if (count > maxdist)
806 { 792 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
808 return 0; 794 return 0;
809 } 795 }
810 796
811 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
812 { 798 {
813 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);
814 800
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 802 break;
817 803
818 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)))
819 break; 805 break;
820 } 806 }
821 807
822 if (dist < op->contr->count) 808 if (dist < count)
823 { 809 {
824 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");
825 op->contr->count = 0;
826 return 0; 811 return 0;
827 } 812 }
828
829 op->contr->count = 0;
830 813
831 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
832 * 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,
833 * 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
834 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
876 break; 859 break;
877 860
878 } 861 }
879 if (!dist) 862 if (!dist)
880 { 863 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
882 return 0; 865 return 0;
883 } 866 }
884 } 867 }
885 868
886 /* Actually move the player now */ 869 /* Actually move the player now */
887 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)))
888 return 1; 871 return 1;
889 872
890 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
891 return 1; 875 return 1;
892} 876}
893 877
894/* cast_heal: Heals something. 878/* cast_heal: Heals something.
895 * op is the caster. 879 * op is the caster.
950 if (cure_disease (tmp, op, spell)) 934 if (cure_disease (tmp, op, spell))
951 success = 1; 935 success = 1;
952 936
953 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
954 { 938 {
955 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
957 if (poison) 941 if (poison)
958 { 942 {
959 success = 1; 943 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 946 }
963 } 947 }
964 948
965 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
966 { 950 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 952 if (poison)
969 { 953 {
970 success = 1; 954 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 956 poison->duration = 1;
973 } 957 }
974 } 958 }
975 959
976 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
977 { 961 {
978 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
980 if (poison) 964 if (poison)
981 { 965 {
982 success = 1; 966 success = 1;
983 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.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 986 success = 1;
1003 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!");
1004 } 988 }
1005 989
1006 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 991 {
1008 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1009 993 min_it (tmp->stats.food, MAX_FOOD);
1010 if (tmp->stats.food > 999)
1011 tmp->stats.food = 999;
1012 994
1013 success = 1; 995 success = 1;
1014 /* 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 */
1015 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");
1016 } 998 }
1031 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1032 "You are no easier to look at.", 1014 "You are no easier to look at.",
1033}; 1015};
1034 1016
1035int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1036cast_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)
1037{ 1025{
1038 object *force = 0; 1026 object *force = 0;
1039 int i; 1027 int i;
1040 1028
1057 break; 1045 break;
1058 } 1046 }
1059 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1060 { 1048 {
1061 if (!silent) 1049 if (!silent)
1062 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);
1063 1052
1064 return 0; 1053 return 0;
1065 } 1054 }
1066 } 1055 }
1067 } 1056 }
1068 1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1069 if (!force) 1060 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1061 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1062 if (duration > force->duration)
1089 { 1063 {
1090 force->duration = duration; 1064 force->duration = duration;
1091 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.");
1092 } 1066 }
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 1069
1096 return 1; 1070 return 1;
1097 } 1071 }
1098 1072
1099 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 = archetype::get (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
1100 force->speed = 1.0; 1088 force->speed = 1.0;
1101 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1103 1091
1104 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1106 {
1107 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1108 {
1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1110 if (force->resist[i] > 100)
1111 force->resist[i] = 100;
1112 }
1113 }
1114 1096
1115 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1117 1099
1118 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1137 } 1119 }
1138 } 1120 }
1139 1121
1140 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1141 1123
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1144 1126
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1147 1129
1148 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1150 { 1132 {
1151 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1204 } 1186 }
1205 } 1187 }
1206 1188
1207 if (force == NULL) 1189 if (force == NULL)
1208 { 1190 {
1209 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1193 if (spell_ob->race)
1212 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1213 else 1195 else
1214 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1229 { 1211 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 } 1213 }
1232 return 0; 1214 return 0;
1233 } 1215 }
1216
1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1218 force->speed = 1.0;
1236 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1238 1221
1239 if (!god) 1222 if (!god)
1240 { 1223 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1225 }
1243 else 1226 else
1244 { 1227 {
1245 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 } 1232
1252 }
1253 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1254 1234
1255 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1257 1237
1299 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1282 * the stuff back to town.
1303 */ 1283 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1285 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1287 value /= 3;
1308 else 1288 else
1309 value = value * 9 / 10; 1289 value = value * 9 / 10;
1322 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1323 return 0; 1303 return 0;
1324 1304
1325 archetype *nugget[3]; 1305 archetype *nugget[3];
1326 1306
1327 nugget[0] = archetype::find ("pyrite3"); 1307 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1308 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1309 nugget[2] = archetype::find (shstr_pyrite);
1330 1310
1331 /* Put a maximum weight of items that can be alchemised. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1332 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1313 * in sight
1334 */ 1314 */
1363 1343
1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1365 { 1345 {
1366 next = tmp->above; 1346 next = tmp->above;
1367 1347
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1370 { 1350 {
1371 if (tmp->inv) 1351 if (tmp->inv)
1372 { 1352 {
1373 object *next1, *tmp1; 1353 object *next1, *tmp1;
1374 1354
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 { 1356 {
1377 next1 = tmp1->below; 1357 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1380 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1381 } 1361 }
1382 } 1362 }
1383 1363
1384 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1389 } 1369 }
1390 1370
1391 value -= rndm (value >> 4); 1371 value -= rndm (value >> 4);
1392 value = min (value, value_max); 1372 value = min (value, value_max);
1393 1373
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1374 for (int i = 0; i < array_length (nugget); ++i)
1395 if (int nrof = value / nugget [i]->value) 1375 if (int nrof = value / nugget [i]->value)
1396 { 1376 {
1397 value -= nrof * nugget[i]->value; 1377 value -= nrof * nugget[i]->value;
1398 1378
1399 object *tmp = arch_to_object (nugget[i]); 1379 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1380 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1381 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0); 1382 op->map->insert (tmp, x, y, op, 0);
1403 } 1383 }
1404 1384
1415 * items. 1395 * items.
1416 */ 1396 */
1417int 1397int
1418remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1419{ 1399{
1420 object *tmp;
1421 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1422 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1423 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1427 { 1410 {
1428 was_one++; 1411 ++was_one;
1429 1412
1430 if (tmp->level <= casting_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1431 { 1414 {
1432 success++; 1415 ++success;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1417
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1439 1422
1440 if (object *pl = tmp->visible_to ()) 1423 if (object *pl = tmp->visible_to ())
1441 esrv_update_item (UPD_FLAGS, pl, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1442 } 1425 }
1443 } 1426 }
1444 1427
1445 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1446 { 1429 {
1447 if (success) 1430 if (success)
1448 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1449 else 1432 else
1450 { 1433 {
1451 if (was_one) 1434 if (was_one)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1453 else 1436 else
1454 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1455 } 1438 }
1456 } 1439 }
1457 1440
1458 return success; 1441 return success;
1459} 1442}
1460 1443
1461/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1462int 1445int
1463cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1464{ 1447{
1465 object *tmp;
1466 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1449
1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1469 1451
1452 op->splay_marked ();
1453
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1455 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1473 { 1457 {
1474 identify (tmp); 1458 identify (tmp);
1475 1459
1476 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1477 { 1461 {
1490 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1491 * was not fully used. 1475 * was not fully used.
1492 */ 1476 */
1493 if (num_ident) 1477 if (num_ident)
1494 { 1478 {
1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1497 { 1481 {
1498 identify (tmp); 1482 identify (tmp);
1499 1483
1500 if (object *pl = tmp->visible_to ()) 1484 if (object *pl = tmp->visible_to ())
1501 { 1485 {
1527 1511
1528int 1512int
1529cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1530{ 1514{
1531 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1532 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1533 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1534 maptile *m; 1518 maptile *m;
1535 1519
1536 /* 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
1537 * doing it over and over again. 1521 * doing it over and over again.
1541 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1542 1526
1543 if (!skill) 1527 if (!skill)
1544 skill = caster; 1528 skill = caster;
1545 1529
1530 dynbuf buf;
1546 unordered_mapwalk (op, -range, -range, range, range) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1547 { 1532 {
1548 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1549 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1550 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1551 * down - that is easier than working up. 1536 * down - that is easier than working up.
1552 */ 1537 */
1553 1538
1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1555 last = tmp; 1540 last = tmp;
1556 1541
1557 /* 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
1558 * would happen. 1543 * would happen.
1559 */ 1544 */
1560 if (!last) 1545 if (!last)
1561 continue; 1546 continue;
1562 1547
1563 done_one = 0; 1548 done_one = 0;
1564 floor = 0; 1549 floor = 0;
1565 detect = NULL; 1550 detect = 0;
1566 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1567 { 1552 {
1568 /* show invisible */ 1553 /* show invisible */
1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1570 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1572 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1573 || tmp->type == CF_HANDLE 1558 || tmp->type == T_HANDLE
1574 || tmp->type == TRAPDOOR 1559 || tmp->type == TRAPDOOR
1575 || tmp->type == EXIT 1560 || tmp->type == EXIT
1576 || tmp->type == HOLE 1561 || tmp->type == HOLE
1577 || tmp->type == BUTTON 1562 || tmp->type == BUTTON
1578 || tmp->type == TELEPORTER 1563 || tmp->type == TELEPORTER
1579 || tmp->type == GATE 1564 || tmp->type == GATE
1580 || tmp->type == LOCKED_DOOR 1565 || tmp->type == LOCKED_DOOR
1581 || tmp->type == WEAPON 1566 || tmp->type == WEAPON
1582 || tmp->type == ALTAR 1567 || tmp->type == ALTAR
1583 || tmp->type == SIGN 1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1584 || tmp->type == TRIGGER_PEDESTAL 1569 || tmp->type == TRIGGER_PEDESTAL
1585 || tmp->type == SPECIAL_KEY 1570 || tmp->type == SPECIAL_KEY
1586 || tmp->type == TREASURE 1571 || tmp->type == TREASURE
1587 || tmp->type == BOOK 1572 || tmp->type == BOOK
1588 || tmp->type == HOLY_ALTAR 1573 || tmp->type == HOLY_ALTAR
1589 || tmp->type == CONTAINER))) 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;
1594 done_one = 1; 1580 done_one = 1;
1595 } 1581 }
1596 } 1582 }
1597 1583
1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1584 if (tmp->flag [FLAG_IS_FLOOR])
1599 floor = 1; 1585 floor = 1;
1600 1586
1601 /* All detections below this point don't descend beneath the floor, 1587 /* 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 1588 * 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 1589 * detection to completely break out if we don't care about objects beneath
1612 * difficult to see what object is magical/cursed, so the 1598 * difficult to see what object is magical/cursed, so the
1613 * effect wouldn't be as apparent. 1599 * effect wouldn't be as apparent.
1614 */ 1600 */
1615 1601
1616 /* detect magic */ 1602 /* detect magic */
1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1619 { 1608 {
1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1621 /* make runes more visibile */ 1610 /* make runes more visible */
1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1623 tmp->stats.Cha /= 4; 1612 tmp->stats.Cha /= 4;
1624 1613
1625 done_one = 1; 1614 done_one = 1;
1626 } 1615 }
1627 1616
1628 /* detect monster */ 1617 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1630 { 1619 {
1631 done_one = 2; 1620 done_one = 2;
1632 1621
1633 if (!detect) 1622 if (!detect)
1634 detect = tmp; 1623 detect = tmp;
1636 1625
1637 /* Basically, if race is set in the spell, then the creatures race must 1626 /* 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 1627 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match. 1628 * race must match.
1640 */ 1629 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race))) 1632 spell->race.contains (tmp->race)))
1644 { 1633 {
1645 done_one = 2; 1634 done_one = 2;
1646 1635
1647 if (!detect) 1636 if (!detect)
1648 detect = tmp; 1637 detect = tmp;
1649 } 1638 }
1650 1639
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1640 if (spell->flag [FLAG_KNOWN_CURSED]
1652 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1653 { 1644 {
1654 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1655 done_one = 1; 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
1661 done_one = 1;
1662 }
1656 } 1663 }
1657 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1658 1665
1659 /* 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
1660 * where the magic is. 1667 * where the magic is.
1661 */ 1668 */
1662 if (done_one) 1669 if (done_one)
1663 { 1670 {
1664 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1665 1672
1666 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1667 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1668 { 1675 {
1669 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1670 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1671 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1672 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1673 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1674 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1675 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1676 } 1683 }
1677 1684
1678 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1679 } 1686 }
1680 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1681 1688
1682 1689
1683 /* 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 */
1684 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])
1685 { 1692 {
1686 done_one = 0; 1693 done_one = 0;
1687 1694
1688 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1689 { 1696 {
1690 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1691 { 1698 {
1692 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])
1693 { 1700 {
1694 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1695 1702
1696 if (object *pl = tmp->visible_to ()) 1703 if (object *pl = tmp->visible_to ())
1697 esrv_update_item (UPD_FLAGS, pl, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1698 } 1705 }
1699 1706
1700 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] &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1702 { 1709 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1704 1711
1705 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_FLAGS, pl, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1707 } 1714 }
1708 } /* if item is not identified */ 1715 } /* if item is not identified */
1768 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1769 1776
1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 { 1778 {
1772 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)
1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1774 break; 1781 break;
1775 } 1782 }
1776 1783
1777 1784
1778 /* 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
1779 * 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.
1780 */ 1787 */
1781 if (plyr == NULL) 1788 if (plyr == NULL)
1782 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)
1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1784 break; 1791 break;
1785 1792
1786 if (!plyr) 1793 if (!plyr)
1787 { 1794 {
1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1789 return 0; 1796 return 0;
1790 } 1797 }
1791 /* give sp */ 1798 /* give sp */
1792 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1793 { 1800 {
1805 if (rate > 95) 1812 if (rate > 95)
1806 rate = 95; 1813 rate = 95;
1807 1814
1808 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1809 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1810 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1811 { 1818 {
1812 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1815 if (sucked > 0) 1822 if (sucked > 0)
1866 * monsters either. 1873 * monsters either.
1867 */ 1874 */
1868 1875
1869 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1870 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1872 && (op->level > head->level)) 1879 && (op->level > head->level))
1873 head->destroy (); 1880 head->destroy ();
1874 else 1881 else
1875 switch (head->type) 1882 switch (head->type)
1876 { 1883 {
1877 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1881 continue; 1888 continue;
1882 1889
1883 if (op->level > head->level) 1890 if (op->level > head->level)
1884 head->destroy (); 1891 head->destroy ();
1885 1892
1908 1915
1909 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1910 1917
1911 if (!god) 1918 if (!god)
1912 { 1919 {
1913 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!");
1914 return 0; 1921 return 0;
1915 } 1922 }
1916 1923
1917 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1918 { 1925 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1920 break; 1927 break;
1921 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1922 { 1929 {
1923 1930
1924 if (tmp->level > casting_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1925 { 1932 {
1926 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);
1927 return 0; 1934 return 0;
1928 } 1935 }
1929 else 1936 else
1930 { 1937 {
1931 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1940 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);
1941 return 1; 1948 return 1;
1942 } 1949 }
1943 } 1950 }
1944 } 1951 }
1945 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!");
1946 return 0; 1954 return 0;
1947} 1955}
1948 1956
1949/* animate_weapon - 1957/* animate_weapon -
1950 * 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.
1957 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1958 */ 1966 */
1959int 1967int
1960animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1961{ 1969{
1962 object *weapon, *tmp;
1963 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1964 int a, i; 1971 int a, i;
1965 sint16 x, y; 1972 sint16 x, y;
1966 maptile *m; 1973 maptile *m;
1967 1974
1992 1999
1993 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
1994 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)
1995 || ((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))
1996 { 2003 {
1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
1998 return 0; 2005 return 0;
1999 } 2006 }
2000 2007
2001 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2002 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2003 2010
2004 if (!weapon) 2011 if (!weapon)
2005 { 2012 {
2006 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!");
2007 return 0; 2014 return 0;
2008 } 2015 }
2009 2016
2010 if (spell->race && 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 }
2015 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 2028
2022 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029 if (weapon->flag [FLAG_APPLIED])
2023 { 2030 {
2024 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));
2025 return 0; 2032 return 0;
2026 } 2033 }
2027 2034
2028 weapon = weapon->split (); 2035 weapon = weapon->split ();
2029 2036
2030 /* create the golem object */ 2037 /* create the golem object */
2031 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2032 2039
2033 /* 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 */
2034 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2035 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2036 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2037 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2038 tmp->set_owner (op); 2045 tmp->set_owner (op);
2039 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2041 2048
2042 /* 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
2043 * removed flag - it should only be set if weapon->split was 2050 * removed flag - it should only be set if weapon->split was
2044 * used above. 2051 * used above.
2045 */ 2052 */
2046 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2047 weapon->remove (); 2054 weapon->remove ();
2048 2055
2049 tmp->insert (weapon); 2056 tmp->insert (weapon);
2050 2057
2051 /* 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,
2052 * 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
2053 * body_info, skills, etc) 2060 * body_info, skills, etc)
2054 */ 2061 */
2055 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2056 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2057 tmp->update_stats (); 2064 tmp->update_stats ();
2058 2065
2059 /* 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
2060 * 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 -
2061 * 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.
2081 2088
2082 /* attacktype */ 2089 /* attacktype */
2083 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2084 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2085 2092
2086 if (materialtype_t *mt = name_to_material (op->materialname))
2087 {
2088 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2089 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2090 a = mt->save[0]; 2095
2091 } 2096 a = op->material->save[0];
2092 else
2093 {
2094 for (i = 0; i < NROFATTACKS; i++)
2095 tmp->resist[i] = 5;
2096 a = 10;
2097 }
2098 2097
2099 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2100 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2101 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2102 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2110 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2111 2110
2112 if (a > 14) 2111 if (a > 14)
2113 a = 14; 2112 a = 14;
2114 2113
2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2116 2115
2117 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2118 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2119 2118
2120 if (!spell->race) 2119 if (!spell->race)
2121 { 2120 {
2122 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2123 tmp->name = buf; 2122 tmp->name = buf;
2129 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2131 } 2130 }
2132 2131
2133 /* 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. */
2134 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2135 2134
2136 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2137 tmp->direction = dir; 2136 tmp->direction = dir;
2138 2137
2139 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
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 }
2165 2164
2166 return success; 2165 return success;
2167} 2166}
2168 2167
2178 2177
2179 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2180 if (new_aura) 2179 if (new_aura)
2181 refresh = 1; 2180 refresh = 1;
2182 else 2181 else
2183 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2184 2183
2185 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);
2186 2185
2187 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);
2188 2187
2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2254 { 2253 {
2255 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2256 2255
2257 if (aura->other_arch) 2256 if (aura->other_arch)
2258 pos.insert (arch_to_object (aura->other_arch), aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2259 } 2258 }
2260 } 2259 }
2261 2260
2262 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2263 env->insert (aura); 2262 env->insert (aura);
2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2274 { 2273 {
2275 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2276 object *victim = tmp->head_ (); 2275 object *victim = tmp->head_ ();
2277 2276
2278 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!victim->flag [FLAG_MONSTER])
2279 continue; 2278 continue;
2280 2279
2281 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2282 continue; 2281 continue;
2283 2282
2284 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2285 continue; 2284 continue;
2286 2285
2287 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2288 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2289 2288
2290 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2291 { 2290 {
2292 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2293 2292
2302 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2303 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2304 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2305#endif 2304#endif
2306 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2307 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2308 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2309 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2310 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2311 2310
2312 if (victim->name) 2311 if (victim->name)
2313 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);
2314 } 2313 }
2315 } 2314 }
2321int 2320int
2322write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2323{ 2322{
2324 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2325 { 2324 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2327 return 0; 2326 return 0;
2328 } 2327 }
2329 2328
2330 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2331 { 2330 {
2332 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.>");
2333 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);
2334 return 0; 2333 return 0;
2335 } 2334 }
2336 2335
2337 if (!spell->other_arch) 2336 if (!spell->other_arch)
2338 return 0; 2337 return 0;
2339 2338
2340 object *tmp = arch_to_object (spell->other_arch); 2339 object *tmp = spell->other_arch->instance ();
2341 2340
2342 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2343 tmp->msg = msg; 2342 tmp->msg = msg;
2344 2343
2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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