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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.104 by root, Sat Jun 27 03:51:05 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}
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);
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, spellparam); 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, spellparam); 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 -
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;
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
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.
804 { 788 {
805 int count = atoi (spellparam); 789 int count = atoi (spellparam);
806 790
807 if (count > maxdist) 791 if (count > maxdist)
808 { 792 {
809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
810 return 0; 794 return 0;
811 } 795 }
812 796
813 for (dist = 0; dist < count; dist++) 797 for (dist = 0; dist < count; dist++)
814 { 798 {
875 break; 859 break;
876 860
877 } 861 }
878 if (!dist) 862 if (!dist)
879 { 863 {
880 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
881 return 0; 865 return 0;
882 } 866 }
883 } 867 }
884 868
885 /* Actually move the player now */ 869 /* Actually move the player now */
886 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)))
887 return 1; 871 return 1;
888 872
889 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
890 return 1; 875 return 1;
891} 876}
892 877
893/* cast_heal: Heals something. 878/* cast_heal: Heals something.
894 * op is the caster. 879 * op is the caster.
949 if (cure_disease (tmp, op, spell)) 934 if (cure_disease (tmp, op, spell))
950 success = 1; 935 success = 1;
951 936
952 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
953 { 938 {
954 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
955 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
956 if (poison) 941 if (poison)
957 { 942 {
958 success = 1; 943 success = 1;
959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
961 } 946 }
962 } 947 }
963 948
964 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
965 { 950 {
966 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
967 if (poison) 952 if (poison)
968 { 953 {
969 success = 1; 954 success = 1;
970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
971 poison->duration = 1; 956 poison->duration = 1;
972 } 957 }
973 } 958 }
974 959
975 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
976 { 961 {
977 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
978 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
979 if (poison) 964 if (poison)
980 { 965 {
981 success = 1; 966 success = 1;
982 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.");
1000 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1001 success = 1; 986 success = 1;
1002 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!");
1003 } 988 }
1004 989
1005 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1006 { 991 {
1007 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1008 993 min_it (tmp->stats.food, MAX_FOOD);
1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999;
1011 994
1012 success = 1; 995 success = 1;
1013 /* 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 */
1014 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");
1015 } 998 }
1030 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1031 "You are no easier to look at.", 1014 "You are no easier to look at.",
1032}; 1015};
1033 1016
1034int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1035cast_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)
1036{ 1025{
1037 object *force = 0; 1026 object *force = 0;
1038 int i; 1027 int i;
1039 1028
1056 break; 1045 break;
1057 } 1046 }
1058 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1059 { 1048 {
1060 if (!silent) 1049 if (!silent)
1061 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);
1062 1052
1063 return 0; 1053 return 0;
1064 } 1054 }
1065 } 1055 }
1066 } 1056 }
1067 1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1068 if (!force) 1060 if (force)
1069 {
1070 force = get_archetype (FORCE_NAME);
1071 force->subtype = FORCE_CHANGE_ABILITY;
1072
1073 if (spell_ob->race)
1074 force->name = spell_ob->race;
1075 else
1076 force->name = spell_ob->name;
1077
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 }
1093 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.");
1094 1069
1095 return 1; 1070 return 1;
1096 } 1071 }
1097 1072
1098 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
1099 force->speed = 1.0; 1088 force->speed = 1.0;
1100 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1101 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1102 1091
1103 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1104 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1105 {
1106 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1107 {
1108 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));
1109 if (force->resist[i] > 100)
1110 force->resist[i] = 100;
1111 }
1112 }
1113 1096
1114 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1115 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);
1116 1099
1117 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1136 } 1119 }
1137 } 1120 }
1138 1121
1139 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1140 1123
1141 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1142 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1143 1126
1144 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1145 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1146 1129
1147 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1148 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1149 { 1132 {
1150 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1203 } 1186 }
1204 } 1187 }
1205 1188
1206 if (force == NULL) 1189 if (force == NULL)
1207 { 1190 {
1208 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1193 if (spell_ob->race)
1211 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1212 else 1195 else
1213 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1228 { 1211 {
1229 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.");
1230 } 1213 }
1231 return 0; 1214 return 0;
1232 } 1215 }
1216
1233 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;
1234 force->speed = 1.0; 1218 force->speed = 1.0;
1235 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1237 1221
1238 if (!god) 1222 if (!god)
1239 { 1223 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 } 1225 }
1242 else 1226 else
1243 { 1227 {
1244 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1248 {
1249 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]);
1250 } 1232
1251 }
1252 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1253 1234
1254 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1256 1237
1298 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1299 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1300 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1301 * the stuff back to town. 1282 * the stuff back to town.
1302 */ 1283 */
1303 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1304 value = 0; 1285 value = 0;
1305 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1306 value /= 3; 1287 value /= 3;
1307 else 1288 else
1308 value = value * 9 / 10; 1289 value = value * 9 / 10;
1321 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1322 return 0; 1303 return 0;
1323 1304
1324 archetype *nugget[3]; 1305 archetype *nugget[3];
1325 1306
1326 nugget[0] = archetype::find ("pyrite3"); 1307 nugget[0] = archetype::find (shstr_pyrite3);
1327 nugget[1] = archetype::find ("pyrite2"); 1308 nugget[1] = archetype::find (shstr_pyrite2);
1328 nugget[2] = archetype::find ("pyrite"); 1309 nugget[2] = archetype::find (shstr_pyrite);
1329 1310
1330 /* 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
1331 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1332 * in sight 1313 * in sight
1333 */ 1314 */
1362 1343
1363 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)
1364 { 1345 {
1365 next = tmp->above; 1346 next = tmp->above;
1366 1347
1367 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1368 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1369 { 1350 {
1370 if (tmp->inv) 1351 if (tmp->inv)
1371 { 1352 {
1372 object *next1, *tmp1; 1353 object *next1, *tmp1;
1373 1354
1374 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1375 { 1356 {
1376 next1 = tmp1->below; 1357 next1 = tmp1->below;
1377 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1378 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1379 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1380 } 1361 }
1381 } 1362 }
1382 1363
1383 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1388 } 1369 }
1389 1370
1390 value -= rndm (value >> 4); 1371 value -= rndm (value >> 4);
1391 value = min (value, value_max); 1372 value = min (value, value_max);
1392 1373
1393 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1374 for (int i = 0; i < array_length (nugget); ++i)
1394 if (int nrof = value / nugget [i]->value) 1375 if (int nrof = value / nugget [i]->value)
1395 { 1376 {
1396 value -= nrof * nugget[i]->value; 1377 value -= nrof * nugget[i]->value;
1397 1378
1398 object *tmp = arch_to_object (nugget[i]); 1379 object *tmp = nugget[i]->instance ();
1399 tmp->nrof = nrof; 1380 tmp->nrof = nrof;
1400 tmp->flag [FLAG_IDENTIFIED] = true; 1381 tmp->flag [FLAG_IDENTIFIED] = true;
1401 op->map->insert (tmp, x, y, op, 0); 1382 op->map->insert (tmp, x, y, op, 0);
1402 } 1383 }
1403 1384
1414 * items. 1395 * items.
1415 */ 1396 */
1416int 1397int
1417remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1418{ 1399{
1419 object *tmp;
1420 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1421 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
1422 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1423 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1424 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1425 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1426 { 1410 {
1427 was_one++; 1411 ++was_one;
1428 1412
1429 if (tmp->level <= casting_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1430 { 1414 {
1431 success++; 1415 ++success;
1432 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1433 CLEAR_FLAG (tmp, FLAG_DAMNED);
1434 1417
1435 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1436 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1437 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1438 1422
1439 if (object *pl = tmp->visible_to ()) 1423 if (object *pl = tmp->visible_to ())
1440 esrv_update_item (UPD_FLAGS, pl, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1425 }
1442 } 1426 }
1443 1427
1444 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1445 { 1429 {
1446 if (success) 1430 if (success)
1447 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.>");
1448 else 1432 else
1449 { 1433 {
1450 if (was_one) 1434 if (was_one)
1451 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.>");
1452 else 1436 else
1453 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.>");
1454 } 1438 }
1455 } 1439 }
1456 1440
1457 return success; 1441 return success;
1458} 1442}
1459 1443
1460/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1461int 1445int
1462cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1463{ 1447{
1464 object *tmp;
1465 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1466 1449
1467 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));
1468 1451
1452 op->splay_marked ();
1453
1469 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1470 { 1455 {
1471 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1472 { 1457 {
1473 identify (tmp); 1458 identify (tmp);
1474 1459
1475 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1476 { 1461 {
1489 * 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
1490 * was not fully used. 1475 * was not fully used.
1491 */ 1476 */
1492 if (num_ident) 1477 if (num_ident)
1493 { 1478 {
1494 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)
1495 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1496 { 1481 {
1497 identify (tmp); 1482 identify (tmp);
1498 1483
1499 if (object *pl = tmp->visible_to ()) 1484 if (object *pl = tmp->visible_to ())
1500 { 1485 {
1526 1511
1527int 1512int
1528cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1529{ 1514{
1530 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1531 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1532 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1533 maptile *m; 1518 maptile *m;
1534 1519
1535 /* 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
1536 * doing it over and over again. 1521 * doing it over and over again.
1540 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1541 1526
1542 if (!skill) 1527 if (!skill)
1543 skill = caster; 1528 skill = caster;
1544 1529
1530 dynbuf buf;
1545 unordered_mapwalk (op, -range, -range, range, range) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1546 { 1532 {
1547 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1548 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1549 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1550 * down - that is easier than working up. 1536 * down - that is easier than working up.
1551 */ 1537 */
1552 1538
1553 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)
1554 last = tmp; 1540 last = tmp;
1555 1541
1556 /* 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
1557 * would happen. 1543 * would happen.
1558 */ 1544 */
1559 if (!last) 1545 if (!last)
1560 continue; 1546 continue;
1561 1547
1562 done_one = 0; 1548 done_one = 0;
1563 floor = 0; 1549 floor = 0;
1564 detect = NULL; 1550 detect = 0;
1565 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1566 { 1552 {
1567 /* show invisible */ 1553 /* show invisible */
1568 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1569 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1570 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1571 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1572 || tmp->type == CF_HANDLE 1558 || tmp->type == T_HANDLE
1573 || tmp->type == TRAPDOOR 1559 || tmp->type == TRAPDOOR
1574 || tmp->type == EXIT 1560 || tmp->type == EXIT
1575 || tmp->type == HOLE 1561 || tmp->type == HOLE
1576 || tmp->type == BUTTON 1562 || tmp->type == BUTTON
1577 || tmp->type == TELEPORTER 1563 || tmp->type == TELEPORTER
1578 || tmp->type == GATE 1564 || tmp->type == GATE
1579 || tmp->type == LOCKED_DOOR 1565 || tmp->type == LOCKED_DOOR
1580 || tmp->type == WEAPON 1566 || tmp->type == WEAPON
1581 || tmp->type == ALTAR 1567 || tmp->type == ALTAR
1582 || tmp->type == SIGN 1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1583 || tmp->type == TRIGGER_PEDESTAL 1569 || tmp->type == TRIGGER_PEDESTAL
1584 || tmp->type == SPECIAL_KEY 1570 || tmp->type == SPECIAL_KEY
1585 || tmp->type == TREASURE 1571 || tmp->type == TREASURE
1586 || tmp->type == BOOK 1572 || tmp->type == BOOK
1587 || tmp->type == HOLY_ALTAR 1573 || tmp->type == HOLY_ALTAR
1588 || tmp->type == CONTAINER))) 1574 || tmp->type == CONTAINER)))
1589 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1590 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)
1591 { 1578 {
1592 tmp->invisible = 0; 1579 tmp->invisible = 0;
1593 done_one = 1; 1580 done_one = 1;
1594 } 1581 }
1595 } 1582 }
1596 1583
1597 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1584 if (tmp->flag [FLAG_IS_FLOOR])
1598 floor = 1; 1585 floor = 1;
1599 1586
1600 /* All detections below this point don't descend beneath the floor, 1587 /* All detections below this point don't descend beneath the floor,
1601 * 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
1602 * 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
1611 * difficult to see what object is magical/cursed, so the 1598 * difficult to see what object is magical/cursed, so the
1612 * effect wouldn't be as apparent. 1599 * effect wouldn't be as apparent.
1613 */ 1600 */
1614 1601
1615 /* detect magic */ 1602 /* detect magic */
1616 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1617 !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))
1618 { 1608 {
1619 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1620 /* make runes more visibile */ 1610 /* make runes more visible */
1621 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1622 tmp->stats.Cha /= 4; 1612 tmp->stats.Cha /= 4;
1623 1613
1624 done_one = 1; 1614 done_one = 1;
1625 } 1615 }
1626 1616
1627 /* detect monster */ 1617 /* detect monster */
1628 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))
1629 { 1619 {
1630 done_one = 2; 1620 done_one = 2;
1631 1621
1632 if (!detect) 1622 if (!detect)
1633 detect = tmp; 1623 detect = tmp;
1635 1625
1636 /* 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
1637 * 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
1638 * race must match. 1628 * race must match.
1639 */ 1629 */
1640 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1641 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1642 spell->race.contains (tmp->race))) 1632 spell->race.contains (tmp->race)))
1643 { 1633 {
1644 done_one = 2; 1634 done_one = 2;
1645 1635
1646 if (!detect) 1636 if (!detect)
1647 detect = tmp; 1637 detect = tmp;
1648 } 1638 }
1649 1639
1650 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1640 if (spell->flag [FLAG_KNOWN_CURSED]
1651 (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]))
1652 { 1644 {
1653 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1654 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 }
1655 } 1663 }
1656 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1657 1665
1658 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1659 * where the magic is. 1667 * where the magic is.
1660 */ 1668 */
1661 if (done_one) 1669 if (done_one)
1662 { 1670 {
1663 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1664 1672
1665 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1666 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1667 { 1675 {
1668 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1669 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1670 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1671 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1672 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1675 } 1683 }
1676 1684
1677 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1678 } 1686 }
1679 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1680 1688
1681 1689
1682 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1684 { 1692 {
1685 done_one = 0; 1693 done_one = 0;
1686 1694
1687 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1688 { 1696 {
1689 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1690 { 1698 {
1691 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])
1692 { 1700 {
1693 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1694 1702
1695 if (object *pl = tmp->visible_to ()) 1703 if (object *pl = tmp->visible_to ())
1696 esrv_update_item (UPD_FLAGS, pl, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1697 } 1705 }
1698 1706
1699 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] &&
1700 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1701 { 1709 {
1702 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1703 1711
1704 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1705 esrv_update_item (UPD_FLAGS, pl, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1714 }
1707 } /* if item is not identified */ 1715 } /* if item is not identified */
1767 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1768 1776
1769 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1770 { 1778 {
1771 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)
1772 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1773 break; 1781 break;
1774 } 1782 }
1775 1783
1776 1784
1777 /* 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
1778 * 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.
1779 */ 1787 */
1780 if (plyr == NULL) 1788 if (plyr == NULL)
1781 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)
1782 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1783 break; 1791 break;
1784 1792
1785 if (!plyr) 1793 if (!plyr)
1786 { 1794 {
1787 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1788 return 0; 1796 return 0;
1789 } 1797 }
1790 /* give sp */ 1798 /* give sp */
1791 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1792 { 1800 {
1804 if (rate > 95) 1812 if (rate > 95)
1805 rate = 95; 1813 rate = 95;
1806 1814
1807 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1808 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1809 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1810 { 1818 {
1811 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1812 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1813 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1814 if (sucked > 0) 1822 if (sucked > 0)
1865 * monsters either. 1873 * monsters either.
1866 */ 1874 */
1867 1875
1868 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1869 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1870 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1871 && (op->level > head->level)) 1879 && (op->level > head->level))
1872 head->destroy (); 1880 head->destroy ();
1873 else 1881 else
1874 switch (head->type) 1882 switch (head->type)
1875 { 1883 {
1876 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1877 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1878 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1879 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1880 continue; 1888 continue;
1881 1889
1882 if (op->level > head->level) 1890 if (op->level > head->level)
1883 head->destroy (); 1891 head->destroy ();
1884 1892
1907 1915
1908 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1909 1917
1910 if (!god) 1918 if (!god)
1911 { 1919 {
1912 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!");
1913 return 0; 1921 return 0;
1914 } 1922 }
1915 1923
1916 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1917 { 1925 {
1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1919 break; 1927 break;
1920 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1921 { 1929 {
1922 1930
1923 if (tmp->level > casting_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1924 { 1932 {
1925 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);
1926 return 0; 1934 return 0;
1927 } 1935 }
1928 else 1936 else
1929 { 1937 {
1930 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1939 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);
1940 return 1; 1948 return 1;
1941 } 1949 }
1942 } 1950 }
1943 } 1951 }
1944 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!");
1945 return 0; 1954 return 0;
1946} 1955}
1947 1956
1948/* animate_weapon - 1957/* animate_weapon -
1949 * 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.
1956 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1957 */ 1966 */
1958int 1967int
1959animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1960{ 1969{
1961 object *weapon, *tmp;
1962 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1963 int a, i; 1971 int a, i;
1964 sint16 x, y; 1972 sint16 x, y;
1965 maptile *m; 1973 maptile *m;
1966 1974
1991 1999
1992 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
1993 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)
1994 || ((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))
1995 { 2003 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
1997 return 0; 2005 return 0;
1998 } 2006 }
1999 2007
2000 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2001 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2002 2010
2003 if (!weapon) 2011 if (!weapon)
2004 { 2012 {
2005 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!");
2006 return 0; 2014 return 0;
2007 } 2015 }
2008 2016
2009 if (spell->race && weapon->arch->archname != spell->race) 2017 if (spell->race && weapon->arch->archname != spell->race)
2010 { 2018 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2012 return 0; 2020 return 0;
2013 } 2021 }
2014 2022
2015 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2016 { 2024 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2018 return 0; 2026 return 0;
2019 } 2027 }
2020 2028
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 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;
2109 /* 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 */
2110 2110
2111 if (a > 14) 2111 if (a > 14)
2112 a = 14; 2112 a = 14;
2113 2113
2114 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));
2115 2115
2116 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2117 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)));
2118 2118
2119 if (!spell->race) 2119 if (!spell->race)
2120 { 2120 {
2121 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2122 tmp->name = buf; 2122 tmp->name = buf;
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) / casting_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);
2155 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156 2156
2157 if (!success) 2157 if (!success)
2158 { 2158 {
2159 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2160 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2161 else 2161 else
2162 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2163 } 2163 }
2164 2164
2165 return success; 2165 return success;
2166} 2166}
2167 2167
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
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);
2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2273 { 2273 {
2274 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2275 object *victim = tmp->head_ (); 2275 object *victim = tmp->head_ ();
2276 2276
2277 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!victim->flag [FLAG_MONSTER])
2278 continue; 2278 continue;
2279 2279
2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2281 continue; 2281 continue;
2282 2282
2283 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2284 continue; 2284 continue;
2285 2285
2286 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2287 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2288 2288
2289 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 { 2290 {
2291 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2292 2292
2301 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2302 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2303 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2304#endif 2304#endif
2305 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2307 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2308 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2309 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310 2310
2311 if (victim->name) 2311 if (victim->name)
2312 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);
2313 } 2313 }
2314 } 2314 }
2320int 2320int
2321write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2322{ 2322{
2323 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2324 { 2324 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2326 return 0; 2326 return 0;
2327 } 2327 }
2328 2328
2329 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2330 { 2330 {
2331 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.>");
2332 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);
2333 return 0; 2333 return 0;
2334 } 2334 }
2335 2335
2336 if (!spell->other_arch) 2336 if (!spell->other_arch)
2337 return 0; 2337 return 0;
2338 2338
2339 object *tmp = arch_to_object (spell->other_arch); 2339 object *tmp = spell->other_arch->instance ();
2340 2340
2341 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2342 tmp->msg = msg; 2342 tmp->msg = msg;
2343 2343
2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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