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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 1.143 by root, Mon Nov 12 03:48:34 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>
25#include <object.h> 26#include <object.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 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
200 pick_up (op, missile); 206 pick_up (op, missile);
201 207
202 return 1; 208 return 1;
203} 209}
204 210
205
206/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 213int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 215{
211 int food_value; 216 int food_value;
212 archetype *at = NULL; 217 archetype *at = NULL;
213 object *new_op; 218 object *new_op;
214 219
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 221
217 if (stringarg) 222 if (spellparam)
218 { 223 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 225 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 228 spellparam = NULL;
224 } 229 }
225 230
226 if (!stringarg) 231 if (!spellparam)
227 { 232 {
228 archetype *at_tmp; 233 archetype *at_tmp;
229 234
230 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
256 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = at->instance ();
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
271 new_op->nrof = 1; 276 new_op->nrof = 1;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 302
298 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
299 break; 304 break;
300 305
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 307 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 309 return 0;
305 } 310 }
306 311
307 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
308 { 313 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 314 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))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 316 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 318 if (tmp->head != NULL)
314 tmp = tmp->head; 319 tmp = tmp->head;
315 examine_monster (op, tmp); 320 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
339 { 344 {
340 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
342 { 347 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
344 return 0; 349 return 0;
345 350
346 return 1; 351 return 1;
347 } 352 }
348 353
379int 384int
380cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
381{ 386{
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 390 return 0;
386 } 391 }
387 392
388 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 394 * and if statement or two.
390 */ 395 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
392 /* max duration */ 398 /* limit duration */
393 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 400
396 if (op->type == PLAYER) 401 if (op->type == PLAYER)
397 { 402 {
398 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
399 404
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404 409
405 op->contr->hidden = 0; 410 op->contr->hidden = 0;
447 // earth to dust tears down everything that can be torn down 452 // earth to dust tears down everything that can be torn down
448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 454 {
450 next = tmp->above; 455 next = tmp->above;
451 456
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 457 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 459 }
455 } 460 }
456 461
457 return 1; 462 return 1;
459 464
460void 465void
461execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
462{ 467{
463 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 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."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 471 else
468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
470 473
471 op->destroy (); 474 op->destroy ();
472} 475}
473 476
474/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
476 * time delay effect. 479 * time delay effect.
477 */ 480 */
478int 481int
479cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
480{ 483{
481 object *dummy; 484 if (!op->is_player ())
482 int time;
483
484 if (op->type != PLAYER)
485 return 0; 485 return 0;
486 486
487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
488 { 488 {
489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
490 return 1; 490 return 1;
491 } 491 }
492 492
493 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
494 494
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); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
503 if (time < 1)
504 time = 1;
505 496
506 /* value of speed really doesn't make much difference, as long as it is 497 /* 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 498 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
509 */ 500 */
510 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
511 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
514 505 dummy->slaying = op->contr->savebed_map;
515 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
516 * nice, but until the map load fails, we can't. 507 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;
521 508
522 op->insert (dummy); 509 op->insert (dummy);
523 510
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525 512
564 551
565int 552int
566perceive_self (object *op) 553perceive_self (object *op)
567{ 554{
568 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
570 557
571 dynbuf_text &buf = msg_dynbuf; buf.clear (); 558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572 559
573 if (!op->is_player ()) 560 if (!op->is_player ())
574 return 0; 561 return 0;
593 for (int i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
594 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 } 583 }
597 584
598 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 588 {
602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 590 {
644 631
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 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) || 633 (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))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 { 635 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
650 return 0; 637 return 0;
651 } 638 }
652 639
653 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 642 else if (spell_ob->race)
656 { 643 {
657 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
658 645
659 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 652 return 0;
666 } 653 }
667 654
668 tmp = arch_to_object (at); 655 tmp = at->instance ();
669 } 656 }
670 else 657 else
671 { 658 {
672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
673 return 0; 660 return 0;
678 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
679 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 666 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); 667 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
681 tmp->range = 0; 668 tmp->range = 0;
682 } 669 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
684 { 671 {
685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
687 } 674 }
688 675
689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
690 { 677 {
691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 678 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
693 } 680 }
694 681
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 683 {
697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 684 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
698 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
701 } 688 }
702 689
703 /* This can't really hurt - if the object doesn't kill anything, 690 /* 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 691 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
717 return 0; 704 return 0;
718 } 705 }
719 706
720 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
721 if (tmp->other_arch && tmp->other_arch->type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 710
724 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
747 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
749 736
750 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
753 740
754 } 741 }
755 else 742 else
756 posblocked = 1; 743 posblocked = 1;
757 744
764 { 751 {
765 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
767 754
768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
770 } 757 }
771 else 758 else
772 negblocked = 1; 759 negblocked = 1;
773 } 760 }
774 761
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
777 764
778 return 1; 765 return 1;
779} 766}
780 767
781int 768int
782dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 770{
784 uint32 dist, maxdist; 771 uint32 dist, maxdist;
785 int mflags; 772 int mflags;
786 maptile *m; 773 maptile *m;
787 sint16 sx, sy; 774 sint16 sx, sy;
789 if (op->type != PLAYER) 776 if (op->type != PLAYER)
790 return 0; 777 return 0;
791 778
792 if (!dir) 779 if (!dir)
793 { 780 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
795 return 0; 782 return 0;
796 } 783 }
797 784
798 /* Given the new outdoor maps, can't let players dimension door for 785 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in. 786 * ever, so put limits in.
800 */ 787 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 789
803 if (op->contr->count) 790 if (spellparam)
804 { 791 {
792 int count = atoi (spellparam);
793
805 if (op->contr->count > maxdist) 794 if (count > maxdist)
806 { 795 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
808 return 0; 797 return 0;
809 } 798 }
810 799
811 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
812 { 801 {
813 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 802 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
814 803
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 805 break;
817 806
818 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 807 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
819 break; 808 break;
820 } 809 }
821 810
822 if (dist < op->contr->count) 811 if (dist < count)
823 { 812 {
824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
825 op->contr->count = 0;
826 return 0; 814 return 0;
827 } 815 }
828
829 op->contr->count = 0;
830 816
831 /* Remove code that puts player on random space on maps. IMO, 817 /* 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, 818 * 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 819 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
876 break; 862 break;
877 863
878 } 864 }
879 if (!dist) 865 if (!dist)
880 { 866 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
882 return 0; 868 return 0;
883 } 869 }
884 } 870 }
885 871
886 /* Actually move the player now */ 872 /* 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))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 return 1; 874 return 1;
889 875
890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
891 return 1; 878 return 1;
892} 879}
893 880
894/* cast_heal: Heals something. 881/* cast_heal: Heals something.
895 * op is the caster. 882 * op is the caster.
950 if (cure_disease (tmp, op, spell)) 937 if (cure_disease (tmp, op, spell))
951 success = 1; 938 success = 1;
952 939
953 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
954 { 941 {
955 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
957 if (poison) 944 if (poison)
958 { 945 {
959 success = 1; 946 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 949 }
963 } 950 }
964 951
965 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
966 { 953 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 955 if (poison)
969 { 956 {
970 success = 1; 957 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 959 poison->duration = 1;
973 } 960 }
974 } 961 }
975 962
976 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
977 { 964 {
978 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
980 if (poison) 967 if (poison)
981 { 968 {
982 success = 1; 969 success = 1;
983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 989 success = 1;
1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1004 } 991 }
1005 992
1006 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 994 {
1008 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1009 996 min_it (tmp->stats.food, MAX_FOOD);
1010 if (tmp->stats.food > 999)
1011 tmp->stats.food = 999;
1012 997
1013 success = 1; 998 success = 1;
1014 /* We could do something a bit better like the messages for healing above */ 999 /* 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"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1016 } 1001 }
1031 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1032 "You are no easier to look at.", 1017 "You are no easier to look at.",
1033}; 1018};
1034 1019
1035int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1036cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1027cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1037{ 1028{
1038 object *force = 0; 1029 object *force = 0;
1039 int i; 1030 int i;
1040 1031
1057 break; 1048 break;
1058 } 1049 }
1059 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1060 { 1051 {
1061 if (!silent) 1052 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); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1063 1055
1064 return 0; 1056 return 0;
1065 } 1057 }
1066 } 1058 }
1067 } 1059 }
1068 1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1069 if (!force) 1063 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 } 1064 {
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) 1065 if (duration > force->duration)
1089 { 1066 {
1090 force->duration = duration; 1067 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1069 }
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 1072
1096 return 1; 1073 return 1;
1097 } 1074 }
1098 1075
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1076 new_draw_info_format (NDI_UNIQUE, 0, op,
1077 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1078 TICK2TIME (duration));
1079
1080 force = archetype::get (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 force->duration = duration;
1083
1084 if (spell_ob->race)
1085 force->name = spell_ob->race;
1086 else
1087 force->name = spell_ob->name;
1088
1089 force->name_pl = spell_ob->name;
1090
1100 force->speed = 1.0; 1091 force->speed = 1.0;
1101 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1103 1094
1104 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1106 {
1107 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1108 {
1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1098 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 1099
1115 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1101 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1117 1102
1118 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1137 } 1122 }
1138 } 1123 }
1139 1124
1140 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1141 1126
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1144 1129
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1147 1132
1148 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1150 { 1135 {
1151 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1204 } 1189 }
1205 } 1190 }
1206 1191
1207 if (force == NULL) 1192 if (force == NULL)
1208 { 1193 {
1209 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1196 if (spell_ob->race)
1212 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1213 else 1198 else
1214 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1229 { 1214 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1215 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 } 1216 }
1232 return 0; 1217 return 0;
1233 } 1218 }
1219
1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1220 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1221 force->speed = 1.0;
1236 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1238 1224
1239 if (!god) 1225 if (!god)
1240 { 1226 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1228 }
1243 else 1229 else
1244 { 1230 {
1245 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1234 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 } 1235
1252 }
1253 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1254 1237
1255 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1257 1240
1277 1260
1278/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1279 * 1262 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * 1265 *
1283 * The value of the gold nuggets being about 90% of that of the item 1266 * The value of the gold nuggets being about 90% of that of the item
1284 * itself. It uses the value of the object before charisma adjustments, 1267 * itself. It uses the value of the object before charisma adjustments,
1285 * because the nuggets themselves will be will be adjusted by charisma 1268 * because the nuggets themselves will be will be adjusted by charisma
1286 * when sold. 1269 * when sold.
1287 * 1270 *
1299 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1285 * the stuff back to town.
1303 */ 1286 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1288 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1290 value /= 3;
1308 else 1291 else
1309 value = value * 9 / 10; 1292 value = value * 9 / 10;
1322 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1323 return 0; 1306 return 0;
1324 1307
1325 archetype *nugget[3]; 1308 archetype *nugget[3];
1326 1309
1327 nugget[0] = archetype::find ("pyrite3"); 1310 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1311 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1312 nugget[2] = archetype::find (shstr_pyrite);
1330 1313
1331 /* Put a maximum weight of items that can be alchemised. Limits the power 1314 /* 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 1315 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1316 * in sight
1334 */ 1317 */
1363 1346
1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1365 { 1348 {
1366 next = tmp->above; 1349 next = tmp->above;
1367 1350
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1370 { 1353 {
1371 if (tmp->inv) 1354 if (tmp->inv)
1372 { 1355 {
1373 object *next1, *tmp1; 1356 object *next1, *tmp1;
1374 1357
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 { 1359 {
1377 next1 = tmp1->below; 1360 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1380 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1381 } 1364 }
1382 } 1365 }
1383 1366
1384 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1389 } 1372 }
1390 1373
1391 value -= rndm (value >> 4); 1374 value -= rndm (value >> 4);
1392 value = min (value, value_max); 1375 value = min (value, value_max);
1393 1376
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1377 for (int i = 0; i < array_length (nugget); ++i)
1395 if (int nrof = value / nugget [i]->value) 1378 if (int nrof = value / nugget [i]->value)
1396 { 1379 {
1397 value -= nrof * nugget[i]->value; 1380 value -= nrof * nugget[i]->value;
1398 1381
1399 object *tmp = arch_to_object (nugget[i]); 1382 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1383 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1384 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0); 1385 op->map->insert (tmp, x, y, op, 0);
1403 } 1386 }
1404 1387
1415 * items. 1398 * items.
1416 */ 1399 */
1417int 1400int
1418remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1419{ 1402{
1420 object *tmp;
1421 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1422 1404
1405 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1406
1407 op->splay_marked ();
1408
1409 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1410
1423 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 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 { 1413 {
1428 was_one++; 1414 ++was_one;
1429 1415
1430 if (tmp->level <= casting_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1431 { 1417 {
1432 success++; 1418 ++success;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1420
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1439 1425
1440 if (object *pl = tmp->visible_to ()) 1426 if (object *pl = tmp->visible_to ())
1441 esrv_update_item (UPD_FLAGS, pl, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1442 } 1428 }
1443 } 1429 }
1444 1430
1445 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1446 { 1432 {
1447 if (success) 1433 if (success)
1448 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1434 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 1435 else
1450 { 1436 {
1451 if (was_one) 1437 if (was_one)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1453 else 1439 else
1454 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1455 } 1441 }
1456 } 1442 }
1457 1443
1458 return success; 1444 return success;
1459} 1445}
1460 1446
1461/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1462int 1448int
1463cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1464{ 1450{
1465 object *tmp;
1466 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1452
1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1469 1454
1455 op->splay_marked ();
1456
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1458 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1473 { 1460 {
1474 identify (tmp); 1461 identify (tmp);
1475 1462
1476 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1477 { 1464 {
1490 * stuff on the floor. Only identify stuff on the floor if the spell 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1491 * was not fully used. 1478 * was not fully used.
1492 */ 1479 */
1493 if (num_ident) 1480 if (num_ident)
1494 { 1481 {
1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1482 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)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1497 { 1484 {
1498 identify (tmp); 1485 identify (tmp);
1499 1486
1500 if (object *pl = tmp->visible_to ()) 1487 if (object *pl = tmp->visible_to ())
1501 { 1488 {
1527 1514
1528int 1515int
1529cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1530{ 1517{
1531 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1532 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1533 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1534 maptile *m; 1521 maptile *m;
1535 1522
1536 /* We precompute some values here so that we don't have to keep 1523 /* We precompute some values here so that we don't have to keep
1537 * doing it over and over again. 1524 * doing it over and over again.
1541 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1542 1529
1543 if (!skill) 1530 if (!skill)
1544 skill = caster; 1531 skill = caster;
1545 1532
1533 dynbuf buf;
1546 unordered_mapwalk (op, -range, -range, range, range) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1547 { 1535 {
1548 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1549 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1550 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1551 * down - that is easier than working up. 1539 * down - that is easier than working up.
1552 */ 1540 */
1553 1541
1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1555 last = tmp; 1543 last = tmp;
1556 1544
1557 /* Shouldn't happen, but if there are no objects on a space, this 1545 /* Shouldn't happen, but if there are no objects on a space, this
1558 * would happen. 1546 * would happen.
1559 */ 1547 */
1560 if (!last) 1548 if (!last)
1561 continue; 1549 continue;
1562 1550
1563 done_one = 0; 1551 done_one = 0;
1564 floor = 0; 1552 floor = 0;
1565 detect = NULL; 1553 detect = 0;
1566 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1567 { 1555 {
1568 /* show invisible */ 1556 /* show invisible */
1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1570 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1572 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1573 || tmp->type == CF_HANDLE 1561 || tmp->type == T_HANDLE
1574 || tmp->type == TRAPDOOR 1562 || tmp->type == TRAPDOOR
1575 || tmp->type == EXIT 1563 || tmp->type == EXIT
1576 || tmp->type == HOLE 1564 || tmp->type == HOLE
1577 || tmp->type == BUTTON 1565 || tmp->type == BUTTON
1578 || tmp->type == TELEPORTER 1566 || tmp->type == TELEPORTER
1579 || tmp->type == GATE 1567 || tmp->type == GATE
1580 || tmp->type == LOCKED_DOOR 1568 || tmp->type == LOCKED_DOOR
1581 || tmp->type == WEAPON 1569 || tmp->type == WEAPON
1582 || tmp->type == ALTAR 1570 || tmp->type == ALTAR
1583 || tmp->type == SIGN 1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1584 || tmp->type == TRIGGER_PEDESTAL 1572 || tmp->type == TRIGGER_PEDESTAL
1585 || tmp->type == SPECIAL_KEY 1573 || tmp->type == SPECIAL_KEY
1586 || tmp->type == TREASURE 1574 || tmp->type == TREASURE
1587 || tmp->type == BOOK 1575 || tmp->type == BOOK
1588 || tmp->type == HOLY_ALTAR 1576 || tmp->type == HOLY_ALTAR
1589 || tmp->type == CONTAINER))) 1577 || tmp->type == CONTAINER)))
1590 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1591 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1592 { 1581 {
1593 tmp->invisible = 0; 1582 tmp->invisible = 0;
1594 done_one = 1; 1583 done_one = 1;
1595 } 1584 }
1596 } 1585 }
1597 1586
1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1587 if (tmp->flag [FLAG_IS_FLOOR])
1599 floor = 1; 1588 floor = 1;
1600 1589
1601 /* All detections below this point don't descend beneath the floor, 1590 /* 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 1591 * 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 1592 * detection to completely break out if we don't care about objects beneath
1612 * difficult to see what object is magical/cursed, so the 1601 * difficult to see what object is magical/cursed, so the
1613 * effect wouldn't be as apparent. 1602 * effect wouldn't be as apparent.
1614 */ 1603 */
1615 1604
1616 /* detect magic */ 1605 /* detect magic */
1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1619 { 1611 {
1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1621 /* make runes more visibile */ 1613 /* make runes more visible */
1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1623 tmp->stats.Cha /= 4; 1615 tmp->stats.Cha /= 4;
1624 1616
1625 done_one = 1; 1617 done_one = 1;
1626 } 1618 }
1627 1619
1628 /* detect monster */ 1620 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1630 { 1622 {
1631 done_one = 2; 1623 done_one = 2;
1632 1624
1633 if (!detect) 1625 if (!detect)
1634 detect = tmp; 1626 detect = tmp;
1636 1628
1637 /* Basically, if race is set in the spell, then the creatures race must 1629 /* 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 1630 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match. 1631 * race must match.
1640 */ 1632 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race))) 1635 spell->race.contains (tmp->race)))
1644 { 1636 {
1645 done_one = 2; 1637 done_one = 2;
1646 1638
1647 if (!detect) 1639 if (!detect)
1648 detect = tmp; 1640 detect = tmp;
1649 } 1641 }
1650 1642
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1643 if (spell->flag [FLAG_KNOWN_CURSED]
1652 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1653 { 1647 {
1654 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1655 done_one = 1; 1649 done_one = 1;
1650 }
1651
1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1655 if (tmp->type == VEIN)
1656 {
1657 if (tmp->other_arch)
1658 {
1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1664 done_one = 1;
1665 }
1656 } 1666 }
1657 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1658 1668
1659 /* Code here puts an effect of the spell on the space, so you can see 1669 /* Code here puts an effect of the spell on the space, so you can see
1660 * where the magic is. 1670 * where the magic is.
1661 */ 1671 */
1662 if (done_one) 1672 if (done_one)
1663 { 1673 {
1664 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1665 1675
1666 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1667 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1668 { 1678 {
1669 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1670 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1671 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1672 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1673 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1674 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1675 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1676 } 1686 }
1677 1687
1678 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1679 } 1689 }
1680 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1681 1691
1682 1692
1683 /* Now process objects in the players inventory if detect curse or magic */ 1693 /* 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)) 1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1685 { 1695 {
1686 done_one = 0; 1696 done_one = 0;
1687 1697
1688 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1689 { 1699 {
1690 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1691 { 1701 {
1692 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1693 { 1703 {
1694 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1695 1705
1696 if (object *pl = tmp->visible_to ()) 1706 if (object *pl = tmp->visible_to ())
1697 esrv_update_item (UPD_FLAGS, pl, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1698 } 1708 }
1699 1709
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1702 { 1712 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1704 1714
1705 if (object *pl = tmp->visible_to ()) 1715 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_FLAGS, pl, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1707 } 1717 }
1708 } /* if item is not identified */ 1718 } /* if item is not identified */
1768 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1769 1779
1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 { 1781 {
1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1774 break; 1784 break;
1775 } 1785 }
1776 1786
1777 1787
1778 /* If we did not find a player in the specified direction, transfer 1788 /* 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. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
1780 */ 1790 */
1781 if (plyr == NULL) 1791 if (plyr == NULL)
1782 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1792 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)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1784 break; 1794 break;
1785 1795
1786 if (!plyr) 1796 if (!plyr)
1787 { 1797 {
1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1789 return 0; 1799 return 0;
1790 } 1800 }
1791 /* give sp */ 1801 /* give sp */
1792 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1793 { 1803 {
1805 if (rate > 95) 1815 if (rate > 95)
1806 rate = 95; 1816 rate = 95;
1807 1817
1808 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1809 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1810 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1811 { 1821 {
1812 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1815 if (sucked > 0) 1825 if (sucked > 0)
1866 * monsters either. 1876 * monsters either.
1867 */ 1877 */
1868 1878
1869 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1870 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1872 && (op->level > head->level)) 1882 && (op->level > head->level))
1873 head->destroy (); 1883 head->destroy ();
1874 else 1884 else
1875 switch (head->type) 1885 switch (head->type)
1876 { 1886 {
1877 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1881 continue; 1891 continue;
1882 1892
1883 if (op->level > head->level) 1893 if (op->level > head->level)
1884 head->destroy (); 1894 head->destroy ();
1885 1895
1908 1918
1909 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1910 1920
1911 if (!god) 1921 if (!god)
1912 { 1922 {
1913 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1914 return 0; 1924 return 0;
1915 } 1925 }
1916 1926
1917 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1918 { 1928 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1920 break; 1930 break;
1921 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1922 { 1932 {
1923 1933
1924 if (tmp->level > casting_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1925 { 1935 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0; 1937 return 0;
1928 } 1938 }
1929 else 1939 else
1930 { 1940 {
1931 /* If we got here, we are consecrating an altar */ 1941 /* 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); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1941 return 1; 1951 return 1;
1942 } 1952 }
1943 } 1953 }
1944 } 1954 }
1945 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
1946 return 0; 1957 return 0;
1947} 1958}
1948 1959
1949/* animate_weapon - 1960/* animate_weapon -
1950 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1957 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1958 */ 1969 */
1959int 1970int
1960animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1961{ 1972{
1962 object *weapon, *tmp;
1963 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1964 int a, i; 1974 int a, i;
1965 sint16 x, y; 1975 sint16 x, y;
1966 maptile *m; 1976 maptile *m;
1967 1977
1992 2002
1993 /* if there's no place to put the golem, abort */ 2003 /* 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) 2004 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)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 { 2006 {
1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
1998 return 0; 2008 return 0;
1999 } 2009 }
2000 2010
2001 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2002 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2003 2013
2004 if (!weapon) 2014 if (!weapon)
2005 { 2015 {
2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2016 op->failmsg ("You must mark a weapon to use with this spell!");
2007 return 0; 2017 return 0;
2008 } 2018 }
2009 2019
2010 if (spell->race && weapon->arch->archname != spell->race) 2020 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2021 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2013 return 0; 2023 return 0;
2014 } 2024 }
2015 2025
2016 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2017 { 2027 {
2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2028 op->failmsg ("You need to wield a weapon to animate it.");
2019 return 0; 2029 return 0;
2020 } 2030 }
2021 2031
2022 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2032 if (weapon->flag [FLAG_APPLIED])
2023 { 2033 {
2024 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2025 return 0; 2035 return 0;
2026 } 2036 }
2027 2037
2028 weapon = weapon->split (); 2038 weapon = weapon->split ();
2029 2039
2030 /* create the golem object */ 2040 /* create the golem object */
2031 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2032 2042
2033 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2034 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2035 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2036 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2037 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2038 tmp->set_owner (op); 2048 tmp->set_owner (op);
2039 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2041 2051
2042 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* 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 2053 * removed flag - it should only be set if weapon->split was
2044 * used above. 2054 * used above.
2045 */ 2055 */
2046 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2047 weapon->remove (); 2057 weapon->remove ();
2048 2058
2049 tmp->insert (weapon); 2059 tmp->insert (weapon);
2050 2060
2051 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* 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 2062 * so instead, just set it as equipped (otherwise, we need to update
2053 * body_info, skills, etc) 2063 * body_info, skills, etc)
2054 */ 2064 */
2055 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2056 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2057 tmp->update_stats (); 2067 tmp->update_stats ();
2058 2068
2059 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* 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 - 2070 * 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. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2081 2091
2082 /* attacktype */ 2092 /* attacktype */
2083 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2084 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2085 2095
2086 if (materialtype_t *mt = name_to_material (op->materialname))
2087 {
2088 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2089 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2090 a = mt->save[0]; 2098
2091 } 2099 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 2100
2099 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2100 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2101 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2102 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2110 /* Improve weapon's armour value according to best save vs. physical of its material */ 2112 /* Improve weapon's armour value according to best save vs. physical of its material */
2111 2113
2112 if (a > 14) 2114 if (a > 14)
2113 a = 14; 2115 a = 14;
2114 2116
2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2117 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2116 2118
2117 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2118 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2120 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2119 2121
2120 if (!spell->race) 2122 if (!spell->race)
2121 { 2123 {
2122 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2123 tmp->name = buf; 2125 tmp->name = buf;
2129 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2131 } 2133 }
2132 2134
2133 /* make experience increase in proportion to the strength of the summoned creature. */ 2135 /* 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)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2135 2137
2136 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2137 tmp->direction = dir; 2139 tmp->direction = dir;
2138 2140
2139 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2156 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2157 2159
2158 if (!success) 2160 if (!success)
2159 { 2161 {
2160 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2162 else 2164 else
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2164 } 2166 }
2165 2167
2166 return success; 2168 return success;
2167} 2169}
2168 2170
2178 2180
2179 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2180 if (new_aura) 2182 if (new_aura)
2181 refresh = 1; 2183 refresh = 1;
2182 else 2184 else
2183 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2184 2186
2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2186 2188
2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2188 2190
2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2254 { 2256 {
2255 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2256 2258
2257 if (aura->other_arch) 2259 if (aura->other_arch)
2258 pos.insert (arch_to_object (aura->other_arch), aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2259 } 2261 }
2260 } 2262 }
2261 2263
2262 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2263 env->insert (aura); 2265 env->insert (aura);
2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2274 { 2276 {
2275 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2276 object *victim = tmp->head_ (); 2278 object *victim = tmp->head_ ();
2277 2279
2278 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2280 if (!victim->flag [FLAG_MONSTER])
2279 continue; 2281 continue;
2280 2282
2281 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2282 continue; 2284 continue;
2283 2285
2284 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2285 continue; 2287 continue;
2286 2288
2287 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2288 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2289 2291
2290 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2291 { 2293 {
2292 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2293 2295
2302 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2303 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2304 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2305#endif 2307#endif
2306 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2307 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2308 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2309 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2310 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2311 2313
2312 if (victim->name) 2314 if (victim->name)
2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2314 } 2316 }
2315 } 2317 }
2321int 2323int
2322write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2323{ 2325{
2324 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2325 { 2327 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2327 return 0; 2329 return 0;
2328 } 2330 }
2329 2331
2330 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2331 { 2333 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2334 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); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2334 return 0; 2336 return 0;
2335 } 2337 }
2336 2338
2337 if (!spell->other_arch) 2339 if (!spell->other_arch)
2338 return 0; 2340 return 0;
2339 2341
2340 object *tmp = arch_to_object (spell->other_arch); 2342 object *tmp = spell->other_arch->instance ();
2341 2343
2342 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2343 tmp->msg = msg; 2345 tmp->msg = msg;
2344 2346
2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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