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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 1.143 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}
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 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
205 210
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 spellparam 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 *spellparam) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
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
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.
804 { 791 {
805 int count = atoi (spellparam); 792 int count = atoi (spellparam);
806 793
807 if (count > maxdist) 794 if (count > maxdist)
808 { 795 {
809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
810 return 0; 797 return 0;
811 } 798 }
812 799
813 for (dist = 0; dist < count; dist++) 800 for (dist = 0; dist < count; dist++)
814 { 801 {
875 break; 862 break;
876 863
877 } 864 }
878 if (!dist) 865 if (!dist)
879 { 866 {
880 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
881 return 0; 868 return 0;
882 } 869 }
883 } 870 }
884 871
885 /* Actually move the player now */ 872 /* 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))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
887 return 1; 874 return 1;
888 875
889 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
890 return 1; 878 return 1;
891} 879}
892 880
893/* cast_heal: Heals something. 881/* cast_heal: Heals something.
894 * op is the caster. 882 * op is the caster.
949 if (cure_disease (tmp, op, spell)) 937 if (cure_disease (tmp, op, spell))
950 success = 1; 938 success = 1;
951 939
952 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
953 { 941 {
954 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
955 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
956 if (poison) 944 if (poison)
957 { 945 {
958 success = 1; 946 success = 1;
959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
961 } 949 }
962 } 950 }
963 951
964 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
965 { 953 {
966 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
967 if (poison) 955 if (poison)
968 { 956 {
969 success = 1; 957 success = 1;
970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
971 poison->duration = 1; 959 poison->duration = 1;
972 } 960 }
973 } 961 }
974 962
975 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
976 { 964 {
977 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
978 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
979 if (poison) 967 if (poison)
980 { 968 {
981 success = 1; 969 success = 1;
982 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.");
1000 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1001 success = 1; 989 success = 1;
1002 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!");
1003 } 991 }
1004 992
1005 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1006 { 994 {
1007 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1008 996 min_it (tmp->stats.food, MAX_FOOD);
1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999;
1011 997
1012 success = 1; 998 success = 1;
1013 /* 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 */
1014 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");
1015 } 1001 }
1030 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1031 "You are no easier to look at.", 1017 "You are no easier to look at.",
1032}; 1018};
1033 1019
1034int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1035cast_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)
1036{ 1028{
1037 object *force = 0; 1029 object *force = 0;
1038 int i; 1030 int i;
1039 1031
1056 break; 1048 break;
1057 } 1049 }
1058 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1059 { 1051 {
1060 if (!silent) 1052 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); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1062 1055
1063 return 0; 1056 return 0;
1064 } 1057 }
1065 } 1058 }
1066 } 1059 }
1067 1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1068 if (!force) 1063 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 } 1064 {
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) 1065 if (duration > force->duration)
1088 { 1066 {
1089 force->duration = duration; 1067 force->duration = duration;
1090 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.");
1091 } 1069 }
1093 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.");
1094 1072
1095 return 1; 1073 return 1;
1096 } 1074 }
1097 1075
1098 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
1099 force->speed = 1.0; 1091 force->speed = 1.0;
1100 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1101 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1102 1094
1103 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1104 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1105 {
1106 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1107 {
1108 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));
1109 if (force->resist[i] > 100)
1110 force->resist[i] = 100;
1111 }
1112 }
1113 1099
1114 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1115 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);
1116 1102
1117 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1136 } 1122 }
1137 } 1123 }
1138 1124
1139 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1140 1126
1141 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1142 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1143 1129
1144 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1145 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1146 1132
1147 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1148 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1149 { 1135 {
1150 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1203 } 1189 }
1204 } 1190 }
1205 1191
1206 if (force == NULL) 1192 if (force == NULL)
1207 { 1193 {
1208 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1196 if (spell_ob->race)
1211 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1212 else 1198 else
1213 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1228 { 1214 {
1229 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.");
1230 } 1216 }
1231 return 0; 1217 return 0;
1232 } 1218 }
1219
1233 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;
1234 force->speed = 1.0; 1221 force->speed = 1.0;
1235 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1237 1224
1238 if (!god) 1225 if (!god)
1239 { 1226 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 } 1228 }
1242 else 1229 else
1243 { 1230 {
1244 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1248 {
1249 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]);
1250 } 1235
1251 }
1252 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1253 1237
1254 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1256 1240
1276 1260
1277/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1278 * 1262 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1281 * 1265 *
1282 * 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
1283 * itself. It uses the value of the object before charisma adjustments, 1267 * itself. It uses the value of the object before charisma adjustments,
1284 * because the nuggets themselves will be will be adjusted by charisma 1268 * because the nuggets themselves will be will be adjusted by charisma
1285 * when sold. 1269 * when sold.
1286 * 1270 *
1298 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1299 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1300 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1301 * the stuff back to town. 1285 * the stuff back to town.
1302 */ 1286 */
1303 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1304 value = 0; 1288 value = 0;
1305 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1306 value /= 3; 1290 value /= 3;
1307 else 1291 else
1308 value = value * 9 / 10; 1292 value = value * 9 / 10;
1321 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1322 return 0; 1306 return 0;
1323 1307
1324 archetype *nugget[3]; 1308 archetype *nugget[3];
1325 1309
1326 nugget[0] = archetype::find ("pyrite3"); 1310 nugget[0] = archetype::find (shstr_pyrite3);
1327 nugget[1] = archetype::find ("pyrite2"); 1311 nugget[1] = archetype::find (shstr_pyrite2);
1328 nugget[2] = archetype::find ("pyrite"); 1312 nugget[2] = archetype::find (shstr_pyrite);
1329 1313
1330 /* 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
1331 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1332 * in sight 1316 * in sight
1333 */ 1317 */
1362 1346
1363 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)
1364 { 1348 {
1365 next = tmp->above; 1349 next = tmp->above;
1366 1350
1367 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1368 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1369 { 1353 {
1370 if (tmp->inv) 1354 if (tmp->inv)
1371 { 1355 {
1372 object *next1, *tmp1; 1356 object *next1, *tmp1;
1373 1357
1374 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1375 { 1359 {
1376 next1 = tmp1->below; 1360 next1 = tmp1->below;
1377 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1378 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1379 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1380 } 1364 }
1381 } 1365 }
1382 1366
1383 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1388 } 1372 }
1389 1373
1390 value -= rndm (value >> 4); 1374 value -= rndm (value >> 4);
1391 value = min (value, value_max); 1375 value = min (value, value_max);
1392 1376
1393 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1377 for (int i = 0; i < array_length (nugget); ++i)
1394 if (int nrof = value / nugget [i]->value) 1378 if (int nrof = value / nugget [i]->value)
1395 { 1379 {
1396 value -= nrof * nugget[i]->value; 1380 value -= nrof * nugget[i]->value;
1397 1381
1398 object *tmp = arch_to_object (nugget[i]); 1382 object *tmp = nugget[i]->instance ();
1399 tmp->nrof = nrof; 1383 tmp->nrof = nrof;
1400 tmp->flag [FLAG_IDENTIFIED] = true; 1384 tmp->flag [FLAG_IDENTIFIED] = true;
1401 op->map->insert (tmp, x, y, op, 0); 1385 op->map->insert (tmp, x, y, op, 0);
1402 } 1386 }
1403 1387
1414 * items. 1398 * items.
1415 */ 1399 */
1416int 1400int
1417remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1418{ 1402{
1419 object *tmp;
1420 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1421 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
1422 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1423 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 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 { 1413 {
1427 was_one++; 1414 ++was_one;
1428 1415
1429 if (tmp->level <= casting_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1430 { 1417 {
1431 success++; 1418 ++success;
1432 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1433 CLEAR_FLAG (tmp, FLAG_DAMNED);
1434 1420
1435 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1436 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1437 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1438 1425
1439 if (object *pl = tmp->visible_to ()) 1426 if (object *pl = tmp->visible_to ())
1440 esrv_update_item (UPD_FLAGS, pl, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1428 }
1442 } 1429 }
1443 1430
1444 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1445 { 1432 {
1446 if (success) 1433 if (success)
1447 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.>");
1448 else 1435 else
1449 { 1436 {
1450 if (was_one) 1437 if (was_one)
1451 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.>");
1452 else 1439 else
1453 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.>");
1454 } 1441 }
1455 } 1442 }
1456 1443
1457 return success; 1444 return success;
1458} 1445}
1459 1446
1460/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1461int 1448int
1462cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1463{ 1450{
1464 object *tmp;
1465 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1466 1452
1467 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));
1468 1454
1455 op->splay_marked ();
1456
1469 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1470 { 1458 {
1471 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1472 { 1460 {
1473 identify (tmp); 1461 identify (tmp);
1474 1462
1475 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1476 { 1464 {
1489 * 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
1490 * was not fully used. 1478 * was not fully used.
1491 */ 1479 */
1492 if (num_ident) 1480 if (num_ident)
1493 { 1481 {
1494 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)
1495 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1496 { 1484 {
1497 identify (tmp); 1485 identify (tmp);
1498 1486
1499 if (object *pl = tmp->visible_to ()) 1487 if (object *pl = tmp->visible_to ())
1500 { 1488 {
1526 1514
1527int 1515int
1528cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1529{ 1517{
1530 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1531 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1532 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1533 maptile *m; 1521 maptile *m;
1534 1522
1535 /* 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
1536 * doing it over and over again. 1524 * doing it over and over again.
1540 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1541 1529
1542 if (!skill) 1530 if (!skill)
1543 skill = caster; 1531 skill = caster;
1544 1532
1533 dynbuf buf;
1545 unordered_mapwalk (op, -range, -range, range, range) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1546 { 1535 {
1547 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1548 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1549 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1550 * down - that is easier than working up. 1539 * down - that is easier than working up.
1551 */ 1540 */
1552 1541
1553 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)
1554 last = tmp; 1543 last = tmp;
1555 1544
1556 /* 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
1557 * would happen. 1546 * would happen.
1558 */ 1547 */
1559 if (!last) 1548 if (!last)
1560 continue; 1549 continue;
1561 1550
1562 done_one = 0; 1551 done_one = 0;
1563 floor = 0; 1552 floor = 0;
1564 detect = NULL; 1553 detect = 0;
1565 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1566 { 1555 {
1567 /* show invisible */ 1556 /* show invisible */
1568 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1569 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1570 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1571 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1572 || tmp->type == CF_HANDLE 1561 || tmp->type == T_HANDLE
1573 || tmp->type == TRAPDOOR 1562 || tmp->type == TRAPDOOR
1574 || tmp->type == EXIT 1563 || tmp->type == EXIT
1575 || tmp->type == HOLE 1564 || tmp->type == HOLE
1576 || tmp->type == BUTTON 1565 || tmp->type == BUTTON
1577 || tmp->type == TELEPORTER 1566 || tmp->type == TELEPORTER
1578 || tmp->type == GATE 1567 || tmp->type == GATE
1579 || tmp->type == LOCKED_DOOR 1568 || tmp->type == LOCKED_DOOR
1580 || tmp->type == WEAPON 1569 || tmp->type == WEAPON
1581 || tmp->type == ALTAR 1570 || tmp->type == ALTAR
1582 || tmp->type == SIGN 1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1583 || tmp->type == TRIGGER_PEDESTAL 1572 || tmp->type == TRIGGER_PEDESTAL
1584 || tmp->type == SPECIAL_KEY 1573 || tmp->type == SPECIAL_KEY
1585 || tmp->type == TREASURE 1574 || tmp->type == TREASURE
1586 || tmp->type == BOOK 1575 || tmp->type == BOOK
1587 || tmp->type == HOLY_ALTAR 1576 || tmp->type == HOLY_ALTAR
1588 || tmp->type == CONTAINER))) 1577 || tmp->type == CONTAINER)))
1589 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1590 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)
1591 { 1581 {
1592 tmp->invisible = 0; 1582 tmp->invisible = 0;
1593 done_one = 1; 1583 done_one = 1;
1594 } 1584 }
1595 } 1585 }
1596 1586
1597 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1587 if (tmp->flag [FLAG_IS_FLOOR])
1598 floor = 1; 1588 floor = 1;
1599 1589
1600 /* All detections below this point don't descend beneath the floor, 1590 /* 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 1591 * 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 1592 * detection to completely break out if we don't care about objects beneath
1611 * difficult to see what object is magical/cursed, so the 1601 * difficult to see what object is magical/cursed, so the
1612 * effect wouldn't be as apparent. 1602 * effect wouldn't be as apparent.
1613 */ 1603 */
1614 1604
1615 /* detect magic */ 1605 /* detect magic */
1616 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1617 !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))
1618 { 1611 {
1619 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1620 /* make runes more visibile */ 1613 /* make runes more visible */
1621 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1622 tmp->stats.Cha /= 4; 1615 tmp->stats.Cha /= 4;
1623 1616
1624 done_one = 1; 1617 done_one = 1;
1625 } 1618 }
1626 1619
1627 /* detect monster */ 1620 /* detect monster */
1628 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))
1629 { 1622 {
1630 done_one = 2; 1623 done_one = 2;
1631 1624
1632 if (!detect) 1625 if (!detect)
1633 detect = tmp; 1626 detect = tmp;
1635 1628
1636 /* 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
1637 * 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
1638 * race must match. 1631 * race must match.
1639 */ 1632 */
1640 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1641 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1642 spell->race.contains (tmp->race))) 1635 spell->race.contains (tmp->race)))
1643 { 1636 {
1644 done_one = 2; 1637 done_one = 2;
1645 1638
1646 if (!detect) 1639 if (!detect)
1647 detect = tmp; 1640 detect = tmp;
1648 } 1641 }
1649 1642
1650 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1643 if (spell->flag [FLAG_KNOWN_CURSED]
1651 (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]))
1652 { 1647 {
1653 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1654 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 }
1655 } 1666 }
1656 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1657 1668
1658 /* 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
1659 * where the magic is. 1670 * where the magic is.
1660 */ 1671 */
1661 if (done_one) 1672 if (done_one)
1662 { 1673 {
1663 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1664 1675
1665 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1666 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1667 { 1678 {
1668 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1669 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1670 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1671 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1672 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1675 } 1686 }
1676 1687
1677 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1678 } 1689 }
1679 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1680 1691
1681 1692
1682 /* 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 */
1683 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])
1684 { 1695 {
1685 done_one = 0; 1696 done_one = 0;
1686 1697
1687 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1688 { 1699 {
1689 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1690 { 1701 {
1691 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])
1692 { 1703 {
1693 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1694 1705
1695 if (object *pl = tmp->visible_to ()) 1706 if (object *pl = tmp->visible_to ())
1696 esrv_update_item (UPD_FLAGS, pl, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1697 } 1708 }
1698 1709
1699 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] &&
1700 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1701 { 1712 {
1702 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1703 1714
1704 if (object *pl = tmp->visible_to ()) 1715 if (object *pl = tmp->visible_to ())
1705 esrv_update_item (UPD_FLAGS, pl, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1717 }
1707 } /* if item is not identified */ 1718 } /* if item is not identified */
1767 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1768 1779
1769 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1770 { 1781 {
1771 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)
1772 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1773 break; 1784 break;
1774 } 1785 }
1775 1786
1776 1787
1777 /* 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
1778 * 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.
1779 */ 1790 */
1780 if (plyr == NULL) 1791 if (plyr == NULL)
1781 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)
1782 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1783 break; 1794 break;
1784 1795
1785 if (!plyr) 1796 if (!plyr)
1786 { 1797 {
1787 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1788 return 0; 1799 return 0;
1789 } 1800 }
1790 /* give sp */ 1801 /* give sp */
1791 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1792 { 1803 {
1804 if (rate > 95) 1815 if (rate > 95)
1805 rate = 95; 1816 rate = 95;
1806 1817
1807 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1808 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1809 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1810 { 1821 {
1811 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1812 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1813 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1814 if (sucked > 0) 1825 if (sucked > 0)
1865 * monsters either. 1876 * monsters either.
1866 */ 1877 */
1867 1878
1868 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1869 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1870 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1871 && (op->level > head->level)) 1882 && (op->level > head->level))
1872 head->destroy (); 1883 head->destroy ();
1873 else 1884 else
1874 switch (head->type) 1885 switch (head->type)
1875 { 1886 {
1876 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1877 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1878 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1879 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1880 continue; 1891 continue;
1881 1892
1882 if (op->level > head->level) 1893 if (op->level > head->level)
1883 head->destroy (); 1894 head->destroy ();
1884 1895
1907 1918
1908 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1909 1920
1910 if (!god) 1921 if (!god)
1911 { 1922 {
1912 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!");
1913 return 0; 1924 return 0;
1914 } 1925 }
1915 1926
1916 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1917 { 1928 {
1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1919 break; 1930 break;
1920 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1921 { 1932 {
1922 1933
1923 if (tmp->level > casting_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1924 { 1935 {
1925 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);
1926 return 0; 1937 return 0;
1927 } 1938 }
1928 else 1939 else
1929 { 1940 {
1930 /* If we got here, we are consecrating an altar */ 1941 /* 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); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1940 return 1; 1951 return 1;
1941 } 1952 }
1942 } 1953 }
1943 } 1954 }
1944 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!");
1945 return 0; 1957 return 0;
1946} 1958}
1947 1959
1948/* animate_weapon - 1960/* animate_weapon -
1949 * 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.
1956 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1957 */ 1969 */
1958int 1970int
1959animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1960{ 1972{
1961 object *weapon, *tmp;
1962 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1963 int a, i; 1974 int a, i;
1964 sint16 x, y; 1975 sint16 x, y;
1965 maptile *m; 1976 maptile *m;
1966 1977
1991 2002
1992 /* if there's no place to put the golem, abort */ 2003 /* 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) 2004 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)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1995 { 2006 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
1997 return 0; 2008 return 0;
1998 } 2009 }
1999 2010
2000 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2001 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2002 2013
2003 if (!weapon) 2014 if (!weapon)
2004 { 2015 {
2005 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!");
2006 return 0; 2017 return 0;
2007 } 2018 }
2008 2019
2009 if (spell->race && weapon->arch->archname != spell->race) 2020 if (spell->race && weapon->arch->archname != spell->race)
2010 { 2021 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2012 return 0; 2023 return 0;
2013 } 2024 }
2014 2025
2015 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2016 { 2027 {
2017 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.");
2018 return 0; 2029 return 0;
2019 } 2030 }
2020 2031
2021 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2032 if (weapon->flag [FLAG_APPLIED])
2022 { 2033 {
2023 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));
2024 return 0; 2035 return 0;
2025 } 2036 }
2026 2037
2027 weapon = weapon->split (); 2038 weapon = weapon->split ();
2028 2039
2029 /* create the golem object */ 2040 /* create the golem object */
2030 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2031 2042
2032 /* 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 */
2033 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2034 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2035 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2036 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2037 tmp->set_owner (op); 2048 tmp->set_owner (op);
2038 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2040 2051
2041 /* 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
2042 * removed flag - it should only be set if weapon->split was 2053 * removed flag - it should only be set if weapon->split was
2043 * used above. 2054 * used above.
2044 */ 2055 */
2045 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2046 weapon->remove (); 2057 weapon->remove ();
2047 2058
2048 tmp->insert (weapon); 2059 tmp->insert (weapon);
2049 2060
2050 /* 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,
2051 * 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
2052 * body_info, skills, etc) 2063 * body_info, skills, etc)
2053 */ 2064 */
2054 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2055 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2056 tmp->update_stats (); 2067 tmp->update_stats ();
2057 2068
2058 /* 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
2059 * 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 -
2060 * 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.
2080 2091
2081 /* attacktype */ 2092 /* attacktype */
2082 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2083 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2084 2095
2085 if (materialtype_t *mt = name_to_material (op->materialname))
2086 {
2087 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2088 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2089 a = mt->save[0]; 2098
2090 } 2099 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 2100
2098 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2099 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2100 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2101 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2109 /* 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 */
2110 2113
2111 if (a > 14) 2114 if (a > 14)
2112 a = 14; 2115 a = 14;
2113 2116
2114 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));
2115 2118
2116 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2117 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)));
2118 2121
2119 if (!spell->race) 2122 if (!spell->race)
2120 { 2123 {
2121 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2122 tmp->name = buf; 2125 tmp->name = buf;
2128 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2130 } 2133 }
2131 2134
2132 /* 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. */
2133 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));
2134 2137
2135 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2136 tmp->direction = dir; 2139 tmp->direction = dir;
2137 2140
2138 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2155 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2156 2159
2157 if (!success) 2160 if (!success)
2158 { 2161 {
2159 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2160 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2161 else 2164 else
2162 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2163 } 2166 }
2164 2167
2165 return success; 2168 return success;
2166} 2169}
2167 2170
2177 2180
2178 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2179 if (new_aura) 2182 if (new_aura)
2180 refresh = 1; 2183 refresh = 1;
2181 else 2184 else
2182 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2183 2186
2184 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);
2185 2188
2186 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);
2187 2190
2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2253 { 2256 {
2254 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2255 2258
2256 if (aura->other_arch) 2259 if (aura->other_arch)
2257 pos.insert (arch_to_object (aura->other_arch), aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2258 } 2261 }
2259 } 2262 }
2260 2263
2261 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2262 env->insert (aura); 2265 env->insert (aura);
2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2273 { 2276 {
2274 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2275 object *victim = tmp->head_ (); 2278 object *victim = tmp->head_ ();
2276 2279
2277 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2280 if (!victim->flag [FLAG_MONSTER])
2278 continue; 2281 continue;
2279 2282
2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2281 continue; 2284 continue;
2282 2285
2283 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2284 continue; 2287 continue;
2285 2288
2286 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2287 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2288 2291
2289 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2290 { 2293 {
2291 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2292 2295
2301 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2302 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2303 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2304#endif 2307#endif
2305 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2307 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2308 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2309 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2310 2313
2311 if (victim->name) 2314 if (victim->name)
2312 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);
2313 } 2316 }
2314 } 2317 }
2320int 2323int
2321write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2322{ 2325{
2323 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2324 { 2327 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2326 return 0; 2329 return 0;
2327 } 2330 }
2328 2331
2329 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2330 { 2333 {
2331 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.>");
2332 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);
2333 return 0; 2336 return 0;
2334 } 2337 }
2335 2338
2336 if (!spell->other_arch) 2339 if (!spell->other_arch)
2337 return 0; 2340 return 0;
2338 2341
2339 object *tmp = arch_to_object (spell->other_arch); 2342 object *tmp = spell->other_arch->instance ();
2340 2343
2341 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2342 tmp->msg = msg; 2345 tmp->msg = msg;
2343 2346
2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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