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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.81 by root, Sat May 3 12:29:09 2008 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 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 == NULL || 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 }
311
306 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
307 { 313 {
308 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 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]))
310 { 316 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 318 if (tmp->head != NULL)
313 tmp = tmp->head; 319 tmp = tmp->head;
314 examine_monster (op, tmp); 320 examine_monster (op, tmp);
337 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
338 { 344 {
339 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
341 { 347 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
343 return 0; 349 return 0;
344 350
345 return 1; 351 return 1;
346 } 352 }
347 353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 356 return 1;
351 357
352 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
353 if (!mon->race) 359 if (!mon->race)
354 return 0; 360 return 0;
355 361
356 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 363 return 1;
358 364
359 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
360 return 0; 366 return 0;
361 } 367 }
378int 384int
379cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
380{ 386{
381 if (op->invisible > 1000) 387 if (op->invisible > 1000)
382 { 388 {
383 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");
384 return 0; 390 return 0;
385 } 391 }
386 392
387 /* 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
388 * and if statement or two. 394 * and if statement or two.
389 */ 395 */
390 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
391 /* max duration */ 398 /* limit duration */
392 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
393 op->invisible = 1000;
394 400
395 if (op->type == PLAYER) 401 if (op->type == PLAYER)
396 { 402 {
397 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
398 404
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
401 else 407 else
402 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
403 409
404 op->contr->hidden = 0; 410 op->contr->hidden = 0;
424/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 431 */
426int 432int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 434{
429 object *tmp, *next;
430 int range, i, j, mflags; 435 int range, i, j, mflags;
431 sint16 sx, sy; 436 sint16 sx, sy;
432 maptile *m; 437 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 438
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 440
439 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 448
447 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
448 continue; 450 continue;
449 451
450 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 454 {
453 next = tmp->above; 455 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 459 }
457 } 460 }
458 461
459 return 1; 462 return 1;
461 464
462void 465void
463execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
464{ 467{
465 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 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.");
469 else 471 else
470 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 473
477 op->destroy (); 474 op->destroy ();
478} 475}
479 476
480/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
482 * time delay effect. 479 * time delay effect.
483 */ 480 */
484int 481int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 483{
487 object *dummy; 484 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 485 return 0;
492 486
493 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))
494 { 488 {
495 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.");
496 return 1; 490 return 1;
497 } 491 }
498 492
499 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 494
507 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));
508 if (time < 1)
509 time = 1;
510 496
511 /* 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
512 * 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
513 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
514 */ 500 */
515 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
519 505 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 508
527 op->insert (dummy); 509 op->insert (dummy);
528 510
529 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.");
530 512
569 551
570int 552int
571perceive_self (object *op) 553perceive_self (object *op)
572{ 554{
573 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
575 557
576 dynbuf_text buf; 558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
577 559
578 if (player *pl = op->contr) 560 if (!op->is_player ())
561 return 0;
562
579 if (object *race = archetype::find (op->race)) 563 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 564 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 565
582 if (object *god = find_god (determine_god (op))) 566 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 567 buf << " - You worship " << &god->name << ".\n";
584 else 568 else
585 buf << "You worship no god.\n"; 569 buf << " - You worship no god.\n";
586 570
587 object *tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
588 572
589 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 574 buf << " - You feel very mundane. ";
591 else 575 else
592 { 576 {
593 buf << "You have: " << cp << ".\n"; 577 buf << " - You have: " << cp << ".\n";
594 578
595 if (tmp) 579 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
598 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));
599 } 583 }
600 584
601 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 588 {
605 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 590 {
607 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 592 buf << " - Your metabolism isn't focused on anything.\n";
609 else 593 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 595
612 break; 596 break;
613 } 597 }
614 } 598 }
615 599
616 buf << '\0'; // zero-terminate 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 601
620 return 1; 602 return 1;
621} 603}
622 604
623/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
649 631
650 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
651 (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) ||
652 ((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)))
653 { 635 {
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
655 return 0; 637 return 0;
656 } 638 }
657 639
658 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
660 else if (spell_ob->race) 642 else if (spell_ob->race)
661 { 643 {
662 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
663 645
664 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0; 652 return 0;
671 } 653 }
672 654
673 tmp = arch_to_object (at); 655 tmp = at->instance ();
674 } 656 }
675 else 657 else
676 { 658 {
677 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);
678 return 0; 660 return 0;
683 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
684 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);
685 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);
686 tmp->range = 0; 668 tmp->range = 0;
687 } 669 }
688 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
689 { 671 {
690 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);
691 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
692 } 674 }
693 675
694 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])
695 { 677 {
696 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);
697 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
698 } 680 }
699 681
700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
701 { 683 {
702 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);
703 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
704 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
705 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
706 } 688 }
707 689
708 /* 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,
709 * 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
710 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
711 */ 693 */
712 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 695 tmp->set_owner (op);
714 696
715 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
717 699
718 name = tmp->name; 700 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 702 {
721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
722 return 0; 704 return 0;
723 } 705 }
724 706
725 /* 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 */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
728 710
729 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
752 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
754 736
755 /* 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 */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
758 740
759 } 741 }
760 else 742 else
761 posblocked = 1; 743 posblocked = 1;
762 744
769 { 751 {
770 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
772 754
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
775 } 757 }
776 else 758 else
777 negblocked = 1; 759 negblocked = 1;
778 } 760 }
779 761
780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
781 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
782 764
783 return 1; 765 return 1;
784} 766}
785 767
786int 768int
787dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
788{ 770{
789 uint32 dist, maxdist; 771 uint32 dist, maxdist;
790 int mflags; 772 int mflags;
791 maptile *m; 773 maptile *m;
792 sint16 sx, sy; 774 sint16 sx, sy;
794 if (op->type != PLAYER) 776 if (op->type != PLAYER)
795 return 0; 777 return 0;
796 778
797 if (!dir) 779 if (!dir)
798 { 780 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
800 return 0; 782 return 0;
801 } 783 }
802 784
803 /* 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
804 * ever, so put limits in. 786 * ever, so put limits in.
805 */ 787 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807 789
808 if (op->contr->count) 790 if (spellparam)
809 { 791 {
792 int count = atoi (spellparam);
793
810 if (op->contr->count > maxdist) 794 if (count > maxdist)
811 { 795 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
813 return 0; 797 return 0;
814 } 798 }
815 799
816 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
817 { 801 {
818 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);
819 803
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break; 805 break;
822 806
823 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)))
824 break; 808 break;
825 } 809 }
826 810
827 if (dist < op->contr->count) 811 if (dist < count)
828 { 812 {
829 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");
830 op->contr->count = 0;
831 return 0; 814 return 0;
832 } 815 }
833
834 op->contr->count = 0;
835 816
836 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
837 * 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,
838 * 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
839 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
881 break; 862 break;
882 863
883 } 864 }
884 if (!dist) 865 if (!dist)
885 { 866 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
887 return 0; 868 return 0;
888 } 869 }
889 } 870 }
890 871
891 /* Actually move the player now */ 872 /* Actually move the player now */
892 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)))
893 return 1; 874 return 1;
894 875
895 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
896 return 1; 878 return 1;
897} 879}
898 880
899/* cast_heal: Heals something. 881/* cast_heal: Heals something.
900 * op is the caster. 882 * op is the caster.
955 if (cure_disease (tmp, op, spell)) 937 if (cure_disease (tmp, op, spell))
956 success = 1; 938 success = 1;
957 939
958 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
959 { 941 {
960 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
961 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
962 if (poison) 944 if (poison)
963 { 945 {
964 success = 1; 946 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967 } 949 }
968 } 950 }
969 951
970 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
971 { 953 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
973 if (poison) 955 if (poison)
974 { 956 {
975 success = 1; 957 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1; 959 poison->duration = 1;
978 } 960 }
979 } 961 }
980 962
981 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
982 { 964 {
983 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
984 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
985 if (poison) 967 if (poison)
986 { 968 {
987 success = 1; 969 success = 1;
988 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.");
1006 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1007 success = 1; 989 success = 1;
1008 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!");
1009 } 991 }
1010 992
1011 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1012 { 994 {
1013 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1014 996 min_it (tmp->stats.food, MAX_FOOD);
1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1017 997
1018 success = 1; 998 success = 1;
1019 /* 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 */
1020 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");
1021 } 1001 }
1036 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1037 "You are no easier to look at.", 1017 "You are no easier to look at.",
1038}; 1018};
1039 1019
1040int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1041cast_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)
1042{ 1028{
1043 object *force = NULL; 1029 object *force = 0;
1044 int i; 1030 int i;
1045 1031
1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1032 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1047 object *tmp = dir 1033 object *tmp = dir
1048 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1049 : op; 1035 : op;
1050 1036
1051 if (!tmp) 1037 if (!tmp)
1052 return 0; 1038 return 0;
1053 1039
1054 /* If we've already got a force of this type, don't add a new one. */ 1040 /* If we've already got a force of this type, don't add a new one. */
1062 break; 1048 break;
1063 } 1049 }
1064 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 { 1051 {
1066 if (!silent) 1052 if (!silent)
1067 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);
1055
1068 return 0; 1056 return 0;
1069 } 1057 }
1070 } 1058 }
1071 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1072 if (force == NULL) 1063 if (force)
1073 {
1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY;
1076 if (spell_ob->race)
1077 force->name = spell_ob->race;
1078 else
1079 force->name = spell_ob->name;
1080 force->name_pl = spell_ob->name;
1081 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1082
1083 } 1064 {
1084 else
1085 {
1086 int duration;
1087
1088 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1089 if (duration > force->duration) 1065 if (duration > force->duration)
1090 { 1066 {
1091 force->duration = duration; 1067 force->duration = duration;
1092 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.");
1093 } 1069 }
1094 else 1070 else
1095 {
1096 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.");
1097 }
1098 1072
1099 return 1; 1073 return 1;
1100 } 1074 }
1101 1075
1102 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
1103 force->speed = 1.0; 1091 force->speed = 1.0;
1104 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1106 1094
1107 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1109 {
1110 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1111 {
1112 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));
1113 if (force->resist[i] > 100)
1114 force->resist[i] = 100;
1115 }
1116 }
1117 1099
1118 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1119 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);
1120 1102
1121 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1140 } 1122 }
1141 } 1123 }
1142 1124
1143 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1144 1126
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1146 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1147 1129
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1149 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1150 1132
1151 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1153 { 1135 {
1154 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1174 */ 1156 */
1175int 1157int
1176cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1177{ 1159{
1178 int i; 1160 int i;
1179 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1180 1162
1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1163 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1182 if (dir != 0) 1164 if (dir != 0)
1183 { 1165 {
1184 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1185 } 1170 }
1186 else 1171 else
1187 {
1188 tmp = op; 1172 tmp = op;
1189 }
1190 1173
1191 /* If we've already got a force of this type, don't add a new one. */ 1174 /* If we've already got a force of this type, don't add a new one. */
1192 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1193 { 1176 {
1194 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1195 { 1178 {
1196 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1197 { 1180 {
1203 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1204 return 0; 1187 return 0;
1205 } 1188 }
1206 } 1189 }
1207 } 1190 }
1191
1208 if (force == NULL) 1192 if (force == NULL)
1209 { 1193 {
1210 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1211 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1212 if (spell_ob->race) 1196 if (spell_ob->race)
1213 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1214 else 1198 else
1215 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1230 { 1214 {
1231 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.");
1232 } 1216 }
1233 return 0; 1217 return 0;
1234 } 1218 }
1219
1235 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;
1236 force->speed = 1.0; 1221 force->speed = 1.0;
1237 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1238 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1239 1224
1240 if (!god) 1225 if (!god)
1241 { 1226 {
1242 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1243 } 1228 }
1244 else 1229 else
1245 { 1230 {
1246 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1247 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1248 {
1249 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1250 {
1251 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]);
1252 } 1235
1253 }
1254 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1255 1237
1256 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1257 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1258 1240
1278 1260
1279/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1280 * 1262 *
1281 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1282 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1283 * 1265 *
1284 * 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
1285 * itself. It uses the value of the object before charisma adjustments, 1267 * itself. It uses the value of the object before charisma adjustments,
1286 * because the nuggets themselves will be will be adjusted by charisma 1268 * because the nuggets themselves will be will be adjusted by charisma
1287 * when sold. 1269 * when sold.
1288 * 1270 *
1300 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1301 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1302 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1303 * the stuff back to town. 1285 * the stuff back to town.
1304 */ 1286 */
1305 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1306 value = 0; 1288 value = 0;
1307 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1308 value /= 3; 1290 value /= 3;
1309 else 1291 else
1310 value = value * 9 / 10; 1292 value = value * 9 / 10;
1323 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1324 return 0; 1306 return 0;
1325 1307
1326 archetype *nugget[3]; 1308 archetype *nugget[3];
1327 1309
1328 nugget[0] = archetype::find ("pyrite3"); 1310 nugget[0] = archetype::find (shstr_pyrite3);
1329 nugget[1] = archetype::find ("pyrite2"); 1311 nugget[1] = archetype::find (shstr_pyrite2);
1330 nugget[2] = archetype::find ("pyrite"); 1312 nugget[2] = archetype::find (shstr_pyrite);
1331 1313
1332 /* 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
1333 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1334 * in sight 1316 * in sight
1335 */ 1317 */
1364 1346
1365 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)
1366 { 1348 {
1367 next = tmp->above; 1349 next = tmp->above;
1368 1350
1369 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1370 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1371 { 1353 {
1372 if (tmp->inv) 1354 if (tmp->inv)
1373 { 1355 {
1374 object *next1, *tmp1; 1356 object *next1, *tmp1;
1375 1357
1376 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1377 { 1359 {
1378 next1 = tmp1->below; 1360 next1 = tmp1->below;
1379 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1380 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1381 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1382 } 1364 }
1383 } 1365 }
1384 1366
1385 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1390 } 1372 }
1391 1373
1392 value -= rndm (value >> 4); 1374 value -= rndm (value >> 4);
1393 value = min (value, value_max); 1375 value = min (value, value_max);
1394 1376
1395 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1377 for (int i = 0; i < array_length (nugget); ++i)
1396 if (int nrof = value / nugget [i]->value) 1378 if (int nrof = value / nugget [i]->value)
1397 { 1379 {
1398 value -= nrof * nugget[i]->value; 1380 value -= nrof * nugget[i]->value;
1399 1381
1400 object *tmp = arch_to_object (nugget[i]); 1382 object *tmp = nugget[i]->instance ();
1401 tmp->nrof = nrof; 1383 tmp->nrof = nrof;
1402 tmp->flag [FLAG_IDENTIFIED] = true; 1384 tmp->flag [FLAG_IDENTIFIED] = true;
1403 op->map->insert (tmp, x, y, op, 0); 1385 op->map->insert (tmp, x, y, op, 0);
1404 } 1386 }
1405 1387
1416 * items. 1398 * items.
1417 */ 1399 */
1418int 1400int
1419remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1420{ 1402{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1423 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
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1413 {
1429 was_one++; 1414 ++was_one;
1430 1415
1431 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1432 { 1417 {
1433 success++; 1418 ++success;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436 1420
1437 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1439 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1440 1425
1441 if (object *pl = tmp->visible_to ()) 1426 if (object *pl = tmp->visible_to ())
1442 esrv_update_item (UPD_FLAGS, pl, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 } 1428 }
1444 } 1429 }
1445 1430
1446 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1447 { 1432 {
1448 if (success) 1433 if (success)
1449 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.>");
1450 else 1435 else
1451 { 1436 {
1452 if (was_one) 1437 if (was_one)
1453 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.>");
1454 else 1439 else
1455 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.>");
1456 } 1441 }
1457 } 1442 }
1458 1443
1459 return success; 1444 return success;
1460} 1445}
1461 1446
1462/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1463int 1448int
1464cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1465{ 1450{
1466 dynbuf_text buf; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 object *tmp;
1468 1452
1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1470 1454
1471 if (num_ident < 1) 1455 op->splay_marked ();
1472 num_ident = 1;
1473 1456
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1458 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1477 { 1460 {
1478 identify (tmp); 1461 identify (tmp);
1479 1462
1480 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1481 { 1464 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1466
1484 if (tmp->msg) 1467 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1469 }
1487 1470
1488 num_ident--;
1489 if (!num_ident) 1471 if (!--num_ident)
1490 break; 1472 break;
1491 } 1473 }
1492 } 1474 }
1493 1475
1494 /* If all the power of the spell has been used up, don't go and identify 1476 /* If all the power of the spell has been used up, don't go and identify
1495 * 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
1496 * was not fully used. 1478 * was not fully used.
1497 */ 1479 */
1498 if (num_ident) 1480 if (num_ident)
1499 { 1481 {
1500 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)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1502 { 1484 {
1503 identify (tmp); 1485 identify (tmp);
1504 1486
1505 if (object *pl = tmp->visible_to ()) 1487 if (object *pl = tmp->visible_to ())
1506 { 1488 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508 1490
1509 if (tmp->msg) 1491 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511 } 1493 }
1512 1494
1513 num_ident--;
1514 if (!num_ident) 1495 if (!--num_ident)
1515 break; 1496 break;
1516 } 1497 }
1517 } 1498 }
1518 1499
1519 if (buf.empty ()) 1500 if (buf.empty ())
1533 1514
1534int 1515int
1535cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1536{ 1517{
1537 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1538 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1539 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1540 maptile *m; 1521 maptile *m;
1541 1522
1542 /* 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
1543 * doing it over and over again. 1524 * doing it over and over again.
1544 */ 1525 */
1545 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1548 1529
1549 if (!skill) 1530 if (!skill)
1550 skill = caster; 1531 skill = caster;
1551 1532
1552 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1553 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1554 { 1535 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up. 1539 * down - that is easier than working up.
1564 */ 1540 */
1565 1541
1566 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1567 last = tmp; 1543 last = tmp;
1568 1544
1569 /* 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
1570 * would happen. 1546 * would happen.
1571 */ 1547 */
1572 if (!last) 1548 if (!last)
1573 continue; 1549 continue;
1574 1550
1575 done_one = 0; 1551 done_one = 0;
1576 floor = 0; 1552 floor = 0;
1577 detect = NULL; 1553 detect = 0;
1578 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1579 { 1555 {
1580 /* show invisible */ 1556 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1582 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1585 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1586 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1562 || tmp->type == TRAPDOOR
1563 || tmp->type == EXIT
1564 || tmp->type == HOLE
1565 || tmp->type == BUTTON
1587 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1589 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1569 || tmp->type == WEAPON
1570 || tmp->type == ALTAR
1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1591 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1573 || tmp->type == SPECIAL_KEY
1574 || tmp->type == TREASURE
1575 || tmp->type == BOOK
1576 || tmp->type == HOLY_ALTAR
1577 || tmp->type == CONTAINER)))
1592 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1593 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)
1594 { 1581 {
1595 tmp->invisible = 0; 1582 tmp->invisible = 0;
1583 done_one = 1;
1584 }
1585 }
1586
1587 if (tmp->flag [FLAG_IS_FLOOR])
1588 floor = 1;
1589
1590 /* All detections below this point don't descend beneath the floor,
1591 * so just continue on. We could be clever and look at the type of
1592 * detection to completely break out if we don't care about objects beneath
1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1594 */
1595 if (floor)
1596 continue;
1597
1598 /* I had thought about making detect magic and detect curse
1599 * show the flash the magic item like it does for detect monster.
1600 * however, if the object is within sight, this would then make it
1601 * difficult to see what object is magical/cursed, so the
1602 * effect wouldn't be as apparent.
1603 */
1604
1605 /* detect magic */
1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1613 /* make runes more visible */
1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1615 tmp->stats.Cha /= 4;
1616
1617 done_one = 1;
1618 }
1619
1620 /* detect monster */
1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1622 {
1623 done_one = 2;
1624
1625 if (!detect)
1626 detect = tmp;
1627 }
1628
1629 /* Basically, if race is set in the spell, then the creatures race must
1630 * match that. if the spell race is set to GOD, then the gods opposing
1631 * race must match.
1632 */
1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1635 spell->race.contains (tmp->race)))
1636 {
1637 done_one = 2;
1638
1639 if (!detect)
1640 detect = tmp;
1641 }
1642
1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1647 {
1648 tmp->set_flag (FLAG_KNOWN_CURSED);
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
1596 done_one = 1; 1664 done_one = 1;
1597 } 1665 }
1598 } 1666 }
1599
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1;
1602
1603 /* All detections below this point don't descend beneath the floor,
1604 * so just continue on. We could be clever and look at the type of
1605 * detection to completely break out if we don't care about objects beneath
1606 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */
1608 if (floor)
1609 continue;
1610
1611 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster.
1613 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant.
1616 */
1617
1618 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4;
1626 done_one = 1;
1627 }
1628 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 {
1631 done_one = 2;
1632 if (!detect)
1633 detect = tmp;
1634 }
1635 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match.
1638 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1641 (strstr (spell->race, tmp->race))))
1642 {
1643 done_one = 2;
1644 if (!detect)
1645 detect = tmp;
1646 }
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1;
1652 }
1653 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1654 1668
1655 /* 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
1656 * where the magic is. 1670 * where the magic is.
1657 */ 1671 */
1658 if (done_one) 1672 if (done_one)
1659 { 1673 {
1660 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1661 1675
1662 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1664 { 1678 {
1665 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1672 } 1686 }
1673 1687
1674 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1675 } 1689 }
1676 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1677 1691
1678 1692
1679 /* 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 */
1680 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])
1681 { 1695 {
1682 done_one = 0; 1696 done_one = 0;
1683 1697
1684 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1685 { 1699 {
1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1687 { 1701 {
1688 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])
1689 { 1703 {
1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1691 1705
1692 if (object *pl = tmp->visible_to ()) 1706 if (object *pl = tmp->visible_to ())
1693 esrv_update_item (UPD_FLAGS, pl, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1708 }
1695 1709
1696 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] &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1698 { 1712 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1700 1714
1701 if (object *pl = tmp->visible_to ()) 1715 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 } 1717 }
1704 } /* if item is not identified */ 1718 } /* if item is not identified */
1725 1739
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1727 1741
1728 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 { 1743 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* Explodes a fireball centered at player */
1735 tmp = get_archetype (EXPLODING_FIREBALL);
1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1741 } 1747 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 { 1753 {
1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1772 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1773 1779
1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 { 1781 {
1776 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)
1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1778 break; 1784 break;
1779 } 1785 }
1780 1786
1781 1787
1782 /* 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
1783 * 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.
1784 */ 1790 */
1785 if (plyr == NULL) 1791 if (plyr == NULL)
1786 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)
1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1788 break; 1794 break;
1789 1795
1790 if (!plyr) 1796 if (!plyr)
1791 { 1797 {
1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1793 return 0; 1799 return 0;
1794 } 1800 }
1795 /* give sp */ 1801 /* give sp */
1796 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1797 { 1803 {
1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1804 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1800 return 1; 1806 return 1;
1801 } 1807 }
1802 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr) 1809 else if (op != plyr)
1804 { 1810 {
1809 if (rate > 95) 1815 if (rate > 95)
1810 rate = 95; 1816 rate = 95;
1811 1817
1812 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1813 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1814 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1815 { 1821 {
1816 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1819 if (sucked > 0) 1825 if (sucked > 0)
1820 { 1826 {
1821 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1822 } 1828 }
1823 } 1829 }
1824 return 1; 1830 return 1;
1825 } 1831 }
1826 return 0; 1832 return 0;
1870 * monsters either. 1876 * monsters either.
1871 */ 1877 */
1872 1878
1873 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1874 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1876 && (op->level > head->level)) 1882 && (op->level > head->level))
1877 head->destroy (); 1883 head->destroy ();
1878 else 1884 else
1879 switch (head->type) 1885 switch (head->type)
1880 { 1886 {
1881 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1885 continue; 1891 continue;
1886 1892
1887 if (op->level > head->level) 1893 if (op->level > head->level)
1888 head->destroy (); 1894 head->destroy ();
1889 1895
1912 1918
1913 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1914 1920
1915 if (!god) 1921 if (!god)
1916 { 1922 {
1917 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!");
1918 return 0; 1924 return 0;
1919 } 1925 }
1920 1926
1921 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1922 { 1928 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1924 break; 1930 break;
1925 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1926 { 1932 {
1927 1933
1928 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1929 { 1935 {
1930 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);
1931 return 0; 1937 return 0;
1932 } 1938 }
1933 else 1939 else
1934 { 1940 {
1935 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1943 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1940 1946
1941 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1943 1949
1944 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);
1945 return 1; 1951 return 1;
1946 } 1952 }
1947 } 1953 }
1948 } 1954 }
1949 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!");
1950 return 0; 1957 return 0;
1951} 1958}
1952 1959
1953/* animate_weapon - 1960/* animate_weapon -
1954 * 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.
1961 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1962 */ 1969 */
1963int 1970int
1964animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1965{ 1972{
1966 object *weapon, *tmp;
1967 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1968 int a, i; 1974 int a, i;
1969 sint16 x, y; 1975 sint16 x, y;
1970 maptile *m; 1976 maptile *m;
1971 1977
1986 return 0; 1992 return 0;
1987 } 1993 }
1988 1994
1989 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
1990 if (!dir) 1996 if (!dir)
1991 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1997 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992 1998
1993 m = op->map; 1999 m = op->map;
1994 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
1995 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
1996 2002
1997 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
1998 if ((dir == -1) || (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)
1999 ((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))
2000 { 2006 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2002 return 0; 2008 return 0;
2003 } 2009 }
2004 2010
2005 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2006 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2007 2013
2008 if (!weapon) 2014 if (!weapon)
2009 { 2015 {
2010 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!");
2011 return 0; 2017 return 0;
2012 } 2018 }
2019
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2014 { 2021 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2016 return 0; 2023 return 0;
2017 } 2024 }
2025
2018 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2019 { 2027 {
2020 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.");
2021 return 0; 2029 return 0;
2022 } 2030 }
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2024 { 2033 {
2025 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));
2026 return 0; 2035 return 0;
2027 } 2036 }
2028 2037
2029 weapon = weapon->split (); 2038 weapon = weapon->split ();
2030 2039
2031 /* create the golem object */ 2040 /* create the golem object */
2032 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2033 2042
2034 /* 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 */
2035 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2036 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2037 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2038 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2039 tmp->set_owner (op); 2048 tmp->set_owner (op);
2040 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2042 2051
2043 /* 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
2044 * removed flag - it should only be set if weapon->split was 2053 * removed flag - it should only be set if weapon->split was
2045 * used above. 2054 * used above.
2046 */ 2055 */
2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2048 weapon->remove (); 2057 weapon->remove ();
2049 2058
2050 tmp->insert (weapon); 2059 tmp->insert (weapon);
2051 2060
2052 /* 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,
2053 * 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
2054 * body_info, skills, etc) 2063 * body_info, skills, etc)
2055 */ 2064 */
2056 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2057 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2058 tmp->update_stats (); 2067 tmp->update_stats ();
2059 2068
2060 /* 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
2061 * 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 -
2062 * 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.
2082 2091
2083 /* attacktype */ 2092 /* attacktype */
2084 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2085 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2086 2095
2087 if (materialtype_t *mt = name_to_material (op->materialname))
2088 {
2089 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2090 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2091 a = mt->save[0]; 2098
2092 } 2099 a = op->material->save[0];
2093 else
2094 {
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 5;
2097 a = 10;
2098 }
2099 2100
2100 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2101 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2102 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2103 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2111 /* 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 */
2112 2113
2113 if (a > 14) 2114 if (a > 14)
2114 a = 14; 2115 a = 14;
2115 2116
2116 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));
2117 2118
2118 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2119 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)));
2120 2121
2121 if (!spell->race) 2122 if (!spell->race)
2122 { 2123 {
2123 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2124 tmp->name = buf; 2125 tmp->name = buf;
2130 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 } 2133 }
2133 2134
2134 /* 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. */
2135 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2136 2137
2137 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2138 tmp->direction = dir; 2139 tmp->direction = dir;
2139 2140
2140 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2144/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2145 2146
2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2148 */ 2149 */
2149
2150int 2150int
2151cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{ 2152{
2153 int success; 2153 int success;
2154 2154
2158 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159 2159
2160 if (!success) 2160 if (!success)
2161 { 2161 {
2162 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2164 else 2164 else
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2166 } 2166 }
2167
2167 return success; 2168 return success;
2168} 2169}
2169 2170
2170/* create an aura spell object and put it in the player's inventory. 2171/* create an aura spell object and put it in the player's inventory.
2171 * as usual, op is player, caster is the object casting the spell, 2172 * as usual, op is player, caster is the object casting the spell,
2179 2180
2180 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2181 if (new_aura) 2182 if (new_aura)
2182 refresh = 1; 2183 refresh = 1;
2183 else 2184 else
2184 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2185 2186
2186 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);
2187 2188
2188 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);
2189 2190
2190 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2192 2193
2193 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2194 2195
2195 if (refresh) 2196 if (refresh)
2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2197 else 2198 else
2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2255 { 2256 {
2256 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2257 2258
2258 if (aura->other_arch) 2259 if (aura->other_arch)
2259 pos.insert (arch_to_object (aura->other_arch), aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2260 } 2261 }
2261 } 2262 }
2262 2263
2263 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2264 env->insert (aura); 2265 env->insert (aura);
2269 * op is the piece object. 2270 * op is the piece object.
2270 */ 2271 */
2271void 2272void
2272move_peacemaker (object *op) 2273move_peacemaker (object *op)
2273{ 2274{
2274 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 { 2276 {
2278 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2279 object *victim = tmp->head_ (); 2278 object *victim = tmp->head_ ();
2280 2279
2281 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2280 if (!victim->flag [FLAG_MONSTER])
2282 continue; 2281 continue;
2283 2282
2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2285 continue; 2284 continue;
2286 2285
2287 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2288 continue; 2287 continue;
2289 2288
2290 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2291 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2292 2291
2293 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2294 { 2293 {
2295 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2296 2295
2305 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2306 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2307 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2308#endif 2307#endif
2309 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2311 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2312 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2313 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2314 2313
2315 if (victim->name) 2314 if (victim->name)
2316 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);
2317 } 2316 }
2318 } 2317 }
2319} 2318}
2320
2321 2319
2322/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2324 */ 2322 */
2325
2326int 2323int
2327write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2328{ 2325{
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2333 { 2327 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2335 return 0; 2329 return 0;
2336 } 2330 }
2337 2331
2338 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2339 { 2333 {
2340 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.>");
2341 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);
2342 return 0; 2336 return 0;
2343 } 2337 }
2338
2344 if (!spell->other_arch) 2339 if (!spell->other_arch)
2345 return 0; 2340 return 0;
2346 tmp = arch_to_object (spell->other_arch);
2347 2341
2348 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2349 2343
2350 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune; 2345 tmp->msg = msg;
2352 2346
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2354 return 1; 2349 return 1;
2355} 2350}
2351

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