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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.83 by root, Tue May 6 16:55:26 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 (©) 2005,2006,2007,2008 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 == 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 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
472 473
473 op->destroy (); 474 op->destroy ();
474} 475}
475 476
476/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
478 * time delay effect. 479 * time delay effect.
479 */ 480 */
480int 481int
481cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{ 483{
483 object *dummy; 484 if (!op->is_player ())
484 int time;
485
486 if (op->type != PLAYER)
487 return 0; 485 return 0;
488 486
489 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))
490 { 488 {
491 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.");
492 return 1; 490 return 1;
493 } 491 }
494 492
495 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
496 if (dummy == NULL)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502 494
503 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));
504 if (time < 1)
505 time = 1;
506 496
507 /* 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
508 * 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
509 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
510 */ 500 */
511 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
515 505 dummy->slaying = op->contr->savebed_map;
516 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
517 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 508
523 op->insert (dummy); 509 op->insert (dummy);
524 510
525 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.");
526 512
565 551
566int 552int
567perceive_self (object *op) 553perceive_self (object *op)
568{ 554{
569 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
571 557
572 dynbuf_text buf; 558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573 559
574 if (player *pl = op->contr) 560 if (!op->is_player ())
561 return 0;
562
575 if (object *race = archetype::find (op->race)) 563 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 564 buf << " - You are a G<male|female> " << &race->name << ".\n";
577 565
578 if (object *god = find_god (determine_god (op))) 566 if (object *god = find_god (determine_god (op)))
579 buf << "You worship " << &god->name << ".\n"; 567 buf << " - You worship " << &god->name << ".\n";
580 else 568 else
581 buf << "You worship no god.\n"; 569 buf << " - You worship no god.\n";
582 570
583 object *tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
584 572
585 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
586 buf << "You feel very mundane. "; 574 buf << " - You feel very mundane. ";
587 else 575 else
588 { 576 {
589 buf << "You have: " << cp << ".\n"; 577 buf << " - You have: " << cp << ".\n";
590 578
591 if (tmp) 579 if (tmp)
592 for (int i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
594 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));
595 } 583 }
596 584
597 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 588 {
601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 590 {
603 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
604 buf << "Your metabolism isn't focused on anything.\n"; 592 buf << " - Your metabolism isn't focused on anything.\n";
605 else 593 else
606 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";
607 595
608 break; 596 break;
609 } 597 }
610 } 598 }
611 599
612 buf << '\0'; // zero-terminate 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615 601
616 return 1; 602 return 1;
617} 603}
618 604
619/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
645 631
646 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
647 (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) ||
648 ((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)))
649 { 635 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
651 return 0; 637 return 0;
652 } 638 }
653 639
654 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
655 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
656 else if (spell_ob->race) 642 else if (spell_ob->race)
657 { 643 {
658 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
659 645
660 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0; 652 return 0;
667 } 653 }
668 654
669 tmp = arch_to_object (at); 655 tmp = at->instance ();
670 } 656 }
671 else 657 else
672 { 658 {
673 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);
674 return 0; 660 return 0;
679 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
680 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);
681 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);
682 tmp->range = 0; 668 tmp->range = 0;
683 } 669 }
684 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
685 { 671 {
686 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);
687 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
688 } 674 }
689 675
690 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])
691 { 677 {
692 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);
693 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
694 } 680 }
695 681
696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
697 { 683 {
698 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);
699 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
700 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
701 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
702 } 688 }
703 689
704 /* 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,
705 * 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
706 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
707 */ 693 */
708 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op); 695 tmp->set_owner (op);
710 696
711 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
712 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
713 699
714 name = tmp->name; 700 name = tmp->name;
715 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
716 { 702 {
717 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);
718 return 0; 704 return 0;
719 } 705 }
720 706
721 /* 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 */
722 if (tmp->other_arch && tmp->other_arch->type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
724 710
725 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
726 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
727 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
728 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
748 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
749 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
750 736
751 /* 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 */
752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
753 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
754 740
755 } 741 }
756 else 742 else
757 posblocked = 1; 743 posblocked = 1;
758 744
765 { 751 {
766 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
767 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
768 754
769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
770 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
771 } 757 }
772 else 758 else
773 negblocked = 1; 759 negblocked = 1;
774 } 760 }
775 761
776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
777 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
778 764
779 return 1; 765 return 1;
780} 766}
781 767
782int 768int
783dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784{ 770{
785 uint32 dist, maxdist; 771 uint32 dist, maxdist;
786 int mflags; 772 int mflags;
787 maptile *m; 773 maptile *m;
788 sint16 sx, sy; 774 sint16 sx, sy;
790 if (op->type != PLAYER) 776 if (op->type != PLAYER)
791 return 0; 777 return 0;
792 778
793 if (!dir) 779 if (!dir)
794 { 780 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
796 return 0; 782 return 0;
797 } 783 }
798 784
799 /* 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
800 * ever, so put limits in. 786 * ever, so put limits in.
801 */ 787 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803 789
804 if (op->contr->count) 790 if (spellparam)
805 { 791 {
792 int count = atoi (spellparam);
793
806 if (op->contr->count > maxdist) 794 if (count > maxdist)
807 { 795 {
808 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
809 return 0; 797 return 0;
810 } 798 }
811 799
812 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
813 { 801 {
814 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);
815 803
816 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
817 break; 805 break;
818 806
819 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)))
820 break; 808 break;
821 } 809 }
822 810
823 if (dist < op->contr->count) 811 if (dist < count)
824 { 812 {
825 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");
826 op->contr->count = 0;
827 return 0; 814 return 0;
828 } 815 }
829
830 op->contr->count = 0;
831 816
832 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
833 * 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,
834 * 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
835 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
877 break; 862 break;
878 863
879 } 864 }
880 if (!dist) 865 if (!dist)
881 { 866 {
882 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
883 return 0; 868 return 0;
884 } 869 }
885 } 870 }
886 871
887 /* Actually move the player now */ 872 /* Actually move the player now */
888 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)))
889 return 1; 874 return 1;
890 875
891 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
892 return 1; 878 return 1;
893} 879}
894 880
895/* cast_heal: Heals something. 881/* cast_heal: Heals something.
896 * op is the caster. 882 * op is the caster.
951 if (cure_disease (tmp, op, spell)) 937 if (cure_disease (tmp, op, spell))
952 success = 1; 938 success = 1;
953 939
954 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
955 { 941 {
956 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
957 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
958 if (poison) 944 if (poison)
959 { 945 {
960 success = 1; 946 success = 1;
961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
963 } 949 }
964 } 950 }
965 951
966 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
967 { 953 {
968 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
969 if (poison) 955 if (poison)
970 { 956 {
971 success = 1; 957 success = 1;
972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
973 poison->duration = 1; 959 poison->duration = 1;
974 } 960 }
975 } 961 }
976 962
977 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
978 { 964 {
979 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
980 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
981 if (poison) 967 if (poison)
982 { 968 {
983 success = 1; 969 success = 1;
984 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.");
1002 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1003 success = 1; 989 success = 1;
1004 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!");
1005 } 991 }
1006 992
1007 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1008 { 994 {
1009 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1010 996 min_it (tmp->stats.food, MAX_FOOD);
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013 997
1014 success = 1; 998 success = 1;
1015 /* 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 */
1016 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");
1017 } 1001 }
1032 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1033 "You are no easier to look at.", 1017 "You are no easier to look at.",
1034}; 1018};
1035 1019
1036int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1037cast_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)
1038{ 1028{
1039 object *force = NULL; 1029 object *force = 0;
1040 int i; 1030 int i;
1041 1031
1042 /* 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. */
1043 object *tmp = dir 1033 object *tmp = dir
1044 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1045 : op; 1035 : op;
1046 1036
1047 if (!tmp) 1037 if (!tmp)
1048 return 0; 1038 return 0;
1049 1039
1050 /* 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. */
1058 break; 1048 break;
1059 } 1049 }
1060 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 { 1051 {
1062 if (!silent) 1052 if (!silent)
1063 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
1064 return 0; 1056 return 0;
1065 } 1057 }
1066 } 1058 }
1067 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1068 if (force == NULL) 1063 if (force)
1069 {
1070 force = get_archetype (FORCE_NAME);
1071 force->subtype = FORCE_CHANGE_ABILITY;
1072 if (spell_ob->race)
1073 force->name = spell_ob->race;
1074 else
1075 force->name = spell_ob->name;
1076 force->name_pl = spell_ob->name;
1077 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1078
1079 } 1064 {
1080 else
1081 {
1082 int duration;
1083
1084 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1085 if (duration > force->duration) 1065 if (duration > force->duration)
1086 { 1066 {
1087 force->duration = duration; 1067 force->duration = duration;
1088 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.");
1089 } 1069 }
1090 else 1070 else
1091 {
1092 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.");
1093 }
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)
1170 */ 1156 */
1171int 1157int
1172cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{ 1159{
1174 int i; 1160 int i;
1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1176 1162
1177 /* 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. */
1178 if (dir != 0) 1164 if (dir != 0)
1179 { 1165 {
1180 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1181 } 1170 }
1182 else 1171 else
1183 {
1184 tmp = op; 1172 tmp = op;
1185 }
1186 1173
1187 /* 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. */
1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1189 { 1176 {
1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 { 1178 {
1192 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1193 { 1180 {
1199 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);
1200 return 0; 1187 return 0;
1201 } 1188 }
1202 } 1189 }
1203 } 1190 }
1191
1204 if (force == NULL) 1192 if (force == NULL)
1205 { 1193 {
1206 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1207 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1208 if (spell_ob->race) 1196 if (spell_ob->race)
1209 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1210 else 1198 else
1211 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1226 { 1214 {
1227 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.");
1228 } 1216 }
1229 return 0; 1217 return 0;
1230 } 1218 }
1219
1231 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;
1232 force->speed = 1.0; 1221 force->speed = 1.0;
1233 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1234 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1235 1224
1236 if (!god) 1225 if (!god)
1237 { 1226 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1239 } 1228 }
1240 else 1229 else
1241 { 1230 {
1242 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1243 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1244 {
1245 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1246 {
1247 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]);
1248 } 1235
1249 }
1250 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1251 1237
1252 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1253 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1254 1240
1274 1260
1275/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1276 * 1262 *
1277 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1278 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1279 * 1265 *
1280 * 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
1281 * itself. It uses the value of the object before charisma adjustments, 1267 * itself. It uses the value of the object before charisma adjustments,
1282 * because the nuggets themselves will be will be adjusted by charisma 1268 * because the nuggets themselves will be will be adjusted by charisma
1283 * when sold. 1269 * when sold.
1284 * 1270 *
1296 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1297 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1298 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1299 * the stuff back to town. 1285 * the stuff back to town.
1300 */ 1286 */
1301 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1302 value = 0; 1288 value = 0;
1303 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1304 value /= 3; 1290 value /= 3;
1305 else 1291 else
1306 value = value * 9 / 10; 1292 value = value * 9 / 10;
1319 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1320 return 0; 1306 return 0;
1321 1307
1322 archetype *nugget[3]; 1308 archetype *nugget[3];
1323 1309
1324 nugget[0] = archetype::find ("pyrite3"); 1310 nugget[0] = archetype::find (shstr_pyrite3);
1325 nugget[1] = archetype::find ("pyrite2"); 1311 nugget[1] = archetype::find (shstr_pyrite2);
1326 nugget[2] = archetype::find ("pyrite"); 1312 nugget[2] = archetype::find (shstr_pyrite);
1327 1313
1328 /* 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
1329 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1330 * in sight 1316 * in sight
1331 */ 1317 */
1360 1346
1361 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)
1362 { 1348 {
1363 next = tmp->above; 1349 next = tmp->above;
1364 1350
1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1367 { 1353 {
1368 if (tmp->inv) 1354 if (tmp->inv)
1369 { 1355 {
1370 object *next1, *tmp1; 1356 object *next1, *tmp1;
1371 1357
1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1373 { 1359 {
1374 next1 = tmp1->below; 1360 next1 = tmp1->below;
1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1377 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1378 } 1364 }
1379 } 1365 }
1380 1366
1381 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1386 } 1372 }
1387 1373
1388 value -= rndm (value >> 4); 1374 value -= rndm (value >> 4);
1389 value = min (value, value_max); 1375 value = min (value, value_max);
1390 1376
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1377 for (int i = 0; i < array_length (nugget); ++i)
1392 if (int nrof = value / nugget [i]->value) 1378 if (int nrof = value / nugget [i]->value)
1393 { 1379 {
1394 value -= nrof * nugget[i]->value; 1380 value -= nrof * nugget[i]->value;
1395 1381
1396 object *tmp = arch_to_object (nugget[i]); 1382 object *tmp = nugget[i]->instance ();
1397 tmp->nrof = nrof; 1383 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true; 1384 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0); 1385 op->map->insert (tmp, x, y, op, 0);
1400 } 1386 }
1401 1387
1412 * items. 1398 * items.
1413 */ 1399 */
1414int 1400int
1415remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1416{ 1402{
1417 object *tmp;
1418 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1419 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
1420 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1424 { 1413 {
1425 was_one++; 1414 ++was_one;
1426 1415
1427 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1428 { 1417 {
1429 success++; 1418 ++success;
1430 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1432 1420
1433 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1435 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1436 1425
1437 if (object *pl = tmp->visible_to ()) 1426 if (object *pl = tmp->visible_to ())
1438 esrv_update_item (UPD_FLAGS, pl, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1439 } 1428 }
1440 } 1429 }
1441 1430
1442 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1443 { 1432 {
1444 if (success) 1433 if (success)
1445 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.>");
1446 else 1435 else
1447 { 1436 {
1448 if (was_one) 1437 if (was_one)
1449 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.>");
1450 else 1439 else
1451 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.>");
1452 } 1441 }
1453 } 1442 }
1454 1443
1455 return success; 1444 return success;
1456} 1445}
1457 1446
1458/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1459int 1448int
1460cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1461{ 1450{
1462 dynbuf_text buf; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1463 object *tmp;
1464 1452
1465 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));
1466 1454
1467 if (num_ident < 1) 1455 op->splay_marked ();
1468 num_ident = 1;
1469 1456
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1458 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1473 { 1460 {
1474 identify (tmp); 1461 identify (tmp);
1475 1462
1476 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1477 { 1464 {
1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1479 1466
1480 if (tmp->msg) 1467 if (tmp->msg)
1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1482 } 1469 }
1483 1470
1484 num_ident--;
1485 if (!num_ident) 1471 if (!--num_ident)
1486 break; 1472 break;
1487 } 1473 }
1488 } 1474 }
1489 1475
1490 /* 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
1491 * 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
1492 * was not fully used. 1478 * was not fully used.
1493 */ 1479 */
1494 if (num_ident) 1480 if (num_ident)
1495 { 1481 {
1496 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)
1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1498 { 1484 {
1499 identify (tmp); 1485 identify (tmp);
1500 1486
1501 if (object *pl = tmp->visible_to ()) 1487 if (object *pl = tmp->visible_to ())
1502 { 1488 {
1503 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));
1504 1490
1505 if (tmp->msg) 1491 if (tmp->msg)
1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1507 } 1493 }
1508 1494
1509 num_ident--;
1510 if (!num_ident) 1495 if (!--num_ident)
1511 break; 1496 break;
1512 } 1497 }
1513 } 1498 }
1514 1499
1515 if (buf.empty ()) 1500 if (buf.empty ())
1529 1514
1530int 1515int
1531cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1532{ 1517{
1533 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1534 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1535 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1536 maptile *m; 1521 maptile *m;
1537 1522
1538 /* 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
1539 * doing it over and over again. 1524 * doing it over and over again.
1540 */ 1525 */
1541 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1542 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1544 1529
1545 if (!skill) 1530 if (!skill)
1546 skill = caster; 1531 skill = caster;
1547 1532
1548 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1549 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1550 { 1535 {
1551 m = op->map;
1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1555
1556 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1539 * down - that is easier than working up.
1560 */ 1540 */
1561 1541
1562 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)
1563 last = tmp; 1543 last = tmp;
1564 1544
1565 /* 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
1566 * would happen. 1546 * would happen.
1567 */ 1547 */
1568 if (!last) 1548 if (!last)
1569 continue; 1549 continue;
1570 1550
1571 done_one = 0; 1551 done_one = 0;
1572 floor = 0; 1552 floor = 0;
1573 detect = NULL; 1553 detect = 0;
1574 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1555 {
1576 /* show invisible */ 1556 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1578 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1581 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1582 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
1583 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1584 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1585 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)
1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1587 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)))
1588 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1589 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)
1590 { 1581 {
1591 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
1592 done_one = 1; 1664 done_one = 1;
1593 } 1665 }
1594 } 1666 }
1595
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1;
1598
1599 /* All detections below this point don't descend beneath the floor,
1600 * so just continue on. We could be clever and look at the type of
1601 * detection to completely break out if we don't care about objects beneath
1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1603 */
1604 if (floor)
1605 continue;
1606
1607 /* I had thought about making detect magic and detect curse
1608 * show the flash the magic item like it does for detect monster.
1609 * however, if the object is within sight, this would then make it
1610 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparant.
1612 */
1613
1614 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1617 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4;
1622 done_one = 1;
1623 }
1624 /* detect monster */
1625 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1626 {
1627 done_one = 2;
1628 if (!detect)
1629 detect = tmp;
1630 }
1631 /* Basically, if race is set in the spell, then the creatures race must
1632 * match that. if the spell race is set to GOD, then the gods opposing
1633 * race must match.
1634 */
1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1637 (strstr (spell->race, tmp->race))))
1638 {
1639 done_one = 2;
1640 if (!detect)
1641 detect = tmp;
1642 }
1643 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 {
1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1650 1668
1651 /* 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
1652 * where the magic is. 1670 * where the magic is.
1653 */ 1671 */
1654 if (done_one) 1672 if (done_one)
1655 { 1673 {
1656 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1657 1675
1658 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1659 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1660 { 1678 {
1661 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1662 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1663 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1664 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1665 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1668 } 1686 }
1669 1687
1670 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1671 } 1689 }
1672 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1673 1691
1674 1692
1675 /* 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 */
1676 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])
1677 { 1695 {
1678 done_one = 0; 1696 done_one = 0;
1679 1697
1680 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1681 { 1699 {
1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1683 { 1701 {
1684 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])
1685 { 1703 {
1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1687 1705
1688 if (object *pl = tmp->visible_to ()) 1706 if (object *pl = tmp->visible_to ())
1689 esrv_update_item (UPD_FLAGS, pl, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1690 } 1708 }
1691 1709
1692 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] &&
1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1694 { 1712 {
1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1696 1714
1697 if (object *pl = tmp->visible_to ()) 1715 if (object *pl = tmp->visible_to ())
1698 esrv_update_item (UPD_FLAGS, pl, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1717 }
1700 } /* if item is not identified */ 1718 } /* if item is not identified */
1721 1739
1722 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.");
1723 1741
1724 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 { 1743 {
1726 object *tmp;
1727
1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1729
1730 /* Explodes a fireball centered at player */
1731 tmp = get_archetype (EXPLODING_FIREBALL);
1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1734
1735 tmp->insert_at (victim);
1736 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1737 } 1747 }
1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1739 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.");
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1741 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!");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 { 1753 {
1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1768 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1769 1779
1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 { 1781 {
1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1774 break; 1784 break;
1775 } 1785 }
1776 1786
1777 1787
1778 /* If we did not find a player in the specified direction, transfer 1788 /* If we did not find a player in the specified direction, transfer
1779 * to anyone on top of us. This is used for the rune of transference mostly. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
1780 */ 1790 */
1781 if (plyr == NULL) 1791 if (plyr == NULL)
1782 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1784 break; 1794 break;
1785 1795
1786 if (!plyr) 1796 if (!plyr)
1787 { 1797 {
1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1789 return 0; 1799 return 0;
1790 } 1800 }
1791 /* give sp */ 1801 /* give sp */
1792 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1793 { 1803 {
1794 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);
1795 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1796 return 1; 1806 return 1;
1797 } 1807 }
1798 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1799 else if (op != plyr) 1809 else if (op != plyr)
1800 { 1810 {
1805 if (rate > 95) 1815 if (rate > 95)
1806 rate = 95; 1816 rate = 95;
1807 1817
1808 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1809 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1810 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1811 { 1821 {
1812 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1815 if (sucked > 0) 1825 if (sucked > 0)
1816 { 1826 {
1817 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1818 } 1828 }
1819 } 1829 }
1820 return 1; 1830 return 1;
1821 } 1831 }
1822 return 0; 1832 return 0;
1866 * monsters either. 1876 * monsters either.
1867 */ 1877 */
1868 1878
1869 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1870 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1872 && (op->level > head->level)) 1882 && (op->level > head->level))
1873 head->destroy (); 1883 head->destroy ();
1874 else 1884 else
1875 switch (head->type) 1885 switch (head->type)
1876 { 1886 {
1877 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1881 continue; 1891 continue;
1882 1892
1883 if (op->level > head->level) 1893 if (op->level > head->level)
1884 head->destroy (); 1894 head->destroy ();
1885 1895
1908 1918
1909 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1910 1920
1911 if (!god) 1921 if (!god)
1912 { 1922 {
1913 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1914 return 0; 1924 return 0;
1915 } 1925 }
1916 1926
1917 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1918 { 1928 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1920 break; 1930 break;
1921 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1922 { 1932 {
1923 1933
1924 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1925 { 1935 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0; 1937 return 0;
1928 } 1938 }
1929 else 1939 else
1930 { 1940 {
1931 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf; 1943 tmp->name = buf;
1934 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1935 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1936 1946
1937 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1939 1949
1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1941 return 1; 1951 return 1;
1942 } 1952 }
1943 } 1953 }
1944 } 1954 }
1945 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
1946 return 0; 1957 return 0;
1947} 1958}
1948 1959
1949/* animate_weapon - 1960/* animate_weapon -
1950 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1957 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1958 */ 1969 */
1959int 1970int
1960animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1961{ 1972{
1962 object *weapon, *tmp;
1963 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1964 int a, i; 1974 int a, i;
1965 sint16 x, y; 1975 sint16 x, y;
1966 maptile *m; 1976 maptile *m;
1967 1977
1982 return 0; 1992 return 0;
1983 } 1993 }
1984 1994
1985 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
1986 if (!dir) 1996 if (!dir)
1987 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);
1988 1998
1989 m = op->map; 1999 m = op->map;
1990 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
1991 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
1992 2002
1993 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
1994 if ((dir == -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)
1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 { 2006 {
1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
1998 return 0; 2008 return 0;
1999 } 2009 }
2000 2010
2001 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2002 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2003 2013
2004 if (!weapon) 2014 if (!weapon)
2005 { 2015 {
2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2016 op->failmsg ("You must mark a weapon to use with this spell!");
2007 return 0; 2017 return 0;
2008 } 2018 }
2019
2009 if (spell->race && strcmp (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 }
2025
2014 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2015 { 2027 {
2016 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.");
2017 return 0; 2029 return 0;
2018 } 2030 }
2019 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2020 { 2033 {
2021 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));
2022 return 0; 2035 return 0;
2023 } 2036 }
2024 2037
2025 weapon = weapon->split (); 2038 weapon = weapon->split ();
2026 2039
2027 /* create the golem object */ 2040 /* create the golem object */
2028 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2029 2042
2030 /* 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 */
2031 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2032 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2033 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2034 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2035 tmp->set_owner (op); 2048 tmp->set_owner (op);
2036 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2038 2051
2039 /* 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
2040 * removed flag - it should only be set if weapon->split was 2053 * removed flag - it should only be set if weapon->split was
2041 * used above. 2054 * used above.
2042 */ 2055 */
2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2044 weapon->remove (); 2057 weapon->remove ();
2045 2058
2046 tmp->insert (weapon); 2059 tmp->insert (weapon);
2047 2060
2048 /* 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,
2049 * 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
2050 * body_info, skills, etc) 2063 * body_info, skills, etc)
2051 */ 2064 */
2052 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2053 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2054 tmp->update_stats (); 2067 tmp->update_stats ();
2055 2068
2056 /* 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
2057 * 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 -
2058 * 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.
2078 2091
2079 /* attacktype */ 2092 /* attacktype */
2080 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2081 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2082 2095
2083 if (materialtype_t *mt = name_to_material (op->materialname))
2084 {
2085 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2086 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2087 a = mt->save[0]; 2098
2088 } 2099 a = op->material->save[0];
2089 else
2090 {
2091 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 5;
2093 a = 10;
2094 }
2095 2100
2096 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2097 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2098 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2099 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2107 /* 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 */
2108 2113
2109 if (a > 14) 2114 if (a > 14)
2110 a = 14; 2115 a = 14;
2111 2116
2112 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));
2113 2118
2114 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2115 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)));
2116 2121
2117 if (!spell->race) 2122 if (!spell->race)
2118 { 2123 {
2119 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2120 tmp->name = buf; 2125 tmp->name = buf;
2126 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2128 } 2133 }
2129 2134
2130 /* 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. */
2131 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));
2132 2137
2133 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2134 tmp->direction = dir; 2139 tmp->direction = dir;
2135 2140
2136 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2140/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2141 2146
2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2143 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2144 */ 2149 */
2145
2146int 2150int
2147cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{ 2152{
2149 int success; 2153 int success;
2150 2154
2154 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2155 2159
2156 if (!success) 2160 if (!success)
2157 { 2161 {
2158 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2160 else 2164 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2162 } 2166 }
2167
2163 return success; 2168 return success;
2164} 2169}
2165 2170
2166/* 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.
2167 * 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,
2175 2180
2176 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2177 if (new_aura) 2182 if (new_aura)
2178 refresh = 1; 2183 refresh = 1;
2179 else 2184 else
2180 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2181 2186
2182 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);
2183 2188
2184 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);
2185 2190
2186 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2187 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2188 2193
2189 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2190 2195
2191 if (refresh) 2196 if (refresh)
2192 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.");
2193 else 2198 else
2194 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.");
2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2251 { 2256 {
2252 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2253 2258
2254 if (aura->other_arch) 2259 if (aura->other_arch)
2255 pos.insert (arch_to_object (aura->other_arch), aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2256 } 2261 }
2257 } 2262 }
2258 2263
2259 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2260 env->insert (aura); 2265 env->insert (aura);
2265 * op is the piece object. 2270 * op is the piece object.
2266 */ 2271 */
2267void 2272void
2268move_peacemaker (object *op) 2273move_peacemaker (object *op)
2269{ 2274{
2270 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2271
2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; 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 }
2315} 2318}
2316
2317 2319
2318/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2319 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2320 */ 2322 */
2321
2322int 2323int
2323write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2324{ 2325{
2325 char rune[HUGE_BUF];
2326 object *tmp;
2327
2328 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2329 { 2327 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2331 return 0; 2329 return 0;
2332 } 2330 }
2333 2331
2334 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2335 { 2333 {
2336 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.>");
2337 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);
2338 return 0; 2336 return 0;
2339 } 2337 }
2338
2340 if (!spell->other_arch) 2339 if (!spell->other_arch)
2341 return 0; 2340 return 0;
2342 tmp = arch_to_object (spell->other_arch);
2343 2341
2344 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2345 2343
2346 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2347 tmp->msg = rune; 2345 tmp->msg = msg;
2348 2346
2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2350 return 1; 2349 return 1;
2351} 2350}
2351

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