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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.86 by root, Fri Aug 29 06:47:16 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 || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 77 wand->destroy ();
76 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 80
79 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
81 83
92 94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else 97 else
96 { 98 {
97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 108
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
111 } 113 }
112 114
113 return 1; 115 return 1;
114} 116}
122 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126int 128int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 130{
129 int bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 132 const char *missile_name = "arrow";
131 133
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 136 missile_name = tmp->race;
135 137
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 139
138 archetype *missile_arch = archetype::find (missile_name); 140 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 145 return 0;
144 } 146 }
145 147
146 object *missile = missile_arch->instance (); 148 object *missile = missile_arch->instance ();
147 149
148 if (stringarg) 150 if (spellparam)
149 { 151 {
150 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
152 { 154 {
153 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
154 156
155 for (; al; al = al->next) 157 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
157 break; 159 break;
158 160
159 if (!al) 161 if (!al)
160 { 162 {
161 missile->destroy (); 163 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
163 return 0; 165 return 0;
164 } 166 }
165 167
166 if (al->item->slaying) 168 if (al->item->slaying)
167 { 169 {
168 missile->destroy (); 170 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 172 return 0;
171 } 173 }
172 174
173 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
177 */ 179 */
178 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 181 missile_plus = 0;
180 } 182 }
181 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
183 } 185 }
184 186
185 missile_plus = clamp (missile_plus, -4, 4); 187 missile_plus = clamp (missile_plus, -4, 4);
186 188
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 194
193 missile->magic = missile_plus; 195 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
195 missile->value = 0; 197 missile->value = 0;
196 198
197 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
198 200
199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
200 pick_up (op, missile); 206 pick_up (op, missile);
201 207
202 return 1; 208 return 1;
203} 209}
204 210
205
206/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 213int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 215{
211 int food_value; 216 int food_value;
212 archetype *at = NULL; 217 archetype *at = NULL;
213 object *new_op; 218 object *new_op;
214 219
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 221
217 if (stringarg) 222 if (spellparam)
218 { 223 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 225 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 228 spellparam = NULL;
224 } 229 }
225 230
226 if (!stringarg) 231 if (!spellparam)
227 { 232 {
228 archetype *at_tmp; 233 archetype *at_tmp;
229 234
230 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
256 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = at->instance ();
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
271 new_op->nrof = 1; 276 new_op->nrof = 1;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 302
298 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
299 break; 304 break;
300 305
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 307 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 309 return 0;
305 } 310 }
306 311
307 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
308 { 313 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 316 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 318 if (tmp->head != NULL)
314 tmp = tmp->head; 319 tmp = tmp->head;
315 examine_monster (op, tmp); 320 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
339 { 344 {
340 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
342 { 347 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
344 return 0; 349 return 0;
345 350
346 return 1; 351 return 1;
347 } 352 }
348 353
349 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 356 return 1;
352 357
353 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
354 if (!mon->race) 359 if (!mon->race)
355 return 0; 360 return 0;
356 361
357 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 363 return 1;
359 364
360 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
361 return 0; 366 return 0;
362 } 367 }
379int 384int
380cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
381{ 386{
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 390 return 0;
386 } 391 }
387 392
388 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 394 * and if statement or two.
390 */ 395 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
392 /* max duration */ 398 /* limit duration */
393 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 400
396 if (op->type == PLAYER) 401 if (op->type == PLAYER)
397 { 402 {
398 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
399 404
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404 409
405 op->contr->hidden = 0; 410 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 431 */
427int 432int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 434{
430 object *tmp, *next;
431 int range, i, j, mflags; 435 int range, i, j, mflags;
432 sint16 sx, sy; 436 sint16 sx, sy;
433 maptile *m; 437 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 438
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 440
440 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 448
448 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
449 continue; 450 continue;
450 451
451 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
452 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)
453 { 454 {
454 next = tmp->above; 455 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 459 }
458 } 460 }
459 461
460 return 1; 462 return 1;
462 464
463void 465void
464execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
465{ 467{
466 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 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.");
470 else 471 else
471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
473 473
474 op->destroy (); 474 op->destroy ();
475} 475}
476 476
477/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
479 * time delay effect. 479 * time delay effect.
480 */ 480 */
481int 481int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 483{
484 object *dummy; 484 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 485 return 0;
489 486
490 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))
491 { 488 {
492 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.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
497 494
498 if (!dummy)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 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));
506 if (time < 1)
507 time = 1;
508 496
509 /* 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
510 * 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
511 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
512 */ 500 */
513 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
517 505 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 508
525 op->insert (dummy); 509 op->insert (dummy);
526 510
527 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.");
528 512
567 551
568int 552int
569perceive_self (object *op) 553perceive_self (object *op)
570{ 554{
571 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
573 557
574 dynbuf_text buf; 558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 559
576 if (player *pl = op->contr) 560 if (!op->is_player ())
561 return 0;
562
577 if (object *race = archetype::find (op->race)) 563 if (object *race = archetype::find (op->race))
578 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 564 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 565
580 if (object *god = find_god (determine_god (op))) 566 if (object *god = find_god (determine_god (op)))
581 buf << "You worship " << &god->name << ".\n"; 567 buf << " - You worship " << &god->name << ".\n";
582 else 568 else
583 buf << "You worship no god.\n"; 569 buf << " - You worship no god.\n";
584 570
585 object *tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
586 572
587 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
588 buf << "You feel very mundane. "; 574 buf << " - You feel very mundane. ";
589 else 575 else
590 { 576 {
591 buf << "You have: " << cp << ".\n"; 577 buf << " - You have: " << cp << ".\n";
592 578
593 if (tmp) 579 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
596 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));
597 } 583 }
598 584
599 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 588 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 590 {
605 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
606 buf << "Your metabolism isn't focused on anything.\n"; 592 buf << " - Your metabolism isn't focused on anything.\n";
607 else 593 else
608 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";
609 595
610 break; 596 break;
611 } 597 }
612 } 598 }
613 599
614 buf << '\0'; // zero-terminate 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 601
618 return 1; 602 return 1;
619} 603}
620 604
621/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
647 631
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
649 (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) ||
650 ((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)))
651 { 635 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
653 return 0; 637 return 0;
654 } 638 }
655 639
656 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 642 else if (spell_ob->race)
659 { 643 {
660 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
661 645
662 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 652 return 0;
669 } 653 }
670 654
671 tmp = arch_to_object (at); 655 tmp = at->instance ();
672 } 656 }
673 else 657 else
674 { 658 {
675 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);
676 return 0; 660 return 0;
681 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
682 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);
683 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);
684 tmp->range = 0; 668 tmp->range = 0;
685 } 669 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
687 { 671 {
688 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);
689 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
690 } 674 }
691 675
692 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])
693 { 677 {
694 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);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
696 } 680 }
697 681
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 683 {
700 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);
701 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
704 } 688 }
705 689
706 /* 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,
707 * 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
708 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
709 */ 693 */
710 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op); 695 tmp->set_owner (op);
712 696
713 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
714 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
715 699
716 name = tmp->name; 700 name = tmp->name;
717 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
718 { 702 {
719 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);
720 return 0; 704 return 0;
721 } 705 }
722 706
723 /* 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 */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 710
727 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
750 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
752 736
753 /* 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 */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
756 740
757 } 741 }
758 else 742 else
759 posblocked = 1; 743 posblocked = 1;
760 744
767 { 751 {
768 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
770 754
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
773 } 757 }
774 else 758 else
775 negblocked = 1; 759 negblocked = 1;
776 } 760 }
777 761
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
780 764
781 return 1; 765 return 1;
782} 766}
783 767
784int 768int
785dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 770{
787 uint32 dist, maxdist; 771 uint32 dist, maxdist;
788 int mflags; 772 int mflags;
789 maptile *m; 773 maptile *m;
790 sint16 sx, sy; 774 sint16 sx, sy;
792 if (op->type != PLAYER) 776 if (op->type != PLAYER)
793 return 0; 777 return 0;
794 778
795 if (!dir) 779 if (!dir)
796 { 780 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
798 return 0; 782 return 0;
799 } 783 }
800 784
801 /* 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
802 * ever, so put limits in. 786 * ever, so put limits in.
803 */ 787 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 789
806 if (op->contr->count) 790 if (spellparam)
807 { 791 {
792 int count = atoi (spellparam);
793
808 if (op->contr->count > maxdist) 794 if (count > maxdist)
809 { 795 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
811 return 0; 797 return 0;
812 } 798 }
813 799
814 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
815 { 801 {
816 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);
817 803
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 805 break;
820 806
821 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)))
822 break; 808 break;
823 } 809 }
824 810
825 if (dist < op->contr->count) 811 if (dist < count)
826 { 812 {
827 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");
828 op->contr->count = 0;
829 return 0; 814 return 0;
830 } 815 }
831
832 op->contr->count = 0;
833 816
834 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
835 * 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,
836 * 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
837 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
879 break; 862 break;
880 863
881 } 864 }
882 if (!dist) 865 if (!dist)
883 { 866 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
885 return 0; 868 return 0;
886 } 869 }
887 } 870 }
888 871
889 /* Actually move the player now */ 872 /* Actually move the player now */
890 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)))
891 return 1; 874 return 1;
892 875
893 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
894 return 1; 878 return 1;
895} 879}
896 880
897/* cast_heal: Heals something. 881/* cast_heal: Heals something.
898 * op is the caster. 882 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 937 if (cure_disease (tmp, op, spell))
954 success = 1; 938 success = 1;
955 939
956 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
957 { 941 {
958 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
960 if (poison) 944 if (poison)
961 { 945 {
962 success = 1; 946 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 949 }
966 } 950 }
967 951
968 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
969 { 953 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 955 if (poison)
972 { 956 {
973 success = 1; 957 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 959 poison->duration = 1;
976 } 960 }
977 } 961 }
978 962
979 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
980 { 964 {
981 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
983 if (poison) 967 if (poison)
984 { 968 {
985 success = 1; 969 success = 1;
986 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.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 989 success = 1;
1006 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!");
1007 } 991 }
1008 992
1009 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 994 {
1011 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1012 996 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 997
1016 success = 1; 998 success = 1;
1017 /* 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 */
1018 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");
1019 } 1001 }
1034 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1017 "You are no easier to look at.",
1036}; 1018};
1037 1019
1038int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1039cast_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)
1040{ 1028{
1041 object *force = NULL; 1029 object *force = 0;
1042 int i; 1030 int i;
1043 1031
1044 /* 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. */
1045 object *tmp = dir 1033 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1035 : op;
1048 1036
1049 if (!tmp) 1037 if (!tmp)
1050 return 0; 1038 return 0;
1051 1039
1052 /* 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. */
1060 break; 1048 break;
1061 } 1049 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1051 {
1064 if (!silent) 1052 if (!silent)
1065 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
1066 return 0; 1056 return 0;
1067 } 1057 }
1068 } 1058 }
1069 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1070 if (force == NULL) 1063 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1064 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1065 if (duration > force->duration)
1088 { 1066 {
1089 force->duration = duration; 1067 force->duration = duration;
1090 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1091 } 1069 }
1092 else 1070 else
1093 {
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 }
1096 1072
1097 return 1; 1073 return 1;
1098 } 1074 }
1099 1075
1100 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
1101 force->speed = 1.0; 1091 force->speed = 1.0;
1102 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1104 1094
1105 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1107 {
1108 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1109 {
1110 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));
1111 if (force->resist[i] > 100)
1112 force->resist[i] = 100;
1113 }
1114 }
1115 1099
1116 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1117 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);
1118 1102
1119 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1138 } 1122 }
1139 } 1123 }
1140 1124
1141 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1142 1126
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1144 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1145 1129
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1147 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1148 1132
1149 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1151 { 1135 {
1152 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1205 } 1189 }
1206 } 1190 }
1207 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, 0, 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!");
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
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 < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
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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