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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.103 by elmex, Mon Jun 8 08:57:34 2009 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
57} 59}
58 60
59int 61int
60recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
61{ 63{
62 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
66 if (!wand || wand->type != WAND) 68 if (!wand || wand->type != WAND)
67 { 69 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 71 return 0;
70 } 72 }
73
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 75 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 77 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 78 wand->destroy ();
76 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 81
79 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
81 84
92 95
93 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
95 else 98 else
96 { 99 {
97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 101 return 0;
99 } 102 }
100 103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 109
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 111 {
109 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 113 wand->set_speed (wand->arch->speed);
111 } 114 }
112 115
113 return 1; 116 return 1;
114} 117}
122 * The # of arrows created also goes up with level, so if a 30th level mage 125 * 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 126 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
125 */ 128 */
126int 129int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 131{
129 int bonus_plus = 0; 132 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 133 const char *missile_name = "arrow";
131 134
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 137 missile_name = tmp->race;
135 138
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 140
138 archetype *missile_arch = archetype::find (missile_name); 141 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 146 return 0;
144 } 147 }
145 148
146 object *missile = missile_arch->instance (); 149 object *missile = missile_arch->instance ();
147 150
148 if (stringarg) 151 if (spellparam)
149 { 152 {
150 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
152 { 155 {
153 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
154 157
155 for (; al; al = al->next) 158 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
157 break; 160 break;
158 161
159 if (!al) 162 if (!al)
160 { 163 {
161 missile->destroy (); 164 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
163 return 0; 166 return 0;
164 } 167 }
165 168
166 if (al->item->slaying) 169 if (al->item->slaying)
167 { 170 {
168 missile->destroy (); 171 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 173 return 0;
171 } 174 }
172 175
173 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 177 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
177 */ 180 */
178 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 182 missile_plus = 0;
180 } 183 }
181 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
183 } 186 }
184 187
185 missile_plus = clamp (missile_plus, -4, 4); 188 missile_plus = clamp (missile_plus, -4, 4);
186 189
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 195
193 missile->magic = missile_plus; 196 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
195 missile->value = 0; 198 missile->value = 0;
196 199
197 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
198 201
199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
200 pick_up (op, missile); 207 pick_up (op, missile);
201 208
202 return 1; 209 return 1;
203} 210}
204 211
205
206/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 214int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 216{
211 int food_value; 217 int food_value;
212 archetype *at = NULL; 218 archetype *at = NULL;
213 object *new_op; 219 object *new_op;
214 220
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 222
217 if (stringarg) 223 if (spellparam)
218 { 224 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 226 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 229 spellparam = NULL;
224 } 230 }
225 231
226 if (!stringarg) 232 if (!spellparam)
227 { 233 {
228 archetype *at_tmp; 234 archetype *at_tmp;
229 235
230 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
256 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
257 * know 263 * know
258 */ 264 */
259 if (!at) 265 if (!at)
260 { 266 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 268 return 0;
263 } 269 }
264 270
265 food_value /= at->stats.food; 271 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 272 new_op = at->instance ();
267 new_op->nrof = food_value; 273 new_op->nrof = food_value;
268 274
269 new_op->value = 0; 275 new_op->value = 0;
270 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
271 new_op->nrof = 1; 277 new_op->nrof = 1;
288 } 294 }
289 295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
294 300
295 m = op->map; 301 m = op->map;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 303
298 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
299 break; 305 break;
300 306
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 308 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
306 312
307 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
308 { 314 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 315 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))) 316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 317 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 319 if (tmp->head != NULL)
314 tmp = tmp->head; 320 tmp = tmp->head;
315 examine_monster (op, tmp); 321 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
339 { 345 {
340 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
342 { 348 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
344 return 0; 350 return 0;
345 351
346 return 1; 352 return 1;
347 } 353 }
348 354
379int 385int
380cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
381{ 387{
382 if (op->invisible > 1000) 388 if (op->invisible > 1000)
383 { 389 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 391 return 0;
386 } 392 }
387 393
388 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 395 * and if statement or two.
390 */ 396 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
392 /* max duration */ 399 /* limit duration */
393 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 401
396 if (op->type == PLAYER) 402 if (op->type == PLAYER)
397 { 403 {
398 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
399 405
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
402 else 408 else
403 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 } 410 }
407 411
408 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
410 else 414 else
447 // earth to dust tears down everything that can be torn down 451 // earth to dust tears down everything that can be torn down
448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 453 {
450 next = tmp->above; 454 next = tmp->above;
451 455
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 458 }
455 } 459 }
456 460
457 return 1; 461 return 1;
459 463
460void 464void
461execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
462{ 466{
463 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
470 472
471 op->destroy (); 473 op->destroy ();
472} 474}
473 475
474/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
475 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
476 * time delay effect. 478 * time delay effect.
477 */ 479 */
478int 480int
479cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
480{ 482{
481 object *dummy; 483 if (!op->is_player ())
482 int time;
483
484 if (op->type != PLAYER)
485 return 0; 484 return 0;
486 485
487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
488 { 487 {
489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
490 return 1; 489 return 1;
491 } 490 }
492 491
493 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
494 493
495 if (!dummy)
496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0;
500 }
501
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
503 if (time < 1)
504 time = 1;
505 495
506 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
509 */ 499 */
510 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
511 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
514 504 dummy->slaying = op->contr->savebed_map;
515 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
516 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
517 */
518 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y;
521 507
522 op->insert (dummy); 508 op->insert (dummy);
523 509
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525 511
564 550
565int 551int
566perceive_self (object *op) 552perceive_self (object *op)
567{ 553{
568 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
570 556
571 dynbuf_text &buf = msg_dynbuf; buf.clear (); 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572 558
573 if (!op->is_player ()) 559 if (!op->is_player ())
574 return 0; 560 return 0;
593 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
594 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 } 582 }
597 583
598 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 587 {
602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 589 {
634 x = op->x; 620 x = op->x;
635 y = op->y; 621 y = op->y;
636 } 622 }
637 else 623 else
638 { 624 {
639 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
640 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
641 } 627 }
642 628
643 m = op->map; 629 m = op->map;
644 630
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 { 634 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
650 return 0; 636 return 0;
651 } 637 }
652 638
653 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 641 else if (spell_ob->race)
656 { 642 {
657 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
658 644
659 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 651 return 0;
666 } 652 }
667 653
668 tmp = arch_to_object (at); 654 tmp = at->instance ();
669 } 655 }
670 else 656 else
671 { 657 {
672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
673 return 0; 659 return 0;
678 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
679 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
680 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
681 tmp->range = 0; 667 tmp->range = 0;
682 } 668 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
684 { 670 {
685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
687 } 673 }
688 674
689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
690 { 676 {
691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
693 } 679 }
694 680
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 682 {
697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
698 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
701 } 687 }
702 688
703 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
704 * these fields just won't be used. Do not set the owner for 690 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
717 return 0; 703 return 0;
718 } 704 }
719 705
720 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
721 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 709
724 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
728 * blocked spaces. 714 * blocked spaces.
729 */ 715 */
730 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
735 { 721 {
736 int dir2; 722 int dir2;
737 723
738 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
739 725
740 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
741 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
742 m = tmp->map; 728 m = tmp->map;
743 729
744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
746 { 732 {
747 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
749 735
750 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
753 739
754 } 740 }
755 else 741 else
756 posblocked = 1; 742 posblocked = 1;
757 743
758 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
759 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
760 m = tmp->map; 746 m = tmp->map;
761 747
762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
764 { 750 {
765 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
767 753
768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
770 } 756 }
771 else 757 else
772 negblocked = 1; 758 negblocked = 1;
773 } 759 }
774 760
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
777 763
778 return 1; 764 return 1;
779} 765}
780 766
781int 767int
782dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 769{
784 uint32 dist, maxdist; 770 uint32 dist, maxdist;
785 int mflags; 771 int mflags;
786 maptile *m; 772 maptile *m;
787 sint16 sx, sy; 773 sint16 sx, sy;
789 if (op->type != PLAYER) 775 if (op->type != PLAYER)
790 return 0; 776 return 0;
791 777
792 if (!dir) 778 if (!dir)
793 { 779 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
795 return 0; 781 return 0;
796 } 782 }
797 783
798 /* Given the new outdoor maps, can't let players dimension door for 784 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in. 785 * ever, so put limits in.
800 */ 786 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 788
803 if (op->contr->count) 789 if (spellparam)
804 { 790 {
791 int count = atoi (spellparam);
792
805 if (op->contr->count > maxdist) 793 if (count > maxdist)
806 { 794 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
808 return 0; 796 return 0;
809 } 797 }
810 798
811 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
812 { 800 {
813 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
814 802
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 804 break;
817 805
818 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
819 break; 807 break;
820 } 808 }
821 809
822 if (dist < op->contr->count) 810 if (dist < count)
823 { 811 {
824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
825 op->contr->count = 0;
826 return 0; 813 return 0;
827 } 814 }
828
829 op->contr->count = 0;
830 815
831 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
837 */ 822 */
838 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 { 826 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
844 } 829 }
850 * spaces that blocked the players view. 835 * spaces that blocked the players view.
851 */ 836 */
852 837
853 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
854 { 839 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
856 841
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break; 843 break;
859 844
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
865 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
866 * find a place for the player. 851 * find a place for the player.
867 */ 852 */
868 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
869 { 854 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue; 857 continue;
873 858
874 859
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break; 861 break;
877 862
878 } 863 }
879 if (!dist) 864 if (!dist)
880 { 865 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
882 return 0; 867 return 0;
883 } 868 }
884 } 869 }
885 870
886 /* Actually move the player now */ 871 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
888 return 1; 873 return 1;
889 874
890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
891 return 1; 877 return 1;
892} 878}
893 879
894/* cast_heal: Heals something. 880/* cast_heal: Heals something.
895 * op is the caster. 881 * op is the caster.
950 if (cure_disease (tmp, op, spell)) 936 if (cure_disease (tmp, op, spell))
951 success = 1; 937 success = 1;
952 938
953 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
954 { 940 {
955 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
957 if (poison) 943 if (poison)
958 { 944 {
959 success = 1; 945 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 948 }
963 } 949 }
964 950
965 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
966 { 952 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 954 if (poison)
969 { 955 {
970 success = 1; 956 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 958 poison->duration = 1;
973 } 959 }
974 } 960 }
975 961
976 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
977 { 963 {
978 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
980 if (poison) 966 if (poison)
981 { 967 {
982 success = 1; 968 success = 1;
983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 988 success = 1;
1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1004 } 990 }
1005 991
1006 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 993 {
1008 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1009 995 min_it (tmp->stats.food, MAX_FOOD);
1010 if (tmp->stats.food > 999)
1011 tmp->stats.food = 999;
1012 996
1013 success = 1; 997 success = 1;
1014 /* We could do something a bit better like the messages for healing above */ 998 /* We could do something a bit better like the messages for healing above */
1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1016 } 1000 }
1031 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1032 "You are no easier to look at.", 1016 "You are no easier to look at.",
1033}; 1017};
1034 1018
1035int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1036cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1037{ 1027{
1038 object *force = 0; 1028 object *force = 0;
1039 int i; 1029 int i;
1040 1030
1057 break; 1047 break;
1058 } 1048 }
1059 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1060 { 1050 {
1061 if (!silent) 1051 if (!silent)
1062 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1063 1054
1064 return 0; 1055 return 0;
1065 } 1056 }
1066 } 1057 }
1067 } 1058 }
1068 1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1069 if (!force) 1062 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1063 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1064 if (duration > force->duration)
1089 { 1065 {
1090 force->duration = duration; 1066 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1068 }
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 1071
1096 return 1; 1072 return 1;
1097 } 1073 }
1098 1074
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1100 force->speed = 1.0; 1090 force->speed = 1.0;
1101 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1103 1093
1104 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1106 {
1107 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1108 {
1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1110 if (force->resist[i] > 100)
1111 force->resist[i] = 100;
1112 }
1113 }
1114 1098
1115 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1117 1101
1118 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1137 } 1121 }
1138 } 1122 }
1139 1123
1140 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1141 1125
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1144 1128
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1147 1131
1148 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1150 { 1134 {
1151 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1204 } 1188 }
1205 } 1189 }
1206 1190
1207 if (force == NULL) 1191 if (force == NULL)
1208 { 1192 {
1209 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1195 if (spell_ob->race)
1212 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1213 else 1197 else
1214 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1229 { 1213 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 } 1215 }
1232 return 0; 1216 return 0;
1233 } 1217 }
1218
1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1220 force->speed = 1.0;
1236 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1238 1223
1239 if (!god) 1224 if (!god)
1240 { 1225 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1227 }
1243 else 1228 else
1244 { 1229 {
1245 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 } 1234
1252 }
1253 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1254 1236
1255 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1257 1239
1277 1259
1278/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1279 * 1261 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * 1264 *
1283 * The value of the gold nuggets being about 90% of that of the item 1265 * The value of the gold nuggets being about 90% of that of the item
1284 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1285 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1286 * when sold. 1268 * when sold.
1287 * 1269 *
1299 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1284 * the stuff back to town.
1303 */ 1285 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1287 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1289 value /= 3;
1308 else 1290 else
1309 value = value * 9 / 10; 1291 value = value * 9 / 10;
1322 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1323 return 0; 1305 return 0;
1324 1306
1325 archetype *nugget[3]; 1307 archetype *nugget[3];
1326 1308
1327 nugget[0] = archetype::find ("pyrite3"); 1309 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1310 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1311 nugget[2] = archetype::find (shstr_pyrite);
1330 1312
1331 /* Put a maximum weight of items that can be alchemised. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1332 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1315 * in sight
1334 */ 1316 */
1363 1345
1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1365 { 1347 {
1366 next = tmp->above; 1348 next = tmp->above;
1367 1349
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1370 { 1352 {
1371 if (tmp->inv) 1353 if (tmp->inv)
1372 { 1354 {
1373 object *next1, *tmp1; 1355 object *next1, *tmp1;
1374 1356
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 { 1358 {
1377 next1 = tmp1->below; 1359 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1380 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1381 } 1363 }
1382 } 1364 }
1383 1365
1384 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1389 } 1371 }
1390 1372
1391 value -= rndm (value >> 4); 1373 value -= rndm (value >> 4);
1392 value = min (value, value_max); 1374 value = min (value, value_max);
1393 1375
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1376 for (int i = 0; i < array_length (nugget); ++i)
1395 if (int nrof = value / nugget [i]->value) 1377 if (int nrof = value / nugget [i]->value)
1396 { 1378 {
1397 value -= nrof * nugget[i]->value; 1379 value -= nrof * nugget[i]->value;
1398 1380
1399 object *tmp = arch_to_object (nugget[i]); 1381 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1382 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1383 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0); 1384 op->map->insert (tmp, x, y, op, 0);
1403 } 1385 }
1404 1386
1415 * items. 1397 * items.
1416 */ 1398 */
1417int 1399int
1418remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1419{ 1401{
1420 object *tmp;
1421 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1422 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1423 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1427 { 1412 {
1428 was_one++; 1413 ++was_one;
1429 1414
1430 if (tmp->level <= casting_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1431 { 1416 {
1432 success++; 1417 ++success;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1419
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1439 1424
1440 if (object *pl = tmp->visible_to ()) 1425 if (object *pl = tmp->visible_to ())
1441 esrv_update_item (UPD_FLAGS, pl, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1442 } 1427 }
1443 } 1428 }
1444 1429
1445 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1446 { 1431 {
1447 if (success) 1432 if (success)
1448 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1449 else 1434 else
1450 { 1435 {
1451 if (was_one) 1436 if (was_one)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1453 else 1438 else
1454 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1455 } 1440 }
1456 } 1441 }
1457 1442
1458 return success; 1443 return success;
1459} 1444}
1460 1445
1461/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1462int 1447int
1463cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1464{ 1449{
1465 object *tmp;
1466 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1451
1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1469 1453
1454 op->splay_marked ();
1455
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1457 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1473 { 1459 {
1474 identify (tmp); 1460 identify (tmp);
1475 1461
1476 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1477 { 1463 {
1490 * stuff on the floor. Only identify stuff on the floor if the spell 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1491 * was not fully used. 1477 * was not fully used.
1492 */ 1478 */
1493 if (num_ident) 1479 if (num_ident)
1494 { 1480 {
1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1497 { 1483 {
1498 identify (tmp); 1484 identify (tmp);
1499 1485
1500 if (object *pl = tmp->visible_to ()) 1486 if (object *pl = tmp->visible_to ())
1501 { 1487 {
1527 1513
1528int 1514int
1529cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1530{ 1516{
1531 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1532 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1533 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1534 maptile *m; 1520 maptile *m;
1535 1521
1536 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1537 * doing it over and over again. 1523 * doing it over and over again.
1541 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1542 1528
1543 if (!skill) 1529 if (!skill)
1544 skill = caster; 1530 skill = caster;
1545 1531
1532 dynbuf buf;
1546 unordered_mapwalk (op, -range, -range, range, range) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1547 { 1534 {
1548 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1549 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1550 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1551 * down - that is easier than working up. 1538 * down - that is easier than working up.
1552 */ 1539 */
1553 1540
1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1555 last = tmp; 1542 last = tmp;
1556 1543
1557 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1558 * would happen. 1545 * would happen.
1559 */ 1546 */
1560 if (!last) 1547 if (!last)
1561 continue; 1548 continue;
1562 1549
1563 done_one = 0; 1550 done_one = 0;
1564 floor = 0; 1551 floor = 0;
1565 detect = NULL; 1552 detect = 0;
1566 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1567 { 1554 {
1568 /* show invisible */ 1555 /* show invisible */
1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1570 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1572 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1573 || tmp->type == CF_HANDLE 1560 || tmp->type == T_HANDLE
1574 || tmp->type == TRAPDOOR 1561 || tmp->type == TRAPDOOR
1575 || tmp->type == EXIT 1562 || tmp->type == EXIT
1576 || tmp->type == HOLE 1563 || tmp->type == HOLE
1577 || tmp->type == BUTTON 1564 || tmp->type == BUTTON
1578 || tmp->type == TELEPORTER 1565 || tmp->type == TELEPORTER
1579 || tmp->type == GATE 1566 || tmp->type == GATE
1580 || tmp->type == LOCKED_DOOR 1567 || tmp->type == LOCKED_DOOR
1581 || tmp->type == WEAPON 1568 || tmp->type == WEAPON
1582 || tmp->type == ALTAR 1569 || tmp->type == ALTAR
1583 || tmp->type == SIGN 1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1584 || tmp->type == TRIGGER_PEDESTAL 1571 || tmp->type == TRIGGER_PEDESTAL
1585 || tmp->type == SPECIAL_KEY 1572 || tmp->type == SPECIAL_KEY
1586 || tmp->type == TREASURE 1573 || tmp->type == TREASURE
1587 || tmp->type == BOOK 1574 || tmp->type == BOOK
1588 || tmp->type == HOLY_ALTAR 1575 || tmp->type == HOLY_ALTAR
1589 || tmp->type == CONTAINER))) 1576 || tmp->type == CONTAINER)))
1590 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1591 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1592 { 1580 {
1593 tmp->invisible = 0; 1581 tmp->invisible = 0;
1594 done_one = 1; 1582 done_one = 1;
1595 } 1583 }
1596 } 1584 }
1597 1585
1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1586 if (tmp->flag [FLAG_IS_FLOOR])
1599 floor = 1; 1587 floor = 1;
1600 1588
1601 /* All detections below this point don't descend beneath the floor, 1589 /* All detections below this point don't descend beneath the floor,
1602 * so just continue on. We could be clever and look at the type of 1590 * so just continue on. We could be clever and look at the type of
1603 * detection to completely break out if we don't care about objects beneath 1591 * detection to completely break out if we don't care about objects beneath
1612 * difficult to see what object is magical/cursed, so the 1600 * difficult to see what object is magical/cursed, so the
1613 * effect wouldn't be as apparent. 1601 * effect wouldn't be as apparent.
1614 */ 1602 */
1615 1603
1616 /* detect magic */ 1604 /* detect magic */
1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1619 { 1610 {
1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1621 /* make runes more visibile */ 1612 /* make runes more visible */
1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1623 tmp->stats.Cha /= 4; 1614 tmp->stats.Cha /= 4;
1624 1615
1625 done_one = 1; 1616 done_one = 1;
1626 } 1617 }
1627 1618
1628 /* detect monster */ 1619 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1630 { 1621 {
1631 done_one = 2; 1622 done_one = 2;
1632 1623
1633 if (!detect) 1624 if (!detect)
1634 detect = tmp; 1625 detect = tmp;
1636 1627
1637 /* Basically, if race is set in the spell, then the creatures race must 1628 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing 1629 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match. 1630 * race must match.
1640 */ 1631 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race))) 1634 spell->race.contains (tmp->race)))
1644 { 1635 {
1645 done_one = 2; 1636 done_one = 2;
1646 1637
1647 if (!detect) 1638 if (!detect)
1648 detect = tmp; 1639 detect = tmp;
1649 } 1640 }
1650 1641
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1642 if (spell->flag [FLAG_KNOWN_CURSED]
1652 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1653 { 1646 {
1654 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1655 done_one = 1; 1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1663 done_one = 1;
1664 }
1656 } 1665 }
1657 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1658 1667
1659 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
1660 * where the magic is. 1669 * where the magic is.
1661 */ 1670 */
1662 if (done_one) 1671 if (done_one)
1663 { 1672 {
1664 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1665 1674
1666 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1667 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1668 { 1677 {
1669 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1670 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1671 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1672 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1673 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1674 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1675 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1676 } 1685 }
1677 1686
1678 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1679 } 1688 }
1680 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1681 1690
1682 1691
1683 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* Now process objects in the players inventory if detect curse or magic */
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1685 { 1694 {
1686 done_one = 0; 1695 done_one = 0;
1687 1696
1688 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1689 { 1698 {
1690 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1691 { 1700 {
1692 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1693 { 1702 {
1694 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1695 1704
1696 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1697 esrv_update_item (UPD_FLAGS, pl, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1698 } 1707 }
1699 1708
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1702 { 1711 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1704 1713
1705 if (object *pl = tmp->visible_to ()) 1714 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_FLAGS, pl, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1707 } 1716 }
1708 } /* if item is not identified */ 1717 } /* if item is not identified */
1760 sint16 x, y; 1769 sint16 x, y;
1761 maptile *m; 1770 maptile *m;
1762 int mflags; 1771 int mflags;
1763 1772
1764 m = op->map; 1773 m = op->map;
1765 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1766 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1767 1776
1768 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1769 1778
1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 { 1780 {
1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1774 break; 1783 break;
1775 } 1784 }
1776 1785
1777 1786
1778 /* If we did not find a player in the specified direction, transfer 1787 /* 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. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
1780 */ 1789 */
1781 if (plyr == NULL) 1790 if (plyr == NULL)
1782 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 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)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1784 break; 1793 break;
1785 1794
1786 if (!plyr) 1795 if (!plyr)
1787 { 1796 {
1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1789 return 0; 1798 return 0;
1790 } 1799 }
1791 /* give sp */ 1800 /* give sp */
1792 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1793 { 1802 {
1805 if (rate > 95) 1814 if (rate > 95)
1806 rate = 95; 1815 rate = 95;
1807 1816
1808 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1809 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1810 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1811 { 1820 {
1812 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1815 if (sucked > 0) 1824 if (sucked > 0)
1835 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1836 int mflags; 1845 int mflags;
1837 maptile *m; 1846 maptile *m;
1838 sint16 sx, sy; 1847 sint16 sx, sy;
1839 1848
1840 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1841 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1842 m = op->map; 1851 m = op->map;
1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1844 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1845 return; 1854 return;
1846 1855
1859 1868
1860 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1861 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1862 continue; 1871 continue;
1863 1872
1864 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1865 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1866 * monsters either. 1875 * monsters either.
1867 */ 1876 */
1868 1877
1869 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1870 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1872 && (op->level > head->level)) 1881 && (op->level > head->level))
1873 head->destroy (); 1882 head->destroy ();
1874 else 1883 else
1875 switch (head->type) 1884 switch (head->type)
1876 { 1885 {
1877 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1881 continue; 1890 continue;
1882 1891
1883 if (op->level > head->level) 1892 if (op->level > head->level)
1884 head->destroy (); 1893 head->destroy ();
1885 1894
1908 1917
1909 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1910 1919
1911 if (!god) 1920 if (!god)
1912 { 1921 {
1913 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1914 return 0; 1923 return 0;
1915 } 1924 }
1916 1925
1917 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1918 { 1927 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1920 break; 1929 break;
1921 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1922 { 1931 {
1923 1932
1924 if (tmp->level > casting_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1925 { 1934 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0; 1936 return 0;
1928 } 1937 }
1929 else 1938 else
1930 { 1939 {
1931 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1941 return 1; 1950 return 1;
1942 } 1951 }
1943 } 1952 }
1944 } 1953 }
1945 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
1946 return 0; 1956 return 0;
1947} 1957}
1948 1958
1949/* animate_weapon - 1959/* animate_weapon -
1950 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1951 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
1952 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
1953 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
1954 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
1955 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
1956 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
1957 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1958 */ 1968 */
1959int 1969int
1960animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1961{ 1971{
1962 object *weapon, *tmp;
1963 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1964 int a, i; 1973 int a, i;
1965 sint16 x, y; 1974 sint16 x, y;
1966 maptile *m; 1975 maptile *m;
1967 1976
1985 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1986 if (!dir) 1995 if (!dir)
1987 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1988 1997
1989 m = op->map; 1998 m = op->map;
1990 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1991 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1992 2001
1993 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
1994 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) 2003 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)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 { 2005 {
1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
1998 return 0; 2007 return 0;
1999 } 2008 }
2000 2009
2001 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2002 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2003 2012
2004 if (!weapon) 2013 if (!weapon)
2005 { 2014 {
2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2007 return 0; 2016 return 0;
2008 } 2017 }
2009 2018
2010 if (spell->race && weapon->arch->archname != spell->race) 2019 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2020 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2013 return 0; 2022 return 0;
2014 } 2023 }
2015 2024
2016 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2017 { 2026 {
2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2019 return 0; 2028 return 0;
2020 } 2029 }
2021 2030
2022 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031 if (weapon->flag [FLAG_APPLIED])
2023 { 2032 {
2024 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2025 return 0; 2034 return 0;
2026 } 2035 }
2027 2036
2028 weapon = weapon->split (); 2037 weapon = weapon->split ();
2029 2038
2030 /* create the golem object */ 2039 /* create the golem object */
2031 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2032 2041
2033 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2034 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2035 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2036 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2037 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2038 tmp->set_owner (op); 2047 tmp->set_owner (op);
2039 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2041 2050
2042 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2043 * removed flag - it should only be set if weapon->split was 2052 * removed flag - it should only be set if weapon->split was
2044 * used above. 2053 * used above.
2045 */ 2054 */
2046 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2047 weapon->remove (); 2056 weapon->remove ();
2048 2057
2049 tmp->insert (weapon); 2058 tmp->insert (weapon);
2050 2059
2051 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2052 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2053 * body_info, skills, etc) 2062 * body_info, skills, etc)
2054 */ 2063 */
2055 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2056 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2057 tmp->update_stats (); 2066 tmp->update_stats ();
2058 2067
2059 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2060 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2061 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2081 2090
2082 /* attacktype */ 2091 /* attacktype */
2083 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2084 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2085 2094
2086 if (materialtype_t *mt = name_to_material (op->materialname))
2087 {
2088 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2089 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2090 a = mt->save[0]; 2097
2091 } 2098 a = op->material->save[0];
2092 else
2093 {
2094 for (i = 0; i < NROFATTACKS; i++)
2095 tmp->resist[i] = 5;
2096 a = 10;
2097 }
2098 2099
2099 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2100 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2101 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2102 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2110 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2111 2112
2112 if (a > 14) 2113 if (a > 14)
2113 a = 14; 2114 a = 14;
2114 2115
2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2116 2117
2117 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2118 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2119 2120
2120 if (!spell->race) 2121 if (!spell->race)
2121 { 2122 {
2122 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2123 tmp->name = buf; 2124 tmp->name = buf;
2129 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2131 } 2132 }
2132 2133
2133 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2134 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2135 2136
2136 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2137 tmp->direction = dir; 2138 tmp->direction = dir;
2138 2139
2139 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2156 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2157 2158
2158 if (!success) 2159 if (!success)
2159 { 2160 {
2160 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2162 else 2163 else
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2164 } 2165 }
2165 2166
2166 return success; 2167 return success;
2167} 2168}
2168 2169
2178 2179
2179 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2180 if (new_aura) 2181 if (new_aura)
2181 refresh = 1; 2182 refresh = 1;
2182 else 2183 else
2183 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2184 2185
2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2186 2187
2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2188 2189
2204 2205
2205/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2206 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2207 * around him. 2208 * around him.
2208 * Aura parameters: 2209 * Aura parameters:
2209 * duration: duration counter. 2210 * duration: duration counter.
2210 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2211 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2212 */ 2213 */
2213void 2214void
2214move_aura (object *aura) 2215move_aura (object *aura)
2215{ 2216{
2216 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2217 object *env = aura->env; 2218 object *env = aura->env;
2218 object *owner = aura->owner; 2219 object *owner = aura->owner;
2219 2220
2220 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2221 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2222 */ 2223 */
2223 aura->remove (); 2224 aura->remove ();
2224 2225
2225 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2226 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2235 aura->destroy (); 2236 aura->destroy ();
2236 return; 2237 return;
2237 } 2238 }
2238 2239
2239 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2240 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2241 */ 2242 */
2242 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2243 2244
2244 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2245 { 2246 {
2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2254 { 2255 {
2255 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2256 2257
2257 if (aura->other_arch) 2258 if (aura->other_arch)
2258 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2259 } 2260 }
2260 } 2261 }
2261 2262
2262 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2263 env->insert (aura); 2264 env->insert (aura);
2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2274 { 2275 {
2275 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2276 object *victim = tmp->head_ (); 2277 object *victim = tmp->head_ ();
2277 2278
2278 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2279 if (!victim->flag [FLAG_MONSTER])
2279 continue; 2280 continue;
2280 2281
2281 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2282 continue; 2283 continue;
2283 2284
2284 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2285 continue; 2286 continue;
2286 2287
2287 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2288 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2289 2290
2290 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2291 { 2292 {
2292 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2293 2294
2302 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2303 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2304 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2305#endif 2306#endif
2306 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2307 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2308 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2309 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2310 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2311 2312
2312 if (victim->name) 2313 if (victim->name)
2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2314 } 2315 }
2315 } 2316 }
2321int 2322int
2322write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2323{ 2324{
2324 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2325 { 2326 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2327 return 0; 2328 return 0;
2328 } 2329 }
2329 2330
2330 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2331 { 2332 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2333 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2334 return 0; 2335 return 0;
2335 } 2336 }
2336 2337
2337 if (!spell->other_arch) 2338 if (!spell->other_arch)
2338 return 0; 2339 return 0;
2339 2340
2340 object *tmp = arch_to_object (spell->other_arch); 2341 object *tmp = spell->other_arch->instance ();
2341 2342
2342 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2343 tmp->msg = msg; 2344 tmp->msg = msg;
2344 2345
2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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