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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.109 by sf-marcmagus, Sun Oct 11 01:35:52 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}
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);
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, spellparam); 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, spellparam); 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 -
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
205 211
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 spellparam 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 *spellparam) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
256 /* Pretty unlikely (there are some very low food items), but you never 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
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.
804 { 790 {
805 int count = atoi (spellparam); 791 int count = atoi (spellparam);
806 792
807 if (count > maxdist) 793 if (count > maxdist)
808 { 794 {
809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
810 return 0; 796 return 0;
811 } 797 }
812 798
813 for (dist = 0; dist < count; dist++) 799 for (dist = 0; dist < count; dist++)
814 { 800 {
815 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);
816 802
817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
818 break; 804 break;
819 805
820 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)))
833 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
834 * 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
835 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
836 */ 822 */
837 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
838 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);
839 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)))
840 { 826 {
841 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");
842 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
843 } 829 }
849 * spaces that blocked the players view. 835 * spaces that blocked the players view.
850 */ 836 */
851 837
852 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
853 { 839 {
854 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);
855 841
856 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
857 break; 843 break;
858 844
859 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)))
864 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
865 * find a place for the player. 851 * find a place for the player.
866 */ 852 */
867 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
868 { 854 {
869 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,
870 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
871 continue; 857 continue;
872 858
873 859
874 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)))
875 break; 861 break;
876 862
877 } 863 }
878 if (!dist) 864 if (!dist)
879 { 865 {
880 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
881 return 0; 867 return 0;
882 } 868 }
883 } 869 }
884 870
885 /* Actually move the player now */ 871 /* Actually move the player now */
886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
887 return 1; 873 return 1;
888 874
889 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
890 return 1; 877 return 1;
891} 878}
892 879
893/* cast_heal: Heals something. 880/* cast_heal: Heals something.
894 * op is the caster. 881 * op is the caster.
949 if (cure_disease (tmp, op, spell)) 936 if (cure_disease (tmp, op, spell))
950 success = 1; 937 success = 1;
951 938
952 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
953 { 940 {
954 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
955 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
956 if (poison) 943 if (poison)
957 { 944 {
958 success = 1; 945 success = 1;
959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
961 } 948 }
962 } 949 }
963 950
964 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
965 { 952 {
966 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
967 if (poison) 954 if (poison)
968 { 955 {
969 success = 1; 956 success = 1;
970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
971 poison->duration = 1; 958 poison->duration = 1;
972 } 959 }
973 } 960 }
974 961
975 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
976 { 963 {
977 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
978 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
979 if (poison) 966 if (poison)
980 { 967 {
981 success = 1; 968 success = 1;
982 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.");
1000 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1001 success = 1; 988 success = 1;
1002 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!");
1003 } 990 }
1004 991
1005 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1006 { 993 {
1007 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1008 995 min_it (tmp->stats.food, MAX_FOOD);
1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999;
1011 996
1012 success = 1; 997 success = 1;
1013 /* 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 */
1014 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");
1015 } 1000 }
1062 break; 1047 break;
1063 } 1048 }
1064 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 { 1050 {
1066 if (!silent) 1051 if (!silent)
1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect", 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl); 1053 &spell_ob->name, &tmp2->name_pl);
1070 1054
1071 return 0; 1055 return 0;
1072 } 1056 }
1073 } 1057 }
1074 } 1058 }
1090 1074
1091 new_draw_info_format (NDI_UNIQUE, 0, op, 1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>", 1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration)); 1077 TICK2TIME (duration));
1094 1078
1095 force = get_archetype (FORCE_NAME); 1079 force = archetype::get (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY; 1080 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration; 1081 force->duration = duration;
1098 1082
1099 if (spell_ob->race) 1083 if (spell_ob->race)
1100 force->name = spell_ob->race; 1084 force->name = spell_ob->race;
1103 1087
1104 force->name_pl = spell_ob->name; 1088 force->name_pl = spell_ob->name;
1105 1089
1106 force->speed = 1.0; 1090 force->speed = 1.0;
1107 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1108 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1109 1093
1110 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1111 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1112 {
1113 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1114 {
1115 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));
1116 if (force->resist[i] > 100)
1117 force->resist[i] = 100;
1118 }
1119 }
1120 1098
1121 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1122 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);
1123 1101
1124 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1143 } 1121 }
1144 } 1122 }
1145 1123
1146 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1147 1125
1148 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1149 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1150 1128
1151 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1152 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1153 1131
1154 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1155 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1156 { 1134 {
1157 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1210 } 1188 }
1211 } 1189 }
1212 1190
1213 if (force == NULL) 1191 if (force == NULL)
1214 { 1192 {
1215 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1216 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1217 if (spell_ob->race) 1195 if (spell_ob->race)
1218 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1219 else 1197 else
1220 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1235 { 1213 {
1236 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.");
1237 } 1215 }
1238 return 0; 1216 return 0;
1239 } 1217 }
1218
1240 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;
1241 force->speed = 1.0; 1220 force->speed = 1.0;
1242 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1243 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1244 1223
1245 if (!god) 1224 if (!god)
1246 { 1225 {
1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1248 } 1227 }
1249 else 1228 else
1250 { 1229 {
1251 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1252 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1253 {
1254 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1255 {
1256 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]);
1257 } 1234
1258 }
1259 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1260 1236
1261 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1262 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1263 1239
1283 1259
1284/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1285 * 1261 *
1286 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1287 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1288 * 1264 *
1289 * 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
1290 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1291 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1292 * when sold. 1268 * when sold.
1293 * 1269 *
1305 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1284 * the stuff back to town.
1309 */ 1285 */
1310 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1311 value = 0; 1287 value = 0;
1312 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1313 value /= 3; 1289 value /= 3;
1314 else 1290 else
1315 value = value * 9 / 10; 1291 value = value * 9 / 10;
1328 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1329 return 0; 1305 return 0;
1330 1306
1331 archetype *nugget[3]; 1307 archetype *nugget[3];
1332 1308
1333 nugget[0] = archetype::find ("pyrite3"); 1309 nugget[0] = archetype::find (shstr_pyrite3);
1334 nugget[1] = archetype::find ("pyrite2"); 1310 nugget[1] = archetype::find (shstr_pyrite2);
1335 nugget[2] = archetype::find ("pyrite"); 1311 nugget[2] = archetype::find (shstr_pyrite);
1336 1312
1337 /* 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
1338 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1339 * in sight 1315 * in sight
1340 */ 1316 */
1369 1345
1370 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)
1371 { 1347 {
1372 next = tmp->above; 1348 next = tmp->above;
1373 1349
1374 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1375 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1376 { 1352 {
1377 if (tmp->inv) 1353 if (tmp->inv)
1378 { 1354 {
1379 object *next1, *tmp1; 1355 object *next1, *tmp1;
1380 1356
1381 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1382 { 1358 {
1383 next1 = tmp1->below; 1359 next1 = tmp1->below;
1384 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1385 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1386 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1387 } 1363 }
1388 } 1364 }
1389 1365
1390 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1395 } 1371 }
1396 1372
1397 value -= rndm (value >> 4); 1373 value -= rndm (value >> 4);
1398 value = min (value, value_max); 1374 value = min (value, value_max);
1399 1375
1400 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1376 for (int i = 0; i < array_length (nugget); ++i)
1401 if (int nrof = value / nugget [i]->value) 1377 if (int nrof = value / nugget [i]->value)
1402 { 1378 {
1403 value -= nrof * nugget[i]->value; 1379 value -= nrof * nugget[i]->value;
1404 1380
1405 object *tmp = arch_to_object (nugget[i]); 1381 object *tmp = nugget[i]->instance ();
1406 tmp->nrof = nrof; 1382 tmp->nrof = nrof;
1407 tmp->flag [FLAG_IDENTIFIED] = true; 1383 tmp->flag [FLAG_IDENTIFIED] = true;
1408 op->map->insert (tmp, x, y, op, 0); 1384 op->map->insert (tmp, x, y, op, 0);
1409 } 1385 }
1410 1386
1423int 1399int
1424remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1425{ 1401{
1426 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1427 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
1428 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1432 { 1412 {
1433 was_one++; 1413 ++was_one;
1434 1414
1435 if (tmp->level <= casting_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1436 { 1416 {
1437 success++; 1417 ++success;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1419
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1444 1424
1445 if (object *pl = tmp->visible_to ()) 1425 if (object *pl = tmp->visible_to ())
1446 esrv_update_item (UPD_FLAGS, pl, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1447 } 1427 }
1448 } 1428 }
1449 1429
1450 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1451 { 1431 {
1452 if (success) 1432 if (success)
1453 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.>");
1454 else 1434 else
1455 { 1435 {
1456 if (was_one) 1436 if (was_one)
1457 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.>");
1458 else 1438 else
1459 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.>");
1460 } 1440 }
1461 } 1441 }
1462 1442
1463 return success; 1443 return success;
1464} 1444}
1465 1445
1466/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1467int 1447int
1468cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1469{ 1449{
1470 object *tmp;
1471 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1472 1451
1473 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));
1474 1453
1454 op->splay_marked ();
1455
1475 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1476 { 1457 {
1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1478 { 1459 {
1479 identify (tmp); 1460 identify (tmp);
1480 1461
1481 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1482 { 1463 {
1495 * 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
1496 * was not fully used. 1477 * was not fully used.
1497 */ 1478 */
1498 if (num_ident) 1479 if (num_ident)
1499 { 1480 {
1500 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)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1502 { 1483 {
1503 identify (tmp); 1484 identify (tmp);
1504 1485
1505 if (object *pl = tmp->visible_to ()) 1486 if (object *pl = tmp->visible_to ())
1506 { 1487 {
1532 1513
1533int 1514int
1534cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1535{ 1516{
1536 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1537 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1538 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1539 maptile *m; 1520 maptile *m;
1540 1521
1541 /* 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
1542 * doing it over and over again. 1523 * doing it over and over again.
1546 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1547 1528
1548 if (!skill) 1529 if (!skill)
1549 skill = caster; 1530 skill = caster;
1550 1531
1532 dynbuf buf;
1551 unordered_mapwalk (op, -range, -range, range, range) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1552 { 1534 {
1553 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1554 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1555 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1556 * down - that is easier than working up. 1538 * down - that is easier than working up.
1557 */ 1539 */
1558 1540
1559 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)
1560 last = tmp; 1542 last = tmp;
1561 1543
1562 /* 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
1563 * would happen. 1545 * would happen.
1564 */ 1546 */
1565 if (!last) 1547 if (!last)
1566 continue; 1548 continue;
1567 1549
1568 done_one = 0; 1550 done_one = 0;
1569 floor = 0; 1551 floor = 0;
1570 detect = NULL; 1552 detect = 0;
1571 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1572 { 1554 {
1573 /* show invisible */ 1555 /* show invisible */
1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1575 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1578 || tmp->type == CF_HANDLE 1560 || tmp->type == T_HANDLE
1579 || tmp->type == TRAPDOOR 1561 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT 1562 || tmp->type == EXIT
1581 || tmp->type == HOLE 1563 || tmp->type == HOLE
1582 || tmp->type == BUTTON 1564 || tmp->type == BUTTON
1583 || tmp->type == TELEPORTER 1565 || tmp->type == TELEPORTER
1584 || tmp->type == GATE 1566 || tmp->type == GATE
1585 || tmp->type == LOCKED_DOOR 1567 || tmp->type == LOCKED_DOOR
1586 || tmp->type == WEAPON 1568 || tmp->type == WEAPON
1587 || tmp->type == ALTAR 1569 || tmp->type == ALTAR
1588 || tmp->type == SIGN 1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1589 || tmp->type == TRIGGER_PEDESTAL 1571 || tmp->type == TRIGGER_PEDESTAL
1590 || tmp->type == SPECIAL_KEY 1572 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE 1573 || tmp->type == TREASURE
1592 || tmp->type == BOOK 1574 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR 1575 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER))) 1576 || tmp->type == CONTAINER)))
1595 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1596 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)
1597 { 1580 {
1598 tmp->invisible = 0; 1581 tmp->invisible = 0;
1599 done_one = 1; 1582 done_one = 1;
1600 } 1583 }
1601 } 1584 }
1602 1585
1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1586 if (tmp->flag [FLAG_IS_FLOOR])
1604 floor = 1; 1587 floor = 1;
1605 1588
1606 /* All detections below this point don't descend beneath the floor, 1589 /* All detections below this point don't descend beneath the floor,
1607 * 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
1608 * 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
1617 * difficult to see what object is magical/cursed, so the 1600 * difficult to see what object is magical/cursed, so the
1618 * effect wouldn't be as apparent. 1601 * effect wouldn't be as apparent.
1619 */ 1602 */
1620 1603
1621 /* detect magic */ 1604 /* detect magic */
1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1623 !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))
1624 { 1610 {
1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1626 /* make runes more visibile */ 1612 /* make runes more visible */
1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1628 tmp->stats.Cha /= 4; 1614 tmp->stats.Cha /= 4;
1629 1615
1630 done_one = 1; 1616 done_one = 1;
1631 } 1617 }
1632 1618
1633 /* detect monster */ 1619 /* detect monster */
1634 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))
1635 { 1621 {
1636 done_one = 2; 1622 done_one = 2;
1637 1623
1638 if (!detect) 1624 if (!detect)
1639 detect = tmp; 1625 detect = tmp;
1641 1627
1642 /* 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
1643 * 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
1644 * race must match. 1630 * race must match.
1645 */ 1631 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 spell->race.contains (tmp->race))) 1634 spell->race.contains (tmp->race)))
1649 { 1635 {
1650 done_one = 2; 1636 done_one = 2;
1651 1637
1652 if (!detect) 1638 if (!detect)
1653 detect = tmp; 1639 detect = tmp;
1654 } 1640 }
1655 1641
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1642 if (spell->flag [FLAG_KNOWN_CURSED]
1657 (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]))
1658 { 1646 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1660 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 }
1661 } 1665 }
1662 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1663 1667
1664 /* 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
1665 * where the magic is. 1669 * where the magic is.
1666 */ 1670 */
1667 if (done_one) 1671 if (done_one)
1668 { 1672 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1670 1674
1671 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1673 { 1677 {
1674 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1681 } 1685 }
1682 1686
1683 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1684 } 1688 }
1685 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1686 1690
1687 1691
1688 /* 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 */
1689 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])
1690 { 1694 {
1691 done_one = 0; 1695 done_one = 0;
1692 1696
1693 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1694 { 1698 {
1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1696 { 1700 {
1697 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])
1698 { 1702 {
1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1700 1704
1701 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 } 1707 }
1704 1708
1705 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] &&
1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1707 { 1711 {
1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1709 1713
1710 if (object *pl = tmp->visible_to ()) 1714 if (object *pl = tmp->visible_to ())
1711 esrv_update_item (UPD_FLAGS, pl, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1712 } 1716 }
1713 } /* if item is not identified */ 1717 } /* if item is not identified */
1765 sint16 x, y; 1769 sint16 x, y;
1766 maptile *m; 1770 maptile *m;
1767 int mflags; 1771 int mflags;
1768 1772
1769 m = op->map; 1773 m = op->map;
1770 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1771 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1772 1776
1773 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1774 1778
1775 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1776 { 1780 {
1777 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)
1778 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1779 break; 1783 break;
1780 } 1784 }
1781 1785
1782 1786
1783 /* 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
1784 * 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.
1785 */ 1789 */
1786 if (plyr == NULL) 1790 if (plyr == NULL)
1787 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)
1788 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1789 break; 1793 break;
1790 1794
1791 if (!plyr) 1795 if (!plyr)
1792 { 1796 {
1793 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1794 return 0; 1798 return 0;
1795 } 1799 }
1796 /* give sp */ 1800 /* give sp */
1797 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1798 { 1802 {
1810 if (rate > 95) 1814 if (rate > 95)
1811 rate = 95; 1815 rate = 95;
1812 1816
1813 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1814 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1815 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1816 { 1820 {
1817 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1818 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1819 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1820 if (sucked > 0) 1824 if (sucked > 0)
1840 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1841 int mflags; 1845 int mflags;
1842 maptile *m; 1846 maptile *m;
1843 sint16 sx, sy; 1847 sint16 sx, sy;
1844 1848
1845 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1846 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1847 m = op->map; 1851 m = op->map;
1848 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1850 return; 1854 return;
1851 1855
1864 1868
1865 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1866 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1867 continue; 1871 continue;
1868 1872
1869 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1870 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1871 * monsters either. 1875 * monsters either.
1872 */ 1876 */
1873 1877
1874 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1875 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1876 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1877 && (op->level > head->level)) 1881 && (op->level > head->level))
1878 head->destroy (); 1882 head->destroy ();
1879 else 1883 else
1880 switch (head->type) 1884 switch (head->type)
1881 { 1885 {
1882 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1883 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1884 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1885 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1886 continue; 1890 continue;
1887 1891
1888 if (op->level > head->level) 1892 if (op->level > head->level)
1889 head->destroy (); 1893 head->destroy ();
1890 1894
1913 1917
1914 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1915 1919
1916 if (!god) 1920 if (!god)
1917 { 1921 {
1918 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!");
1919 return 0; 1923 return 0;
1920 } 1924 }
1921 1925
1922 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1923 { 1927 {
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1925 break; 1929 break;
1926 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1927 { 1931 {
1928 1932
1929 if (tmp->level > casting_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1930 { 1934 {
1931 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);
1932 return 0; 1936 return 0;
1933 } 1937 }
1934 else 1938 else
1935 { 1939 {
1936 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1945 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);
1946 return 1; 1950 return 1;
1947 } 1951 }
1948 } 1952 }
1949 } 1953 }
1950 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!");
1951 return 0; 1956 return 0;
1952} 1957}
1953 1958
1954/* animate_weapon - 1959/* animate_weapon -
1955 * 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.
1956 * 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
1957 * 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
1958 * 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.
1959 * 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,
1960 * 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
1961 * 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
1962 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1963 */ 1968 */
1964int 1969int
1965animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1966{ 1971{
1967 object *weapon, *tmp;
1968 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1969 int a, i; 1973 int a, i;
1970 sint16 x, y; 1974 sint16 x, y;
1971 maptile *m; 1975 maptile *m;
1972 1976
1990 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1991 if (!dir) 1995 if (!dir)
1992 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);
1993 1997
1994 m = op->map; 1998 m = op->map;
1995 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1996 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1997 2001
1998 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
1999 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)
2000 || ((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))
2001 { 2005 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2003 return 0; 2007 return 0;
2004 } 2008 }
2005 2009
2006 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2007 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2008 2012
2009 if (!weapon) 2013 if (!weapon)
2010 { 2014 {
2011 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!");
2012 return 0; 2016 return 0;
2013 } 2017 }
2014 2018
2015 if (spell->race && weapon->arch->archname != spell->race) 2019 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2020 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2018 return 0; 2022 return 0;
2019 } 2023 }
2020 2024
2021 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2022 { 2026 {
2023 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.");
2024 return 0; 2028 return 0;
2025 } 2029 }
2026 2030
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031 if (weapon->flag [FLAG_APPLIED])
2028 { 2032 {
2029 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));
2030 return 0; 2034 return 0;
2031 } 2035 }
2032 2036
2033 weapon = weapon->split (); 2037 weapon = weapon->split ();
2034 2038
2035 /* create the golem object */ 2039 /* create the golem object */
2036 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2037 2041
2038 /* 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 */
2039 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2040 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2041 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2042 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2043 tmp->set_owner (op); 2047 tmp->set_owner (op);
2044 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2046 2050
2047 /* 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
2048 * removed flag - it should only be set if weapon->split was 2052 * removed flag - it should only be set if weapon->split was
2049 * used above. 2053 * used above.
2050 */ 2054 */
2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2052 weapon->remove (); 2056 weapon->remove ();
2053 2057
2054 tmp->insert (weapon); 2058 tmp->insert (weapon);
2055 2059
2056 /* 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,
2057 * 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
2058 * body_info, skills, etc) 2062 * body_info, skills, etc)
2059 */ 2063 */
2060 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2061 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2062 tmp->update_stats (); 2066 tmp->update_stats ();
2063 2067
2064 /* 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
2065 * 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 -
2066 * 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.
2086 2090
2087 /* attacktype */ 2091 /* attacktype */
2088 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2089 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2090 2094
2091 if (materialtype_t *mt = name_to_material (op->materialname))
2092 {
2093 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2094 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2095 a = mt->save[0]; 2097
2096 } 2098 a = op->material->save[0];
2097 else
2098 {
2099 for (i = 0; i < NROFATTACKS; i++)
2100 tmp->resist[i] = 5;
2101 a = 10;
2102 }
2103 2099
2104 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2105 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2106 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2107 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2115 /* 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 */
2116 2112
2117 if (a > 14) 2113 if (a > 14)
2118 a = 14; 2114 a = 14;
2119 2115
2120 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));
2121 2117
2122 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2123 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)));
2124 2120
2125 if (!spell->race) 2121 if (!spell->race)
2126 { 2122 {
2127 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2128 tmp->name = buf; 2124 tmp->name = buf;
2134 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2136 } 2132 }
2137 2133
2138 /* 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. */
2139 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));
2140 2136
2141 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2142 tmp->direction = dir; 2138 tmp->direction = dir;
2143 2139
2144 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2161 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2162 2158
2163 if (!success) 2159 if (!success)
2164 { 2160 {
2165 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2167 else 2163 else
2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2169 } 2165 }
2170 2166
2171 return success; 2167 return success;
2172} 2168}
2173 2169
2183 2179
2184 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2185 if (new_aura) 2181 if (new_aura)
2186 refresh = 1; 2182 refresh = 1;
2187 else 2183 else
2188 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2189 2185
2190 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);
2191 2187
2192 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);
2193 2189
2209 2205
2210/* 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,
2211 * 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
2212 * around him. 2208 * around him.
2213 * Aura parameters: 2209 * Aura parameters:
2214 * duration: duration counter. 2210 * duration: duration counter.
2215 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2217 */ 2213 */
2218void 2214void
2219move_aura (object *aura) 2215move_aura (object *aura)
2220{ 2216{
2221 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2222 object *env = aura->env; 2218 object *env = aura->env;
2223 object *owner = aura->owner; 2219 object *owner = aura->owner;
2224 2220
2225 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2226 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2227 */ 2223 */
2228 aura->remove (); 2224 aura->remove ();
2229 2225
2230 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2231 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2240 aura->destroy (); 2236 aura->destroy ();
2241 return; 2237 return;
2242 } 2238 }
2243 2239
2244 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2245 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2246 */ 2242 */
2247 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2248 2244
2249 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2250 { 2246 {
2258 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2259 { 2255 {
2260 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2261 2257
2262 if (aura->other_arch) 2258 if (aura->other_arch)
2263 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2264 } 2260 }
2265 } 2261 }
2266 2262
2267 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2268 env->insert (aura); 2264 env->insert (aura);
2278 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2279 { 2275 {
2280 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2281 object *victim = tmp->head_ (); 2277 object *victim = tmp->head_ ();
2282 2278
2283 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2279 if (!victim->flag [FLAG_MONSTER])
2284 continue; 2280 continue;
2285 2281
2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2287 continue; 2283 continue;
2288 2284
2289 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2290 continue; 2286 continue;
2291 2287
2292 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2293 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2294 2290
2295 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2296 { 2292 {
2297 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2298 2294
2307 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2308 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2309 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2310#endif 2306#endif
2311 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2313 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2314 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2315 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2316 2312
2317 if (victim->name) 2313 if (victim->name)
2318 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);
2319 } 2315 }
2320 } 2316 }
2326int 2322int
2327write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2328{ 2324{
2329 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2330 { 2326 {
2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2332 return 0; 2328 return 0;
2333 } 2329 }
2334 2330
2335 if (!msg_is_safe (msg)) 2331 if (!msg_is_safe (msg))
2336 { 2332 {
2337 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.>");
2338 LOG (llevInfo, "write_mark: 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);
2339 return 0; 2335 return 0;
2340 } 2336 }
2341 2337
2342 if (!spell->other_arch) 2338 if (!spell->other_arch)
2343 return 0; 2339 return 0;
2344 2340
2345 object *tmp = arch_to_object (spell->other_arch); 2341 object *tmp = spell->other_arch->instance ();
2346 2342
2347 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2348 tmp->msg = msg; 2344 tmp->msg = msg;
2349 2345
2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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