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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.95 by root, Thu Jan 1 16:05:13 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
425/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 430 */
427int 431int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 433{
430 object *tmp, *next;
431 int range, i, j, mflags; 434 int range, i, j, mflags;
432 sint16 sx, sy; 435 sint16 sx, sy;
433 maptile *m; 436 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 437
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 439
440 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 447
448 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
449 continue; 449 continue;
450 450
451 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 453 {
454 next = tmp->above; 454 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 458 }
458 } 459 }
459 460
460 return 1; 461 return 1;
462 463
463void 464void
464execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
465{ 466{
466 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 470 else
471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
477/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
478 * 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
479 * time delay effect. 478 * time delay effect.
480 */ 479 */
481int 480int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 482{
484 object *dummy; 483 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 484 return 0;
489 485
490 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))
491 { 487 {
492 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.");
493 return 1; 489 return 1;
494 } 490 }
495 491
496 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
497 493
498 if (!dummy)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
506 if (time < 1)
507 time = 1;
508 495
509 /* 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
510 * 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
511 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
512 */ 499 */
513 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
517 504 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 507
525 op->insert (dummy); 508 op->insert (dummy);
526 509
527 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.");
528 511
567 550
568int 551int
569perceive_self (object *op) 552perceive_self (object *op)
570{ 553{
571 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
573 556
574 dynbuf_text buf; 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 558
576 if (player *pl = op->contr) 559 if (!op->is_player ())
560 return 0;
561
577 if (object *race = archetype::find (op->race)) 562 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 563 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 564
580 if (object *god = find_god (determine_god (op))) 565 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 566 buf << " - You worship " << &god->name << ".\n";
582 else 567 else
583 buf << " - You worship no god.\n"; 568 buf << " - You worship no god.\n";
594 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
596 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));
597 } 582 }
598 583
599 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 587 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 589 {
609 594
610 break; 595 break;
611 } 596 }
612 } 597 }
613 598
614 buf << '\0'; // zero-terminate 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 600
618 return 1; 601 return 1;
619} 602}
620 603
621/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
637 x = op->x; 620 x = op->x;
638 y = op->y; 621 y = op->y;
639 } 622 }
640 else 623 else
641 { 624 {
642 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
643 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
644 } 627 }
645 628
646 m = op->map; 629 m = op->map;
647 630
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
649 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
650 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
651 { 634 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
653 return 0; 636 return 0;
654 } 637 }
655 638
656 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 641 else if (spell_ob->race)
659 { 642 {
660 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
661 644
662 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 651 return 0;
669 } 652 }
670 653
671 tmp = arch_to_object (at); 654 tmp = at->instance ();
672 } 655 }
673 else 656 else
674 { 657 {
675 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);
676 return 0; 659 return 0;
681 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
682 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);
683 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);
684 tmp->range = 0; 667 tmp->range = 0;
685 } 668 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
687 { 670 {
688 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);
689 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
690 } 673 }
691 674
692 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])
693 { 676 {
694 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);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
696 } 679 }
697 680
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 682 {
700 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);
701 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
704 } 687 }
705 688
706 /* 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,
707 * 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
708 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
720 return 0; 703 return 0;
721 } 704 }
722 705
723 /* 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 */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 709
727 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
731 * blocked spaces. 714 * blocked spaces.
732 */ 715 */
733 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
738 { 721 {
739 int dir2; 722 int dir2;
740 723
741 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
742 725
743 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
744 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
745 m = tmp->map; 728 m = tmp->map;
746 729
747 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)) &&
748 ((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)
749 { 732 {
750 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
752 735
753 /* 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 */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
756 739
757 } 740 }
758 else 741 else
759 posblocked = 1; 742 posblocked = 1;
760 743
761 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
762 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
763 m = tmp->map; 746 m = tmp->map;
764 747
765 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)) &&
766 ((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)
767 { 750 {
768 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
770 753
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
773 } 756 }
774 else 757 else
775 negblocked = 1; 758 negblocked = 1;
776 } 759 }
777 760
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
780 763
781 return 1; 764 return 1;
782} 765}
783 766
784int 767int
785dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 769{
787 uint32 dist, maxdist; 770 uint32 dist, maxdist;
788 int mflags; 771 int mflags;
789 maptile *m; 772 maptile *m;
790 sint16 sx, sy; 773 sint16 sx, sy;
792 if (op->type != PLAYER) 775 if (op->type != PLAYER)
793 return 0; 776 return 0;
794 777
795 if (!dir) 778 if (!dir)
796 { 779 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
798 return 0; 781 return 0;
799 } 782 }
800 783
801 /* 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
802 * ever, so put limits in. 785 * ever, so put limits in.
803 */ 786 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 788
806 if (op->contr->count) 789 if (spellparam)
807 { 790 {
791 int count = atoi (spellparam);
792
808 if (op->contr->count > maxdist) 793 if (count > maxdist)
809 { 794 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
811 return 0; 796 return 0;
812 } 797 }
813 798
814 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
815 { 800 {
816 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);
817 802
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 804 break;
820 805
821 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)))
822 break; 807 break;
823 } 808 }
824 809
825 if (dist < op->contr->count) 810 if (dist < count)
826 { 811 {
827 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");
828 op->contr->count = 0;
829 return 0; 813 return 0;
830 } 814 }
831
832 op->contr->count = 0;
833 815
834 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
835 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
836 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
838 * 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
839 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
840 */ 822 */
841 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
842 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);
843 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)))
844 { 826 {
845 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");
846 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
847 } 829 }
853 * spaces that blocked the players view. 835 * spaces that blocked the players view.
854 */ 836 */
855 837
856 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
857 { 839 {
858 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);
859 841
860 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
861 break; 843 break;
862 844
863 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)))
868 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
869 * find a place for the player. 851 * find a place for the player.
870 */ 852 */
871 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
872 { 854 {
873 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,
874 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
875 continue; 857 continue;
876 858
877 859
878 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)))
879 break; 861 break;
880 862
881 } 863 }
882 if (!dist) 864 if (!dist)
883 { 865 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
885 return 0; 867 return 0;
886 } 868 }
887 } 869 }
888 870
889 /* Actually move the player now */ 871 /* Actually move the player now */
890 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
891 return 1; 873 return 1;
892 874
893 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
894 return 1; 877 return 1;
895} 878}
896 879
897/* cast_heal: Heals something. 880/* cast_heal: Heals something.
898 * op is the caster. 881 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 936 if (cure_disease (tmp, op, spell))
954 success = 1; 937 success = 1;
955 938
956 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
957 { 940 {
958 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
960 if (poison) 943 if (poison)
961 { 944 {
962 success = 1; 945 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 948 }
966 } 949 }
967 950
968 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
969 { 952 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 954 if (poison)
972 { 955 {
973 success = 1; 956 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 958 poison->duration = 1;
976 } 959 }
977 } 960 }
978 961
979 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
980 { 963 {
981 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
983 if (poison) 966 if (poison)
984 { 967 {
985 success = 1; 968 success = 1;
986 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.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 988 success = 1;
1006 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!");
1007 } 990 }
1008 991
1009 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 993 {
1011 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1012 995 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 996
1016 success = 1; 997 success = 1;
1017 /* 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 */
1018 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");
1019 } 1000 }
1034 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1016 "You are no easier to look at.",
1036}; 1017};
1037 1018
1038int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1039cast_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)
1040{ 1027{
1041 object *force = 0; 1028 object *force = 0;
1042 int i; 1029 int i;
1043 1030
1060 break; 1047 break;
1061 } 1048 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1050 {
1064 if (!silent) 1051 if (!silent)
1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1066 1054
1067 return 0; 1055 return 0;
1068 } 1056 }
1069 } 1057 }
1070 } 1058 }
1071 1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1072 if (!force) 1062 if (force)
1073 {
1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1077 if (spell_ob->race)
1078 force->name = spell_ob->race;
1079 else
1080 force->name = spell_ob->name;
1081
1082 force->name_pl = spell_ob->name;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1084
1085 } 1063 {
1086 else
1087 {
1088 int duration;
1089
1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1091 if (duration > force->duration) 1064 if (duration > force->duration)
1092 { 1065 {
1093 force->duration = duration; 1066 force->duration = duration;
1094 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.");
1095 } 1068 }
1097 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.");
1098 1071
1099 return 1; 1072 return 1;
1100 } 1073 }
1101 1074
1102 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
1103 force->speed = 1.0; 1090 force->speed = 1.0;
1104 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1106 1093
1107 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1109 {
1110 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1111 {
1112 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));
1113 if (force->resist[i] > 100)
1114 force->resist[i] = 100;
1115 }
1116 }
1117 1098
1118 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1119 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);
1120 1101
1121 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1140 } 1121 }
1141 } 1122 }
1142 1123
1143 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1144 1125
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1146 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1147 1128
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1149 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1150 1131
1151 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1153 { 1134 {
1154 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1207 } 1188 }
1208 } 1189 }
1209 1190
1210 if (force == NULL) 1191 if (force == NULL)
1211 { 1192 {
1212 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1213 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1214 if (spell_ob->race) 1195 if (spell_ob->race)
1215 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1216 else 1197 else
1217 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1232 { 1213 {
1233 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.");
1234 } 1215 }
1235 return 0; 1216 return 0;
1236 } 1217 }
1218
1237 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;
1238 force->speed = 1.0; 1220 force->speed = 1.0;
1239 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1240 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1241 1223
1242 if (!god) 1224 if (!god)
1243 { 1225 {
1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1245 } 1227 }
1246 else 1228 else
1247 { 1229 {
1248 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1252 {
1253 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]);
1254 } 1234
1255 }
1256 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1257 1236
1258 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1260 1239
1280 1259
1281/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1282 * 1261 *
1283 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1284 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1285 * 1264 *
1286 * 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
1287 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1288 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1289 * when sold. 1268 * when sold.
1290 * 1269 *
1302 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1284 * the stuff back to town.
1306 */ 1285 */
1307 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1308 value = 0; 1287 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3; 1289 value /= 3;
1311 else 1290 else
1312 value = value * 9 / 10; 1291 value = value * 9 / 10;
1325 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1326 return 0; 1305 return 0;
1327 1306
1328 archetype *nugget[3]; 1307 archetype *nugget[3];
1329 1308
1330 nugget[0] = archetype::find ("pyrite3"); 1309 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1310 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1311 nugget[2] = archetype::find (shstr_pyrite);
1333 1312
1334 /* 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
1335 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1315 * in sight
1337 */ 1316 */
1366 1345
1367 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)
1368 { 1347 {
1369 next = tmp->above; 1348 next = tmp->above;
1370 1349
1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 { 1352 {
1374 if (tmp->inv) 1353 if (tmp->inv)
1375 { 1354 {
1376 object *next1, *tmp1; 1355 object *next1, *tmp1;
1377 1356
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 { 1358 {
1380 next1 = tmp1->below; 1359 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1384 } 1363 }
1385 } 1364 }
1386 1365
1387 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1392 } 1371 }
1393 1372
1394 value -= rndm (value >> 4); 1373 value -= rndm (value >> 4);
1395 value = min (value, value_max); 1374 value = min (value, value_max);
1396 1375
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1376 for (int i = 0; i < array_length (nugget); ++i)
1398 if (int nrof = value / nugget [i]->value) 1377 if (int nrof = value / nugget [i]->value)
1399 { 1378 {
1400 value -= nrof * nugget[i]->value; 1379 value -= nrof * nugget[i]->value;
1401 1380
1402 object *tmp = arch_to_object (nugget[i]); 1381 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1382 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1383 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1384 op->map->insert (tmp, x, y, op, 0);
1406 } 1385 }
1407 1386
1418 * items. 1397 * items.
1419 */ 1398 */
1420int 1399int
1421remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1422{ 1401{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1425 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
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1412 {
1431 was_one++; 1413 ++was_one;
1432 1414
1433 if (tmp->level <= casting_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1434 { 1416 {
1435 success++; 1417 ++success;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438 1419
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1442 1424
1443 if (object *pl = tmp->visible_to ()) 1425 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 } 1427 }
1446 } 1428 }
1447 1429
1448 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1449 { 1431 {
1450 if (success) 1432 if (success)
1451 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.>");
1452 else 1434 else
1453 { 1435 {
1454 if (was_one) 1436 if (was_one)
1455 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.>");
1456 else 1438 else
1457 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.>");
1458 } 1440 }
1459 } 1441 }
1460 1442
1461 return success; 1443 return success;
1462} 1444}
1463 1445
1464/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1465int 1447int
1466cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1467{ 1449{
1468 dynbuf_text buf; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469 object *tmp;
1470 1451
1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472 1453
1473 if (num_ident < 1) 1454 op->splay_marked ();
1474 num_ident = 1;
1475 1455
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1457 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1479 { 1459 {
1480 identify (tmp); 1460 identify (tmp);
1481 1461
1482 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1483 { 1463 {
1485 1465
1486 if (tmp->msg) 1466 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1468 }
1489 1469
1490 num_ident--;
1491 if (!num_ident) 1470 if (!--num_ident)
1492 break; 1471 break;
1493 } 1472 }
1494 } 1473 }
1495 1474
1496 /* If all the power of the spell has been used up, don't go and identify 1475 /* If all the power of the spell has been used up, don't go and identify
1497 * 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
1498 * was not fully used. 1477 * was not fully used.
1499 */ 1478 */
1500 if (num_ident) 1479 if (num_ident)
1501 { 1480 {
1502 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)
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1504 { 1483 {
1505 identify (tmp); 1484 identify (tmp);
1506 1485
1507 if (object *pl = tmp->visible_to ()) 1486 if (object *pl = tmp->visible_to ())
1508 { 1487 {
1510 1489
1511 if (tmp->msg) 1490 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1492 }
1514 1493
1515 num_ident--;
1516 if (!num_ident) 1494 if (!--num_ident)
1517 break; 1495 break;
1518 } 1496 }
1519 } 1497 }
1520 1498
1521 if (buf.empty ()) 1499 if (buf.empty ())
1535 1513
1536int 1514int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1516{
1539 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1540 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1541 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1542 maptile *m; 1520 maptile *m;
1543 1521
1544 /* 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
1545 * doing it over and over again. 1523 * doing it over and over again.
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1528
1551 if (!skill) 1529 if (!skill)
1552 skill = caster; 1530 skill = caster;
1553 1531
1554 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1534 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1538 * down - that is easier than working up.
1566 */ 1539 */
1567 1540
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1569 last = tmp; 1542 last = tmp;
1570 1543
1571 /* 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
1572 * would happen. 1545 * would happen.
1573 */ 1546 */
1574 if (!last) 1547 if (!last)
1575 continue; 1548 continue;
1576 1549
1577 done_one = 0; 1550 done_one = 0;
1578 floor = 0; 1551 floor = 0;
1579 detect = NULL; 1552 detect = 0;
1580 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1554 {
1582 /* show invisible */ 1555 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1584 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1587 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1594 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1595 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)
1596 { 1580 {
1597 tmp->invisible = 0; 1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
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
1598 done_one = 1; 1663 done_one = 1;
1599 } 1664 }
1600 } 1665 }
1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* 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
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race)))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1656 1667
1657 /* 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
1658 * where the magic is. 1669 * where the magic is.
1659 */ 1670 */
1660 if (done_one) 1671 if (done_one)
1661 { 1672 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1663 1674
1664 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1666 { 1677 {
1667 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1685 }
1675 1686
1676 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1688 }
1678 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1679 1690
1680 1691
1681 /* 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 */
1682 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])
1683 { 1694 {
1684 done_one = 0; 1695 done_one = 0;
1685 1696
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1698 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1689 { 1700 {
1690 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])
1691 { 1702 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1693 1704
1694 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1695 esrv_update_item (UPD_FLAGS, pl, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1696 } 1707 }
1697 1708
1698 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] &&
1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1700 { 1711 {
1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1702 1713
1703 if (object *pl = tmp->visible_to ()) 1714 if (object *pl = tmp->visible_to ())
1704 esrv_update_item (UPD_FLAGS, pl, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1705 } 1716 }
1706 } /* if item is not identified */ 1717 } /* if item is not identified */
1727 1738
1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1729 1740
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1742 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1743 } 1746 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1766 sint16 x, y; 1769 sint16 x, y;
1767 maptile *m; 1770 maptile *m;
1768 int mflags; 1771 int mflags;
1769 1772
1770 m = op->map; 1773 m = op->map;
1771 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1772 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1773 1776
1774 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1775 1778
1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1777 { 1780 {
1778 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)
1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1780 break; 1783 break;
1781 } 1784 }
1782 1785
1783 1786
1784 /* 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
1785 * 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.
1786 */ 1789 */
1787 if (plyr == NULL) 1790 if (plyr == NULL)
1788 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)
1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1790 break; 1793 break;
1791 1794
1792 if (!plyr) 1795 if (!plyr)
1793 { 1796 {
1794 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1795 return 0; 1798 return 0;
1796 } 1799 }
1797 /* give sp */ 1800 /* give sp */
1798 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1799 { 1802 {
1811 if (rate > 95) 1814 if (rate > 95)
1812 rate = 95; 1815 rate = 95;
1813 1816
1814 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1815 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1816 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1817 { 1820 {
1818 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1821 if (sucked > 0) 1824 if (sucked > 0)
1841 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1842 int mflags; 1845 int mflags;
1843 maptile *m; 1846 maptile *m;
1844 sint16 sx, sy; 1847 sint16 sx, sy;
1845 1848
1846 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1847 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1848 m = op->map; 1851 m = op->map;
1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1851 return; 1854 return;
1852 1855
1865 1868
1866 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1867 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1868 continue; 1871 continue;
1869 1872
1870 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1871 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1872 * monsters either. 1875 * monsters either.
1873 */ 1876 */
1874 1877
1875 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1876 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1878 && (op->level > head->level)) 1881 && (op->level > head->level))
1879 head->destroy (); 1882 head->destroy ();
1880 else 1883 else
1881 switch (head->type) 1884 switch (head->type)
1882 { 1885 {
1883 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1887 continue; 1890 continue;
1888 1891
1889 if (op->level > head->level) 1892 if (op->level > head->level)
1890 head->destroy (); 1893 head->destroy ();
1891 1894
1914 1917
1915 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1916 1919
1917 if (!god) 1920 if (!god)
1918 { 1921 {
1919 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!");
1920 return 0; 1923 return 0;
1921 } 1924 }
1922 1925
1923 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1924 { 1927 {
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1926 break; 1929 break;
1927 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1928 { 1931 {
1929 1932
1930 if (tmp->level > casting_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1931 { 1934 {
1932 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);
1933 return 0; 1936 return 0;
1934 } 1937 }
1935 else 1938 else
1936 { 1939 {
1937 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1946 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);
1947 return 1; 1950 return 1;
1948 } 1951 }
1949 } 1952 }
1950 } 1953 }
1951 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!");
1952 return 0; 1956 return 0;
1953} 1957}
1954 1958
1955/* animate_weapon - 1959/* animate_weapon -
1956 * 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.
1957 * 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
1958 * 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
1959 * 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.
1960 * 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,
1961 * 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
1962 * 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
1963 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1964 */ 1968 */
1965int 1969int
1966animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1967{ 1971{
1968 object *weapon, *tmp;
1969 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1970 int a, i; 1973 int a, i;
1971 sint16 x, y; 1974 sint16 x, y;
1972 maptile *m; 1975 maptile *m;
1973 1976
1991 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1992 if (!dir) 1995 if (!dir)
1993 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);
1994 1997
1995 m = op->map; 1998 m = op->map;
1996 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1997 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1998 2001
1999 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2000 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)
2001 || ((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))
2002 { 2005 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2004 return 0; 2007 return 0;
2005 } 2008 }
2006 2009
2007 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2008 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2009 2012
2010 if (!weapon) 2013 if (!weapon)
2011 { 2014 {
2012 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!");
2013 return 0; 2016 return 0;
2014 } 2017 }
2015 2018
2016 if (spell->race && weapon->arch->archname != spell->race) 2019 if (spell->race && weapon->arch->archname != spell->race)
2017 { 2020 {
2018 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2019 return 0; 2022 return 0;
2020 } 2023 }
2021 2024
2022 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2023 { 2026 {
2024 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.");
2025 return 0; 2028 return 0;
2026 } 2029 }
2027 2030
2028 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031 if (weapon->flag [FLAG_APPLIED])
2029 { 2032 {
2030 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));
2031 return 0; 2034 return 0;
2032 } 2035 }
2033 2036
2034 weapon = weapon->split (); 2037 weapon = weapon->split ();
2035 2038
2036 /* create the golem object */ 2039 /* create the golem object */
2037 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2038 2041
2039 /* 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 */
2040 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2041 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2042 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2043 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2044 tmp->set_owner (op); 2047 tmp->set_owner (op);
2045 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2047 2050
2048 /* 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
2049 * removed flag - it should only be set if weapon->split was 2052 * removed flag - it should only be set if weapon->split was
2050 * used above. 2053 * used above.
2051 */ 2054 */
2052 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2053 weapon->remove (); 2056 weapon->remove ();
2054 2057
2055 tmp->insert (weapon); 2058 tmp->insert (weapon);
2056 2059
2057 /* 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,
2058 * 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
2059 * body_info, skills, etc) 2062 * body_info, skills, etc)
2060 */ 2063 */
2061 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2062 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2063 tmp->update_stats (); 2066 tmp->update_stats ();
2064 2067
2065 /* 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
2066 * 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 -
2067 * 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.
2087 2090
2088 /* attacktype */ 2091 /* attacktype */
2089 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2090 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2091 2094
2092 if (materialtype_t *mt = name_to_material (op->materialname))
2093 {
2094 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2095 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2096 a = mt->save[0]; 2097
2097 } 2098 a = op->material->save[0];
2098 else
2099 {
2100 for (i = 0; i < NROFATTACKS; i++)
2101 tmp->resist[i] = 5;
2102 a = 10;
2103 }
2104 2099
2105 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2106 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2107 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2108 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2116 /* 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 */
2117 2112
2118 if (a > 14) 2113 if (a > 14)
2119 a = 14; 2114 a = 14;
2120 2115
2121 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));
2122 2117
2123 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2124 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)));
2125 2120
2126 if (!spell->race) 2121 if (!spell->race)
2127 { 2122 {
2128 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2129 tmp->name = buf; 2124 tmp->name = buf;
2135 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2137 } 2132 }
2138 2133
2139 /* 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. */
2140 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));
2141 2136
2142 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2143 tmp->direction = dir; 2138 tmp->direction = dir;
2144 2139
2145 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2162 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2163 2158
2164 if (!success) 2159 if (!success)
2165 { 2160 {
2166 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2168 else 2163 else
2169 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2170 } 2165 }
2171 2166
2172 return success; 2167 return success;
2173} 2168}
2174 2169
2184 2179
2185 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2186 if (new_aura) 2181 if (new_aura)
2187 refresh = 1; 2182 refresh = 1;
2188 else 2183 else
2189 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2190 2185
2191 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);
2192 2187
2193 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);
2194 2189
2210 2205
2211/* 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,
2212 * 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
2213 * around him. 2208 * around him.
2214 * Aura parameters: 2209 * Aura parameters:
2215 * duration: duration counter. 2210 * duration: duration counter.
2216 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2217 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2218 */ 2213 */
2219void 2214void
2220move_aura (object *aura) 2215move_aura (object *aura)
2221{ 2216{
2222 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2223 object *env = aura->env; 2218 object *env = aura->env;
2224 object *owner = aura->owner; 2219 object *owner = aura->owner;
2225 2220
2226 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2227 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2228 */ 2223 */
2229 aura->remove (); 2224 aura->remove ();
2230 2225
2231 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2232 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2241 aura->destroy (); 2236 aura->destroy ();
2242 return; 2237 return;
2243 } 2238 }
2244 2239
2245 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2246 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2247 */ 2242 */
2248 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2249 2244
2250 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2251 { 2246 {
2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2260 { 2255 {
2261 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2262 2257
2263 if (aura->other_arch) 2258 if (aura->other_arch)
2264 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2265 } 2260 }
2266 } 2261 }
2267 2262
2268 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2269 env->insert (aura); 2264 env->insert (aura);
2279 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2280 { 2275 {
2281 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2282 object *victim = tmp->head_ (); 2277 object *victim = tmp->head_ ();
2283 2278
2284 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2279 if (!victim->flag [FLAG_MONSTER])
2285 continue; 2280 continue;
2286 2281
2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2288 continue; 2283 continue;
2289 2284
2290 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2291 continue; 2286 continue;
2292 2287
2293 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2295 2290
2296 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2292 {
2298 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2299 2294
2308 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2309 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2310 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2311#endif 2306#endif
2312 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2313 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2314 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2315 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2316 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2317 2312
2318 if (victim->name) 2313 if (victim->name)
2319 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);
2320 } 2315 }
2321 } 2316 }
2325 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2326 */ 2321 */
2327int 2322int
2328write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2329{ 2324{
2330 char rune[HUGE_BUF];
2331 object *tmp;
2332
2333 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2334 { 2326 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2336 return 0; 2328 return 0;
2337 } 2329 }
2338 2330
2339 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2340 { 2332 {
2341 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.>");
2342 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);
2343 return 0; 2335 return 0;
2344 } 2336 }
2337
2345 if (!spell->other_arch) 2338 if (!spell->other_arch)
2346 return 0; 2339 return 0;
2347 tmp = arch_to_object (spell->other_arch);
2348 2340
2349 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2350 2342
2351 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2352 tmp->msg = rune; 2344 tmp->msg = msg;
2353 2345
2354 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2355 return 1; 2348 return 1;
2356} 2349}
2350

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