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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC vs.
Revision 1.126 by root, Sun Apr 11 15:37:30 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
205 pick_up (op, missile); 202 pick_up (op, missile);
206 203
207 return 1; 204 return 1;
208} 205}
209 206
210 207
211/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 210int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 212{
216 int food_value; 213 int food_value;
217 archetype *at = NULL; 214 archetype *at = NULL;
218 object *new_op; 215 object *new_op;
219 216
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 218
222 if (stringarg) 219 if (spellparam)
223 { 220 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 222 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 225 spellparam = NULL;
229 } 226 }
230 227
231 if (!stringarg) 228 if (!spellparam)
232 { 229 {
233 archetype *at_tmp; 230 archetype *at_tmp;
234 231
235 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
261 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
262 * know 259 * know
263 */ 260 */
264 if (!at) 261 if (!at)
265 { 262 {
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
267 return 0; 264 return 0;
268 } 265 }
269 266
270 food_value /= at->stats.food; 267 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 268 new_op = at->instance ();
272 new_op->nrof = food_value; 269 new_op->nrof = food_value;
273 270
274 new_op->value = 0; 271 new_op->value = 0;
275 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
276 new_op->nrof = 1; 273 new_op->nrof = 1;
284{ 281{
285 int r, mflags, maxrange; 282 int r, mflags, maxrange;
286 object *tmp; 283 object *tmp;
287 maptile *m; 284 maptile *m;
288 285
289
290 if (!dir) 286 if (!dir)
291 { 287 {
292 examine_monster (op, op); 288 examine_monster (op, op);
293 return 1; 289 return 1;
294 } 290 }
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 299
304 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
305 break; 301 break;
306 302
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 304 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 306 return 0;
311 } 307 }
308
312 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
313 { 310 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 { 313 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 315 if (tmp->head != NULL)
319 tmp = tmp->head; 316 tmp = tmp->head;
320 examine_monster (op, tmp); 317 examine_monster (op, tmp);
343 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
344 { 341 {
345 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
347 { 344 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
349 return 0; 346 return 0;
350 347
351 return 1; 348 return 1;
352 } 349 }
353 350
354 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 353 return 1;
357 354
358 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
359 if (!mon->race) 356 if (!mon->race)
360 return 0; 357 return 0;
361 358
362 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 360 return 1;
364 361
365 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
366 return 0; 363 return 0;
367 } 364 }
384int 381int
385cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
386{ 383{
387 if (op->invisible > 1000) 384 if (op->invisible > 1000)
388 { 385 {
389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
390 return 0; 387 return 0;
391 } 388 }
392 389
393 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
394 * and if statement or two. 391 * and if statement or two.
400 397
401 if (op->type == PLAYER) 398 if (op->type == PLAYER)
402 { 399 {
403 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
404 401
405 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
406 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
407 else 404 else
408 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
409 406
410 op->contr->hidden = 0; 407 op->contr->hidden = 0;
430/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 428 */
432int 429int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 431{
435 object *tmp, *next;
436 int range, i, j, mflags; 432 int range, i, j, mflags;
437 sint16 sx, sy; 433 sint16 sx, sy;
438 maptile *m; 434 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 435
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 437
445 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 445
453 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
454 continue; 447 continue;
455 448
456 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
458 { 451 {
459 next = tmp->above; 452 next = tmp->above;
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 456 }
463 } 457 }
464 458
465 return 1; 459 return 1;
468void 462void
469execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
470{ 464{
471 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
472 { 466 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
475 else 469 else
476 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
481 } 471 }
482 472
483 op->destroy (); 473 op->destroy ();
484} 474}
485 475
501 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
502 return 1; 492 return 1;
503 } 493 }
504 494
505 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
506 if (dummy == NULL) 496
497 if (!dummy)
507 { 498 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0; 501 return 0;
511 } 502 }
575 566
576int 567int
577perceive_self (object *op) 568perceive_self (object *op)
578{ 569{
579 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
581 572
582 dynbuf_text buf; 573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 574
584 if (player *pl = op->contr) 575 if (!op->is_player ())
576 return 0;
577
585 if (object *race = archetype::find (op->race)) 578 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 580
588 if (object *god = find_god (determine_god (op))) 581 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 582 buf << " - You worship " << &god->name << ".\n";
590 else 583 else
591 buf << "You worship no god.\n"; 584 buf << " - You worship no god.\n";
592 585
593 object *tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
594 587
595 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 589 buf << " - You feel very mundane. ";
597 else 590 else
598 { 591 {
599 buf << "You have: " << cp << ".\n"; 592 buf << " - You have: " << cp << ".\n";
600 593
601 if (tmp) 594 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
605 } 598 }
606 599
607 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 603 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 605 {
613 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 607 buf << " - Your metabolism isn't focused on anything.\n";
615 else 608 else
616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 610
618 break; 611 break;
619 } 612 }
620 } 613 }
621 614
622 buf << '\0'; // zero-terminate 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 616
626 return 1; 617 return 1;
627} 618}
628 619
629/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
655 646
656 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
657 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
659 { 650 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
661 return 0; 652 return 0;
662 } 653 }
663 654
664 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
665 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
666 else if (spell_ob->race) 657 else if (spell_ob->race)
667 { 658 {
668 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
669 660
670 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
676 return 0; 667 return 0;
677 } 668 }
678 669
679 tmp = arch_to_object (at); 670 tmp = at->instance ();
680 } 671 }
681 else 672 else
682 { 673 {
683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
684 return 0; 675 return 0;
689 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
690 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
691 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
692 tmp->range = 0; 683 tmp->range = 0;
693 } 684 }
694 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
695 { 686 {
696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
697 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
698 } 689 }
699 690
700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
701 { 692 {
702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
703 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
704 } 695 }
705 696
706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
707 { 698 {
708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
709 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
710 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
711 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
712 } 703 }
713 704
714 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
715 * these fields just won't be used. Do not set the owner for 706 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
717 */ 708 */
718 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 710 tmp->set_owner (op);
720 711
721 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
723 714
724 name = tmp->name; 715 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 717 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
728 return 0; 719 return 0;
729 } 720 }
730 721
731 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
732 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
734 725
735 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
736 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
737 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
738 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
758 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
759 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
760 751
761 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
763 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
764 755
765 } 756 }
766 else 757 else
767 posblocked = 1; 758 posblocked = 1;
768 759
775 { 766 {
776 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
777 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
778 769
779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
780 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
781 } 772 }
782 else 773 else
783 negblocked = 1; 774 negblocked = 1;
784 } 775 }
785 776
786 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
787 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
788 779
789 return 1; 780 return 1;
790} 781}
791 782
792int 783int
793dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 785{
795 uint32 dist, maxdist; 786 uint32 dist, maxdist;
796 int mflags; 787 int mflags;
797 maptile *m; 788 maptile *m;
798 sint16 sx, sy; 789 sint16 sx, sy;
800 if (op->type != PLAYER) 791 if (op->type != PLAYER)
801 return 0; 792 return 0;
802 793
803 if (!dir) 794 if (!dir)
804 { 795 {
805 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
806 return 0; 797 return 0;
807 } 798 }
808 799
809 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
810 * ever, so put limits in. 801 * ever, so put limits in.
811 */ 802 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 804
814 if (op->contr->count) 805 if (spellparam)
815 { 806 {
807 int count = atoi (spellparam);
808
816 if (op->contr->count > maxdist) 809 if (count > maxdist)
817 { 810 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
819 return 0; 812 return 0;
820 } 813 }
821 814
822 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
823 { 816 {
824 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
825 818
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 820 break;
828 821
829 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
830 break; 823 break;
831 } 824 }
832 825
833 if (dist < op->contr->count) 826 if (dist < count)
834 { 827 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
836 op->contr->count = 0;
837 return 0; 829 return 0;
838 } 830 }
839
840 op->contr->count = 0;
841 831
842 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
843 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
844 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
887 break; 877 break;
888 878
889 } 879 }
890 if (!dist) 880 if (!dist)
891 { 881 {
892 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
893 return 0; 883 return 0;
894 } 884 }
895 } 885 }
896 886
897 /* Actually move the player now */ 887 /* Actually move the player now */
898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
899 return 1; 889 return 1;
900 890
901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
902 return 1; 893 return 1;
903} 894}
904 895
905/* cast_heal: Heals something. 896/* cast_heal: Heals something.
906 * op is the caster. 897 * op is the caster.
961 if (cure_disease (tmp, op, spell)) 952 if (cure_disease (tmp, op, spell))
962 success = 1; 953 success = 1;
963 954
964 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
965 { 956 {
966 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
967 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
968 if (poison) 959 if (poison)
969 { 960 {
970 success = 1; 961 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
973 } 964 }
974 } 965 }
975 966
976 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
977 { 968 {
978 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
979 if (poison) 970 if (poison)
980 { 971 {
981 success = 1; 972 success = 1;
982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
983 poison->duration = 1; 974 poison->duration = 1;
984 } 975 }
985 } 976 }
986 977
987 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
988 { 979 {
989 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
990 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
991 if (poison) 982 if (poison)
992 { 983 {
993 success = 1; 984 success = 1;
994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1012 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1013 success = 1; 1004 success = 1;
1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1015 } 1006 }
1016 1007
1017 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1018 { 1009 {
1019 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1020 1011 min_it (tmp->stats.food, MAX_FOOD);
1021 if (tmp->stats.food > 999)
1022 tmp->stats.food = 999;
1023 1012
1024 success = 1; 1013 success = 1;
1025 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1026 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1027 } 1016 }
1042 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1032 "You are no easier to look at.",
1044}; 1033};
1045 1034
1046int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1048{ 1043{
1049 object *force = NULL; 1044 object *force = 0;
1050 int i; 1045 int i;
1051 1046
1052 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1053 object *tmp = dir 1048 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1050 : op;
1056 1051
1057 if (!tmp) 1052 if (!tmp)
1058 return 0; 1053 return 0;
1059 1054
1060 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1068 break; 1063 break;
1069 } 1064 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1066 {
1072 if (!silent) 1067 if (!silent)
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1074 return 0; 1071 return 0;
1075 } 1072 }
1076 } 1073 }
1077 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1078 if (force == NULL) 1078 if (force)
1079 {
1080 force = get_archetype (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086 force->name_pl = spell_ob->name;
1087 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1088
1089 } 1079 {
1090 else
1091 {
1092 int duration;
1093
1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 if (duration > force->duration) 1080 if (duration > force->duration)
1096 { 1081 {
1097 force->duration = duration; 1082 force->duration = duration;
1098 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1099 } 1084 }
1100 else 1085 else
1101 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1103 }
1104 1087
1105 return 1; 1088 return 1;
1106 } 1089 }
1107 1090
1108 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 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.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1109 force->speed = 1.0; 1106 force->speed = 1.0;
1110 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1112 1109
1113 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1114 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1115 { 1112 {
1116 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1146 } 1143 }
1147 } 1144 }
1148 1145
1149 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1150 1147
1151 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1152 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1153 1150
1154 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1155 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1156 1153
1157 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1158 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1159 { 1156 {
1160 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1180 */ 1177 */
1181int 1178int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1180{
1184 int i; 1181 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1183
1187 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1188 if (dir != 0) 1185 if (dir != 0)
1189 { 1186 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1191 } 1191 }
1192 else 1192 else
1193 {
1194 tmp = op; 1193 tmp = op;
1195 }
1196 1194
1197 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1197 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1199 {
1202 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1203 { 1201 {
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1210 return 0; 1208 return 0;
1211 } 1209 }
1212 } 1210 }
1213 } 1211 }
1212
1214 if (force == NULL) 1213 if (force == NULL)
1215 { 1214 {
1216 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1217 if (spell_ob->race)
1239 return 0; 1238 return 0;
1240 } 1239 }
1241 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1242 force->speed = 1.0; 1241 force->speed = 1.0;
1243 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1244 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1245 1244
1246 if (!god) 1245 if (!god)
1247 { 1246 {
1248 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1249 } 1248 }
1250 else 1249 else
1251 { 1250 {
1252 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1253 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1254 {
1255 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1256 {
1257 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1258 } 1255
1259 }
1260 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1261 1257
1262 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1263 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1264 1260
1299static void 1295static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1297{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1299
1304 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1305 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1306 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1305 * the stuff back to town.
1310 */ 1306 */
1311 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1312 value = 0; 1308 value = 0;
1313 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1314 value /= 3; 1310 value /= 3;
1315 else 1311 else
1316 value = value * 9 / 10; 1312 value = value * 9 / 10;
1329 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1330 return 0; 1326 return 0;
1331 1327
1332 archetype *nugget[3]; 1328 archetype *nugget[3];
1333 1329
1334 nugget[0] = archetype::find ("pyrite3"); 1330 nugget[0] = archetype::find (shstr_pyrite3);
1335 nugget[1] = archetype::find ("pyrite2"); 1331 nugget[1] = archetype::find (shstr_pyrite2);
1336 nugget[2] = archetype::find ("pyrite"); 1332 nugget[2] = archetype::find (shstr_pyrite);
1337 1333
1338 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1339 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1340 * in sight 1336 * in sight
1341 */ 1337 */
1370 1366
1371 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1372 { 1368 {
1373 next = tmp->above; 1369 next = tmp->above;
1374 1370
1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1377 { 1373 {
1378 if (tmp->inv) 1374 if (tmp->inv)
1379 { 1375 {
1380 object *next1, *tmp1; 1376 object *next1, *tmp1;
1381 1377
1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1383 { 1379 {
1384 next1 = tmp1->below; 1380 next1 = tmp1->below;
1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1387 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1388 } 1384 }
1389 } 1385 }
1390 1386
1391 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1402 if (int nrof = value / nugget [i]->value) 1398 if (int nrof = value / nugget [i]->value)
1403 { 1399 {
1404 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1405 1401
1406 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = nugget[i]->instance ();
1407 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1410 } 1406 }
1411 1407
1416 1412
1417bailout: 1413bailout:
1418 return 1; 1414 return 1;
1419} 1415}
1420 1416
1421
1422/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1423 * items. 1418 * items.
1424 */ 1419 */
1425int 1420int
1426remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1427{ 1422{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1430 1424
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1435 { 1429 {
1436 was_one++; 1430 was_one++;
1431
1437 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1438 { 1433 {
1439 success++; 1434 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1441 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1442 1437
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1444 }
1449 } 1445 }
1450 1446
1451 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1452 { 1448 {
1463 1459
1464 return success; 1460 return success;
1465} 1461}
1466 1462
1467/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1468
1469int 1464int
1470cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1471{ 1466{
1472 object *tmp; 1467 object *tmp;
1473 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474 1469
1475 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1476
1477 if (num_ident < 1)
1478 num_ident = 1;
1479 1471
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1473 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1483 { 1475 {
1484 identify (tmp); 1476 identify (tmp);
1485 1477
1486 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1487 { 1479 {
1488 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1489 1481
1490 if (tmp->msg) 1482 if (tmp->msg)
1491 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1484 }
1496 1485
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1486 if (!--num_ident)
1500 break; 1487 break;
1501 } 1488 }
1502 } 1489 }
1503 1490
1504 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1506 * was not fully used. 1493 * was not fully used.
1507 */ 1494 */
1508 if (num_ident) 1495 if (num_ident)
1509 { 1496 {
1510 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1512 { 1499 {
1513 identify (tmp); 1500 identify (tmp);
1514 1501
1515 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1516 { 1503 {
1517 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1518 1505
1519 if (tmp->msg) 1506 if (tmp->msg)
1520 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524
1525 esrv_send_item (op, tmp);
1526 } 1508 }
1527 1509
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1510 if (!--num_ident)
1531 break; 1511 break;
1532 } 1512 }
1533 } 1513 }
1534 1514
1535 if (!success) 1515 if (buf.empty ())
1536 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1537 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1538 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1539 1526 return 1;
1540 return success; 1527 }
1541} 1528}
1542 1529
1543int 1530int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1532{
1550 1537
1551 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1552 * doing it over and over again. 1539 * doing it over and over again.
1553 */ 1540 */
1554 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1544
1558 if (!skill) 1545 if (!skill)
1559 skill = caster; 1546 skill = caster;
1560 1547
1561 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1562 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1563 { 1550 {
1564 m = op->map;
1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1568
1569 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1554 * down - that is easier than working up.
1573 */ 1555 */
1574 1556
1575 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1576 last = tmp; 1558 last = tmp;
1577 1559
1578 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1579 * would happen. 1561 * would happen.
1580 */ 1562 */
1581 if (!last) 1563 if (!last)
1582 continue; 1564 continue;
1583 1565
1584 done_one = 0; 1566 done_one = 0;
1585 floor = 0; 1567 floor = 0;
1586 detect = NULL; 1568 detect = 0;
1587 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1570 {
1589 /* show invisible */ 1571 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1591 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1594 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1595 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1598 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1600 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1601 { 1593 {
1602 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1603 { 1595 {
1604 tmp->invisible = 0; 1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (tmp->flag [FLAG_IS_FLOOR])
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1621 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1622 {
1623 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1655 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1656 {
1657 tmp->set_flag (FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1605 done_one = 1; 1673 done_one = 1;
1606 } 1674 }
1607 } 1675 }
1608
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1;
1611
1612 /* All detections below this point don't descend beneath the floor,
1613 * so just continue on. We could be clever and look at the type of
1614 * detection to completely break out if we don't care about objects beneath
1615 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */
1617 if (floor)
1618 continue;
1619
1620 /* I had thought about making detect magic and detect curse
1621 * show the flash the magic item like it does for detect monster.
1622 * however, if the object is within sight, this would then make it
1623 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant.
1625 */
1626
1627 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1630 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4;
1635 done_one = 1;
1636 }
1637 /* detect monster */
1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1639 {
1640 done_one = 2;
1641 if (!detect)
1642 detect = tmp;
1643 }
1644 /* Basically, if race is set in the spell, then the creatures race must
1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match.
1647 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1650 (strstr (spell->race, tmp->race))))
1651 {
1652 done_one = 2;
1653 if (!detect)
1654 detect = tmp;
1655 }
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1;
1661 }
1662 } /* for stack of objects on this space */ 1676 } /* for stack of objects on this space */
1663 1677
1664 /* Code here puts an effect of the spell on the space, so you can see 1678 /* Code here puts an effect of the spell on the space, so you can see
1665 * where the magic is. 1679 * where the magic is.
1666 */ 1680 */
1667 if (done_one) 1681 if (done_one)
1668 { 1682 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1683 object *detect_ob = spell->other_arch->instance ();
1670 1684
1671 /* if this is set, we want to copy the face */ 1685 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1686 if (done_one == 2 && detect)
1673 { 1687 {
1674 detect_ob->face = detect->face; 1688 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1689 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1690 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1691 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1692 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1693 if (!detect->flag [FLAG_ANIMATE])
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1694 detect_ob->clr_flag (FLAG_ANIMATE);
1681 } 1695 }
1682 1696
1683 m->insert (detect_ob, nx, ny, op); 1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1684 } 1698 }
1685 } /* for processing the surrounding spaces */ 1699 } /* for processing the surrounding spaces */
1686 1700
1687 1701
1688 /* Now process objects in the players inventory if detect curse or magic */ 1702 /* 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)) 1703 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1690 { 1704 {
1691 done_one = 0; 1705 done_one = 0;
1706
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1708 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1709 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1695 { 1710 {
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1711 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1697 { 1712 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1713 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1717 }
1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1718
1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1719 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1720 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1704 { 1721 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1722 tmp->set_flag (FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1723
1724 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1726 }
1709 } /* if item is not identified */ 1727 } /* if item is not identified */
1710 } /* for the players inventory */ 1728 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
1712 return 1; 1731 return 1;
1713} 1732}
1714 1733
1715 1734
1716/** 1735/**
1729 1748
1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1731 1750
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1752 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1737
1738 /* Explodes a fireball centered at player */
1739 tmp = get_archetype (EXPLODING_FIREBALL);
1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1742
1743 tmp->insert_at (victim);
1744 victim->stats.sp = 2 * victim->stats.maxsp; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
1745 } 1756 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1747 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1758 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1762 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1776 mflags = get_map_flags (m, &m, x, y, &x, &y); 1787 mflags = get_map_flags (m, &m, x, y, &x, &y);
1777 1788
1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1789 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1779 { 1790 {
1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1782 break; 1793 break;
1783 } 1794 }
1784 1795
1785 1796
1786 /* If we did not find a player in the specified direction, transfer 1797 /* If we did not find a player in the specified direction, transfer
1787 * to anyone on top of us. This is used for the rune of transference mostly. 1798 * to anyone on top of us. This is used for the rune of transference mostly.
1788 */ 1799 */
1789 if (plyr == NULL) 1800 if (plyr == NULL)
1790 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1801 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1791 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1802 if (plyr != op && plyr->flag [FLAG_ALIVE])
1792 break; 1803 break;
1793 1804
1794 if (!plyr) 1805 if (!plyr)
1795 { 1806 {
1796 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1807 op->failmsg ("There is no one there.");
1797 return 0; 1808 return 0;
1798 } 1809 }
1799 /* give sp */ 1810 /* give sp */
1800 if (spell->stats.dam > 0) 1811 if (spell->stats.dam > 0)
1801 { 1812 {
1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1815 return 1;
1805 } 1816 }
1806 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1818 else if (op != plyr)
1808 { 1819 {
1813 if (rate > 95) 1824 if (rate > 95)
1814 rate = 95; 1825 rate = 95;
1815 1826
1816 sucked = (plyr->stats.sp * rate) / 100; 1827 sucked = (plyr->stats.sp * rate) / 100;
1817 plyr->stats.sp -= sucked; 1828 plyr->stats.sp -= sucked;
1818 if (QUERY_FLAG (op, FLAG_ALIVE)) 1829 if (op->flag [FLAG_ALIVE])
1819 { 1830 {
1820 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
1823 if (sucked > 0) 1834 if (sucked > 0)
1824 { 1835 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1837 }
1827 } 1838 }
1828 return 1; 1839 return 1;
1829 } 1840 }
1830 return 0; 1841 return 0;
1874 * monsters either. 1885 * monsters either.
1875 */ 1886 */
1876 1887
1877 if (head->attacktype & AT_MAGIC 1888 if (head->attacktype & AT_MAGIC
1878 && !(head->attacktype & AT_COUNTERSPELL) 1889 && !(head->attacktype & AT_COUNTERSPELL)
1879 && !QUERY_FLAG (head, FLAG_MONSTER) 1890 && !head->flag [FLAG_MONSTER]
1880 && (op->level > head->level)) 1891 && (op->level > head->level))
1881 head->destroy (); 1892 head->destroy ();
1882 else 1893 else
1883 switch (head->type) 1894 switch (head->type)
1884 { 1895 {
1885 case SPELL_EFFECT: 1896 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment 1897 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C 1898 // about sanctuary in spell_util.C
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1899 if (tmp->flag [FLAG_IS_FLOOR])
1889 continue; 1900 continue;
1890 1901
1891 if (op->level > head->level) 1902 if (op->level > head->level)
1892 head->destroy (); 1903 head->destroy ();
1893 1904
1906 break; 1917 break;
1907 } 1918 }
1908 } 1919 }
1909} 1920}
1910 1921
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
1914int 1923int
1915cast_consecrate (object *op, object *caster, object *spell) 1924cast_consecrate (object *op, object *caster, object *spell)
1916{ 1925{
1917 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
1918 1927
1919 object *tmp, *god = find_god (determine_god (op)); 1928 object *tmp, *god = find_god (determine_god (op));
1920 1929
1921 if (!god) 1930 if (!god)
1922 { 1931 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1932 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1924 return 0; 1933 return 0;
1925 } 1934 }
1926 1935
1927 for (tmp = op->below; tmp; tmp = tmp->below) 1936 for (tmp = op->below; tmp; tmp = tmp->below)
1928 { 1937 {
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1938 if (tmp->flag [FLAG_IS_FLOOR])
1930 break; 1939 break;
1931 if (tmp->type == HOLY_ALTAR) 1940 if (tmp->type == HOLY_ALTAR)
1932 { 1941 {
1933 1942
1934 if (tmp->level > caster_level (caster, spell)) 1943 if (tmp->level > casting_level (caster, spell))
1935 { 1944 {
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1945 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1937 return 0; 1946 return 0;
1938 } 1947 }
1939 else 1948 else
1940 { 1949 {
1941 /* If we got here, we are consecrating an altar */ 1950 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1951 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1952 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1953 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1954 tmp->other_arch = god->arch;
1955
1946 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1957 esrv_update_item (UPD_NAME, op, tmp);
1958
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1949 return 1; 1960 return 1;
1950 } 1961 }
1951 } 1962 }
1952 } 1963 }
1953 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1964
1965 op->failmsg ("You are not standing over an altar!");
1954 return 0; 1966 return 0;
1955} 1967}
1956 1968
1957/* animate_weapon - 1969/* animate_weapon -
1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1970 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1990 return 0; 2002 return 0;
1991 } 2003 }
1992 2004
1993 /* if no direction specified, pick one */ 2005 /* if no direction specified, pick one */
1994 if (!dir) 2006 if (!dir)
1995 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2007 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1996 2008
1997 m = op->map; 2009 m = op->map;
1998 x = op->x + freearr_x[dir]; 2010 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 2011 y = op->y + freearr_y[dir];
2000 2012
2001 /* if there's no place to put the golem, abort */ 2013 /* if there's no place to put the golem, abort */
2002 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2014 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2003 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2015 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2004 { 2016 {
2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2017 op->failmsg ("There is something in the way.");
2006 return 0; 2018 return 0;
2007 } 2019 }
2008 2020
2009 /* Use the weapon marked by the player. */ 2021 /* Use the weapon marked by the player. */
2010 weapon = find_marked_object (op); 2022 weapon = find_marked_object (op);
2011 2023
2012 if (!weapon) 2024 if (!weapon)
2013 { 2025 {
2014 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2026 op->failmsg ("You must mark a weapon to use with this spell!");
2015 return 0; 2027 return 0;
2016 } 2028 }
2029
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2030 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2031 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2032 op->failmsg ("The spell fails to transform your weapon.");
2020 return 0; 2033 return 0;
2021 } 2034 }
2035
2022 if (weapon->type != WEAPON) 2036 if (weapon->type != WEAPON)
2023 { 2037 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2038 op->failmsg ("You need to wield a weapon to animate it.");
2025 return 0; 2039 return 0;
2026 } 2040 }
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2041
2042 if (weapon->flag [FLAG_APPLIED])
2028 { 2043 {
2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2044 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2030 return 0; 2045 return 0;
2031 } 2046 }
2032 2047
2033 if (weapon->nrof > 1) 2048 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2049
2040 /* create the golem object */ 2050 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2051 tmp = spell->other_arch->instance ();
2042 2052
2043 /* if animated by a player, give the player control of the golem */ 2053 /* if animated by a player, give the player control of the golem */
2044 CLEAR_FLAG (tmp, FLAG_MONSTER); 2054 tmp->clr_flag (FLAG_MONSTER);
2045 tmp->stats.exp = 0; 2055 tmp->stats.exp = 0;
2046 add_friendly_object (tmp); 2056 add_friendly_object (tmp);
2047 tmp->type = GOLEM; 2057 tmp->type = GOLEM;
2048 tmp->set_owner (op); 2058 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2059 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2060 set_spell_skill (op, caster, spell, tmp);
2051 2061
2052 /* Give the weapon to the golem now. A bit of a hack to check the 2062 /* Give the weapon to the golem now. A bit of a hack to check the
2053 * removed flag - it should only be set if get_split_object was 2063 * removed flag - it should only be set if weapon->split was
2054 * used above. 2064 * used above.
2055 */ 2065 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2066 if (!weapon->flag [FLAG_REMOVED])
2057 weapon->remove (); 2067 weapon->remove ();
2058 2068
2059 insert_ob_in_ob (weapon, tmp); 2069 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2070
2061 /* To do everything necessary to let a golem use the weapon is a pain, 2071 /* To do everything necessary to let a golem use the weapon is a pain,
2062 * so instead, just set it as equipped (otherwise, we need to update 2072 * so instead, just set it as equipped (otherwise, we need to update
2063 * body_info, skills, etc) 2073 * body_info, skills, etc)
2064 */ 2074 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2075 tmp->set_flag (FLAG_USE_WEAPON);
2066 SET_FLAG (weapon, FLAG_APPLIED); 2076 weapon->set_flag (FLAG_APPLIED);
2067 tmp->update_stats (); 2077 tmp->update_stats ();
2068 2078
2069 /* There used to be 'odd' code that basically seemed to take the absolute 2079 /* There used to be 'odd' code that basically seemed to take the absolute
2070 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2080 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2071 * if you're using a crappy weapon, it shouldn't be as good. 2081 * if you're using a crappy weapon, it shouldn't be as good.
2091 2101
2092 /* attacktype */ 2102 /* attacktype */
2093 if (!tmp->attacktype) 2103 if (!tmp->attacktype)
2094 tmp->attacktype = AT_PHYSICAL; 2104 tmp->attacktype = AT_PHYSICAL;
2095 2105
2096 if (materialtype_t *mt = name_to_material (op->materialname))
2097 {
2098 for (i = 0; i < NROFATTACKS; i++) 2106 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 50 - (mt->save[i] * 5); 2107 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2100 a = mt->save[0]; 2108
2101 } 2109 a = op->material->save[0];
2102 else
2103 {
2104 for (i = 0; i < NROFATTACKS; i++)
2105 tmp->resist[i] = 5;
2106 a = 10;
2107 }
2108 2110
2109 /* Set weapon's immunity */ 2111 /* Set weapon's immunity */
2110 tmp->resist[ATNR_CONFUSION] = 100; 2112 tmp->resist[ATNR_CONFUSION] = 100;
2111 tmp->resist[ATNR_POISON] = 100; 2113 tmp->resist[ATNR_POISON] = 100;
2112 tmp->resist[ATNR_SLOW] = 100; 2114 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->state = weapon->state; 2141 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2142 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2143 }
2142 2144
2143 /* make experience increase in proportion to the strength of the summoned creature. */ 2145 /* make experience increase in proportion to the strength of the summoned creature. */
2144 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2146 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2145 2147
2146 tmp->speed_left = -1; 2148 tmp->speed_left = -1;
2147 tmp->direction = dir; 2149 tmp->direction = dir;
2148 2150
2149 m->insert (tmp, x, y, op); 2151 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2155/* cast_daylight() - changes the map darkness level *lower* */
2154 2156
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2157/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2158 * This changes the light level for the entire map.
2157 */ 2159 */
2158
2159int 2160int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2161cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2162{
2162 int success; 2163 int success;
2163 2164
2167 success = op->map->change_map_light (spell->stats.dam); 2168 success = op->map->change_map_light (spell->stats.dam);
2168 2169
2169 if (!success) 2170 if (!success)
2170 { 2171 {
2171 if (spell->stats.dam < 0) 2172 if (spell->stats.dam < 0)
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2173 op->failmsg ("It can be no brighter here.");
2173 else 2174 else
2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2175 op->failmsg ("It can be no darker here.");
2175 } 2176 }
2177
2176 return success; 2178 return success;
2177} 2179}
2178 2180
2179/* create an aura spell object and put it in the player's inventory. 2181/* create an aura spell object and put it in the player's inventory.
2180 * as usual, op is player, caster is the object casting the spell, 2182 * as usual, op is player, caster is the object casting the spell,
2188 2190
2189 new_aura = present_arch_in_ob (spell->other_arch, op); 2191 new_aura = present_arch_in_ob (spell->other_arch, op);
2190 if (new_aura) 2192 if (new_aura)
2191 refresh = 1; 2193 refresh = 1;
2192 else 2194 else
2193 new_aura = arch_to_object (spell->other_arch); 2195 new_aura = spell->other_arch->instance ();
2194 2196
2195 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2196 2198
2197 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2198 2200
2199 set_spell_skill (op, caster, spell, new_aura); 2201 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2202 new_aura->attacktype = spell->attacktype;
2201 2203
2202 new_aura->level = caster_level (caster, spell); 2204 new_aura->level = casting_level (caster, spell);
2203 2205
2204 if (refresh) 2206 if (refresh)
2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2206 else 2208 else
2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209 insert_ob_in_ob (new_aura, op); 2211 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2212 new_aura->set_owner (op);
2211 2213
2212 return 1; 2214 return 1;
2213} 2215}
2214
2215 2216
2216/* move aura function. An aura is a part of someone's inventory, 2217/* move aura function. An aura is a part of someone's inventory,
2217 * which he carries with him, but which acts on the map immediately 2218 * which he carries with him, but which acts on the map immediately
2218 * around him. 2219 * around him.
2219 * Aura parameters: 2220 * Aura parameters:
2220 * duration: duration counter. 2221 * duration: duration counter.
2221 * attacktype: aura's attacktype 2222 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2223 * other_arch: archetype to drop where we attack
2223 */ 2224 */
2224
2225void 2225void
2226move_aura (object *aura) 2226move_aura (object *aura)
2227{ 2227{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2228 /* auras belong in inventories */
2233 env = aura->env; 2229 object *env = aura->env;
2230 object *owner = aura->owner;
2234 2231
2235 /* no matter what we've gotta remove the aura... 2232 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2233 * we'll put it back if its time isn't up.
2237 */ 2234 */
2238 aura->remove (); 2235 aura->remove ();
2243 aura->destroy (); 2240 aura->destroy ();
2244 return; 2241 return;
2245 } 2242 }
2246 2243
2247 /* auras only exist in inventories */ 2244 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2245 if (!env || !env->map)
2249 { 2246 {
2250 aura->destroy (); 2247 aura->destroy ();
2251 return; 2248 return;
2252 } 2249 }
2253 2250
2254 /* we need to jump out of the inventory for a bit 2251 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2252 * in order to hit the map conveniently.
2256 */ 2253 */
2257 aura->insert_at (env, aura); 2254 aura->insert_at (env, aura);
2258 2255
2259 for (i = 1; i < 9; i++) 2256 for (int i = 1; i < 9; i++)
2260 { 2257 {
2261 sint16 nx, ny; 2258 mapxy pos (env);
2259 pos.move (i);
2262 2260
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2261 /* Consider the movement type of the person with the aura as
2268 * movement type of the aura. Eg, if the player is flying, the aura 2262 * movement type of the aura. Eg, if the player is flying, the aura
2269 * is flying also, if player is walking, it is on the ground, etc. 2263 * is flying also, if player is walking, it is on the ground, etc.
2270 */ 2264 */
2271 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2265 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2272 { 2266 {
2273 hit_map (aura, i, aura->attacktype, 0); 2267 hit_map (aura, i, aura->attacktype, 0);
2274 2268
2275 if (aura->other_arch) 2269 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2270 pos.insert (aura->other_arch->instance (), aura);
2277 } 2271 }
2278 } 2272 }
2279 2273
2280 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2281 aura->remove (); 2275 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2276 aura->set_owner (owner);
2283} 2277}
2284 2278
2285/* moves the peacemaker spell. 2279/* moves the peacemaker spell.
2286 * op is the piece object. 2280 * op is the piece object.
2287 */ 2281 */
2288void 2282void
2289move_peacemaker (object *op) 2283move_peacemaker (object *op)
2290{ 2284{
2291 object *tmp; 2285 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2292
2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 { 2286 {
2295 int atk_lev, def_lev; 2287 int atk_lev, def_lev;
2296 object *victim = tmp; 2288 object *victim = tmp->head_ ();
2297 2289
2298 if (tmp->head) 2290 if (!victim->flag [FLAG_MONSTER])
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2291 continue;
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2292
2293 if (victim->flag [FLAG_UNAGGRESSIVE])
2303 continue; 2294 continue;
2295
2304 if (victim->stats.exp == 0) 2296 if (victim->stats.exp == 0)
2305 continue; 2297 continue;
2306 2298
2307 def_lev = MAX (1, victim->level); 2299 def_lev = max (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2300 atk_lev = max (1, op->level);
2309 2301
2310 if (rndm (0, atk_lev - 1) > def_lev) 2302 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2303 {
2312 /* make this sucker peaceful. */ 2304 /* make this sucker peaceful. */
2313 2305
2306 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2307 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2308 victim->stats.exp = 0;
2316#if 0 2309#if 0
2317 /* No idea why these were all set to zero - if something 2310 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2311 * makes this creature agressive, he should still do damage.
2321 victim->stats.sp = 0; 2314 victim->stats.sp = 0;
2322 victim->stats.grace = 0; 2315 victim->stats.grace = 0;
2323 victim->stats.Pow = 0; 2316 victim->stats.Pow = 0;
2324#endif 2317#endif
2325 victim->attack_movement = RANDO2; 2318 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2319 victim->set_flag (FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2320 victim->set_flag (FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2321 victim->set_flag (FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2322 victim->clr_flag (FLAG_MONSTER);
2323
2330 if (victim->name) 2324 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2325 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2326 }
2334 }
2335 } 2327 }
2336} 2328}
2337
2338 2329
2339/* This writes a rune that contains the appropriate message. 2330/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2331 * There really isn't any adjustments we make.
2341 */ 2332 */
2342
2343int 2333int
2344write_mark (object *op, object *spell, const char *msg) 2334write_mark (object *op, object *spell, const char *msg)
2345{ 2335{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2336 if (!msg || msg[0] == 0)
2350 { 2337 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2338 op->failmsg ("Write what?");
2352 return 0; 2339 return 0;
2353 } 2340 }
2354 2341
2355 if (strcasestr_local (msg, "endmsg")) 2342 if (!msg_is_safe (msg))
2356 { 2343 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2344 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2358 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2345 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2346 return 0;
2360 } 2347 }
2348
2361 if (!spell->other_arch) 2349 if (!spell->other_arch)
2362 return 0; 2350 return 0;
2363 tmp = arch_to_object (spell->other_arch);
2364 2351
2365 snprintf (rune, sizeof (rune), "%s\n", msg); 2352 object *tmp = spell->other_arch->instance ();
2366 2353
2367 tmp->race = op->name; /*Save the owner of the rune */ 2354 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2355 tmp->msg = msg;
2369 2356
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2357 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2358
2371 return 1; 2359 return 1;
2372} 2360}
2361

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