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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC vs.
Revision 1.130 by root, Wed Apr 21 05:48:35 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (!wand || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 77 wand->destroy ();
76 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 80
79 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
81 83
92 94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else 97 else
96 { 98 {
97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 108
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
111 } 113 }
112 114
113 return 1; 115 return 1;
114} 116}
122 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126int 128int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 130{
129 int bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 132 const char *missile_name = "arrow";
131 133
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 136 missile_name = tmp->race;
135 137
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 139
138 archetype *missile_arch = archetype::find (missile_name); 140 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 145 return 0;
144 } 146 }
145 147
146 object *missile = missile_arch->instance (); 148 object *missile = missile_arch->instance ();
147 149
148 if (stringarg) 150 if (spellparam)
149 { 151 {
150 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
152 { 154 {
153 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
154 156
155 for (; al; al = al->next) 157 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
157 break; 159 break;
158 160
159 if (!al) 161 if (!al)
160 { 162 {
161 missile->destroy (); 163 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
163 return 0; 165 return 0;
164 } 166 }
165 167
166 if (al->item->slaying) 168 if (al->item->slaying)
167 { 169 {
168 missile->destroy (); 170 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 172 return 0;
171 } 173 }
172 174
173 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
177 */ 179 */
178 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 181 missile_plus = 0;
180 } 182 }
181 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
183 } 185 }
184 186
185 missile_plus = clamp (missile_plus, -4, 4); 187 missile_plus = clamp (missile_plus, -4, 4);
186 188
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 194
193 missile->magic = missile_plus; 195 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
195 missile->value = 0; 197 missile->value = 0;
196 198
197 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
198 200
199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
200 pick_up (op, missile); 202 pick_up (op, missile);
201 203
202 return 1; 204 return 1;
203} 205}
204 206
205 207
206/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
207 * 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*/
208int 210int
209cast_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)
210{ 212{
211 int food_value; 213 int food_value;
212 archetype *at = NULL; 214 archetype *at = NULL;
213 object *new_op; 215 object *new_op;
214 216
215 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);
216 218
217 if (stringarg) 219 if (spellparam)
218 { 220 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 222 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 225 spellparam = NULL;
224 } 226 }
225 227
226 if (!stringarg) 228 if (!spellparam)
227 { 229 {
228 archetype *at_tmp; 230 archetype *at_tmp;
229 231
230 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
256 /* 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
257 * know 259 * know
258 */ 260 */
259 if (!at) 261 if (!at)
260 { 262 {
261 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.");
262 return 0; 264 return 0;
263 } 265 }
264 266
265 food_value /= at->stats.food; 267 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 268 new_op = at->instance ();
267 new_op->nrof = food_value; 269 new_op->nrof = food_value;
268 270
269 new_op->value = 0; 271 new_op->value = 0;
270 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
271 new_op->nrof = 1; 273 new_op->nrof = 1;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 299
298 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
299 break; 301 break;
300 302
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 304 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
306 308
307 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
308 { 310 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 311 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))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 313 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 315 if (tmp->head != NULL)
314 tmp = tmp->head; 316 tmp = tmp->head;
315 examine_monster (op, tmp); 317 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
339 { 341 {
340 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
342 { 344 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
344 return 0; 346 return 0;
345 347
346 return 1; 348 return 1;
347 } 349 }
348 350
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 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");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* 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
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 428 */
427int 429int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 431{
430 object *tmp, *next;
431 int range, i, j, mflags; 432 int range, i, j, mflags;
432 sint16 sx, sy; 433 sint16 sx, sy;
433 maptile *m; 434 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 435
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 437
440 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 445
448 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
449 continue; 447 continue;
450 448
451 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
452 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)
453 { 451 {
454 next = tmp->above; 452 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 456 }
458 } 457 }
459 458
460 return 1; 459 return 1;
463void 462void
464execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
465{ 464{
466 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
467 { 466 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 469 else
471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 } 471 }
473 472
567 566
568int 567int
569perceive_self (object *op) 568perceive_self (object *op)
570{ 569{
571 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
573 572
574 dynbuf_text buf; 573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 574
576 if (player *pl = op->contr) 575 if (!op->is_player ())
576 return 0;
577
577 if (object *race = archetype::find (op->race)) 578 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 580
580 if (object *god = find_god (determine_god (op))) 581 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 582 buf << " - You worship " << &god->name << ".\n";
582 else 583 else
583 buf << " - You worship no god.\n"; 584 buf << " - You worship no god.\n";
594 for (int i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
596 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));
597 } 598 }
598 599
599 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 603 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 605 {
609 610
610 break; 611 break;
611 } 612 }
612 } 613 }
613 614
614 buf << '\0'; // zero-terminate 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 616
618 return 1; 617 return 1;
619} 618}
620 619
621/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
647 646
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 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) || 648 (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))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
651 { 650 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
653 return 0; 652 return 0;
654 } 653 }
655 654
656 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 657 else if (spell_ob->race)
659 { 658 {
660 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
661 660
662 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 667 return 0;
669 } 668 }
670 669
671 tmp = arch_to_object (at); 670 tmp = at->instance ();
672 } 671 }
673 else 672 else
674 { 673 {
675 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);
676 return 0; 675 return 0;
681 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
682 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);
683 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);
684 tmp->range = 0; 683 tmp->range = 0;
685 } 684 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
687 { 686 {
688 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);
689 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
690 } 689 }
691 690
692 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])
693 { 692 {
694 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);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
696 } 695 }
697 696
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 698 {
700 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);
701 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
704 } 703 }
705 704
706 /* 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,
707 * 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
708 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
720 return 0; 719 return 0;
721 } 720 }
722 721
723 /* 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 */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 725
727 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
750 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
752 751
753 /* 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 */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
756 755
757 } 756 }
758 else 757 else
759 posblocked = 1; 758 posblocked = 1;
760 759
767 { 766 {
768 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
770 769
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
773 } 772 }
774 else 773 else
775 negblocked = 1; 774 negblocked = 1;
776 } 775 }
777 776
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
780 779
781 return 1; 780 return 1;
782} 781}
783 782
784int 783int
785dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 785{
787 uint32 dist, maxdist; 786 uint32 dist, maxdist;
788 int mflags; 787 int mflags;
789 maptile *m; 788 maptile *m;
790 sint16 sx, sy; 789 sint16 sx, sy;
792 if (op->type != PLAYER) 791 if (op->type != PLAYER)
793 return 0; 792 return 0;
794 793
795 if (!dir) 794 if (!dir)
796 { 795 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
798 return 0; 797 return 0;
799 } 798 }
800 799
801 /* 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
802 * ever, so put limits in. 801 * ever, so put limits in.
803 */ 802 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 804
806 if (op->contr->count) 805 if (spellparam)
807 { 806 {
807 int count = atoi (spellparam);
808
808 if (op->contr->count > maxdist) 809 if (count > maxdist)
809 { 810 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
811 return 0; 812 return 0;
812 } 813 }
813 814
814 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
815 { 816 {
816 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);
817 818
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 820 break;
820 821
821 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)))
822 break; 823 break;
823 } 824 }
824 825
825 if (dist < op->contr->count) 826 if (dist < count)
826 { 827 {
827 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");
828 op->contr->count = 0;
829 return 0; 829 return 0;
830 } 830 }
831
832 op->contr->count = 0;
833 831
834 /* Remove code that puts player on random space on maps. IMO, 832 /* 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, 833 * 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 834 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
879 break; 877 break;
880 878
881 } 879 }
882 if (!dist) 880 if (!dist)
883 { 881 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
885 return 0; 883 return 0;
886 } 884 }
887 } 885 }
888 886
889 /* Actually move the player now */ 887 /* 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))) 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
891 return 1; 889 return 1;
892 890
893 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
894 return 1; 893 return 1;
895} 894}
896 895
897/* cast_heal: Heals something. 896/* cast_heal: Heals something.
898 * op is the caster. 897 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 952 if (cure_disease (tmp, op, spell))
954 success = 1; 953 success = 1;
955 954
956 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
957 { 956 {
958 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
960 if (poison) 959 if (poison)
961 { 960 {
962 success = 1; 961 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 964 }
966 } 965 }
967 966
968 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
969 { 968 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 970 if (poison)
972 { 971 {
973 success = 1; 972 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 974 poison->duration = 1;
976 } 975 }
977 } 976 }
978 977
979 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
980 { 979 {
981 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
983 if (poison) 982 if (poison)
984 { 983 {
985 success = 1; 984 success = 1;
986 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.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 1004 success = 1;
1006 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!");
1007 } 1006 }
1008 1007
1009 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 1009 {
1011 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1012 1011 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 1012
1016 success = 1; 1013 success = 1;
1017 /* 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 */
1018 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");
1019 } 1016 }
1034 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1032 "You are no easier to look at.",
1036}; 1033};
1037 1034
1038int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1039cast_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)
1040{ 1043{
1041 object *force = 0; 1044 object *force = 0;
1042 int i; 1045 int i;
1043 1046
1060 break; 1063 break;
1061 } 1064 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1066 {
1064 if (!silent) 1067 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); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1066 1070
1067 return 0; 1071 return 0;
1068 } 1072 }
1069 } 1073 }
1070 } 1074 }
1071 1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1072 if (!force) 1078 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 } 1079 {
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) 1080 if (duration > force->duration)
1092 { 1081 {
1093 force->duration = duration; 1082 force->duration = duration;
1094 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.");
1095 } 1084 }
1097 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.");
1098 1087
1099 return 1; 1088 return 1;
1100 } 1089 }
1101 1090
1102 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
1103 force->speed = 1.0; 1106 force->speed = 1.0;
1104 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1106 1109
1107 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1109 { 1112 {
1110 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1140 } 1143 }
1141 } 1144 }
1142 1145
1143 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1144 1147
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1146 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1147 1150
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1149 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1150 1153
1151 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1153 { 1156 {
1154 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1235 return 0; 1238 return 0;
1236 } 1239 }
1237 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;
1238 force->speed = 1.0; 1241 force->speed = 1.0;
1239 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1240 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1241 1244
1242 if (!god) 1245 if (!god)
1243 { 1246 {
1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1245 } 1248 }
1246 else 1249 else
1247 { 1250 {
1248 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1252 {
1253 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]);
1254 } 1255
1255 }
1256 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1257 1257
1258 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1260 1260
1302 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1305 * the stuff back to town.
1306 */ 1306 */
1307 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1308 value = 0; 1308 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3; 1310 value /= 3;
1311 else 1311 else
1312 value = value * 9 / 10; 1312 value = value * 9 / 10;
1325 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1326 return 0; 1326 return 0;
1327 1327
1328 archetype *nugget[3]; 1328 archetype *nugget[3];
1329 1329
1330 nugget[0] = archetype::find ("pyrite3"); 1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1332 nugget[2] = archetype::find (shstr_pyrite);
1333 1333
1334 /* 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
1335 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1336 * in sight
1337 */ 1337 */
1366 1366
1367 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)
1368 { 1368 {
1369 next = tmp->above; 1369 next = tmp->above;
1370 1370
1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 { 1373 {
1374 if (tmp->inv) 1374 if (tmp->inv)
1375 { 1375 {
1376 object *next1, *tmp1; 1376 object *next1, *tmp1;
1377 1377
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 { 1379 {
1380 next1 = tmp1->below; 1380 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1384 } 1384 }
1385 } 1385 }
1386 1386
1387 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value) 1398 if (int nrof = value / nugget [i]->value)
1399 { 1399 {
1400 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1401 1401
1402 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1406 } 1406 }
1407 1407
1418 * items. 1418 * items.
1419 */ 1419 */
1420int 1420int
1421remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1422{ 1422{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1425 1424
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1430 { 1429 {
1431 was_one++; 1430 was_one++;
1432 1431
1433 if (tmp->level <= casting_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1434 { 1433 {
1435 success++; 1434 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1437 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1438 1437
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1442 1441
1443 if (object *pl = tmp->visible_to ()) 1442 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 } 1444 }
1463 1462
1464/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1465int 1464int
1466cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1467{ 1466{
1468 dynbuf_text buf;
1469 object *tmp; 1467 object *tmp;
1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470 1469
1471 int 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));
1472
1473 if (num_ident < 1)
1474 num_ident = 1;
1475 1471
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1473 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1479 { 1475 {
1480 identify (tmp); 1476 identify (tmp);
1481 1477
1482 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1483 { 1479 {
1485 1481
1486 if (tmp->msg) 1482 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1484 }
1489 1485
1490 num_ident--;
1491 if (!num_ident) 1486 if (!--num_ident)
1492 break; 1487 break;
1493 } 1488 }
1494 } 1489 }
1495 1490
1496 /* 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
1498 * was not fully used. 1493 * was not fully used.
1499 */ 1494 */
1500 if (num_ident) 1495 if (num_ident)
1501 { 1496 {
1502 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)
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1504 { 1499 {
1505 identify (tmp); 1500 identify (tmp);
1506 1501
1507 if (object *pl = tmp->visible_to ()) 1502 if (object *pl = tmp->visible_to ())
1508 { 1503 {
1510 1505
1511 if (tmp->msg) 1506 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1508 }
1514 1509
1515 num_ident--;
1516 if (!num_ident) 1510 if (!--num_ident)
1517 break; 1511 break;
1518 } 1512 }
1519 } 1513 }
1520 1514
1521 if (buf.empty ()) 1515 if (buf.empty ())
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1544
1551 if (!skill) 1545 if (!skill)
1552 skill = caster; 1546 skill = caster;
1553 1547
1548 dynbuf buf;
1554 unordered_mapwalk (op, -range, -range, range, range) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1555 { 1550 {
1556 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1554 * down - that is easier than working up.
1560 */ 1555 */
1561 1556
1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1563 last = tmp; 1558 last = tmp;
1564 1559
1565 /* 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
1566 * would happen. 1561 * would happen.
1567 */ 1562 */
1568 if (!last) 1563 if (!last)
1569 continue; 1564 continue;
1570 1565
1571 done_one = 0; 1566 done_one = 0;
1572 floor = 0; 1567 floor = 0;
1573 detect = NULL; 1568 detect = 0;
1574 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1570 {
1576 /* show invisible */ 1571 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1578 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1581 || tmp->type == CF_HANDLE 1576 || tmp->type == T_HANDLE
1582 || 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
1583 || tmp->type == BUTTON || tmp->type == TELEPORTER 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR 1583 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY 1587 || tmp->type == TRIGGER_PEDESTAL
1587 || 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)))
1588 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1590 { 1596 {
1591 tmp->invisible = 0; 1597 tmp->invisible = 0;
1592 done_one = 1; 1598 done_one = 1;
1593 } 1599 }
1594 } 1600 }
1595 1601
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (tmp->flag [FLAG_IS_FLOOR])
1597 floor = 1; 1603 floor = 1;
1598 1604
1599 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1600 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1601 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1610 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparent. 1617 * effect wouldn't be as apparent.
1612 */ 1618 */
1613 1619
1614 /* detect magic */ 1620 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (spell->flag [FLAG_KNOWN_MAGICAL]
1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1623 && !tmp->flag [FLAG_IDENTIFIED]
1624 && tmp->need_identify ()
1625 && is_magical (tmp))
1617 { 1626 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1627 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */ 1628 /* make runes more visible */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1629 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4; 1630 tmp->stats.Cha /= 4;
1622 1631
1623 done_one = 1; 1632 done_one = 1;
1624 } 1633 }
1625 1634
1626 /* detect monster */ 1635 /* detect monster */
1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1636 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1628 { 1637 {
1629 done_one = 2; 1638 done_one = 2;
1630 1639
1631 if (!detect) 1640 if (!detect)
1632 detect = tmp; 1641 detect = tmp;
1634 1643
1635 /* Basically, if race is set in the spell, then the creatures race must 1644 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing 1645 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match. 1646 * race must match.
1638 */ 1647 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1648 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1649 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1641 spell->race.contains (tmp->race))) 1650 spell->race.contains (tmp->race)))
1642 { 1651 {
1643 done_one = 2; 1652 done_one = 2;
1644 1653
1645 if (!detect) 1654 if (!detect)
1646 detect = tmp; 1655 detect = tmp;
1647 } 1656 }
1648 1657
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1658 if (spell->flag [FLAG_KNOWN_CURSED]
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1659 && !tmp->flag [FLAG_KNOWN_CURSED]
1660 && tmp->need_identify ()
1661 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1651 { 1662 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1663 tmp->set_flag (FLAG_KNOWN_CURSED);
1653 done_one = 1; 1664 done_one = 1;
1665 }
1666
1667 // Do mining detection spell:
1668 if (spell->last_sp == 1) // 1 - detect any vein
1669 {
1670 if (tmp->type == VEIN)
1671 {
1672 if (tmp->other_arch)
1673 {
1674 if (!detect)
1675 detect = tmp->other_arch;
1676 done_one = 2;
1677 }
1678 else
1679 done_one = 1;
1680 }
1654 } 1681 }
1655 } /* for stack of objects on this space */ 1682 } /* for stack of objects on this space */
1656 1683
1657 /* Code here puts an effect of the spell on the space, so you can see 1684 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1685 * where the magic is.
1659 */ 1686 */
1660 if (done_one) 1687 if (done_one)
1661 { 1688 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1689 object *detect_ob = spell->other_arch->instance ();
1663 1690
1664 /* if this is set, we want to copy the face */ 1691 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1692 if (done_one == 2 && detect)
1666 { 1693 {
1667 detect_ob->face = detect->face; 1694 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1695 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1696 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1697 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1698 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1699 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1700 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1701 }
1675 1702
1676 m->insert (detect_ob, nx, ny, op); 1703 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1704 }
1678 } /* for processing the surrounding spaces */ 1705 } /* for processing the surrounding spaces */
1679 1706
1680 1707
1681 /* Now process objects in the players inventory if detect curse or magic */ 1708 /* 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)) 1709 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1683 { 1710 {
1684 done_one = 0; 1711 done_one = 0;
1685 1712
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1713 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1714 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1715 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1689 { 1716 {
1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1717 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1691 { 1718 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1719 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1693 1720
1694 if (object *pl = tmp->visible_to ()) 1721 if (object *pl = tmp->visible_to ())
1695 esrv_update_item (UPD_FLAGS, pl, tmp); 1722 esrv_update_item (UPD_FLAGS, pl, tmp);
1696 } 1723 }
1697 1724
1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1725 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1726 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1700 { 1727 {
1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1728 tmp->set_flag (FLAG_KNOWN_CURSED);
1702 1729
1703 if (object *pl = tmp->visible_to ()) 1730 if (object *pl = tmp->visible_to ())
1704 esrv_update_item (UPD_FLAGS, pl, tmp); 1731 esrv_update_item (UPD_FLAGS, pl, tmp);
1705 } 1732 }
1706 } /* if item is not identified */ 1733 } /* if item is not identified */
1766 mflags = get_map_flags (m, &m, x, y, &x, &y); 1793 mflags = get_map_flags (m, &m, x, y, &x, &y);
1767 1794
1768 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1795 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1769 { 1796 {
1770 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1797 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1771 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1798 if (plyr != op && plyr->flag [FLAG_ALIVE])
1772 break; 1799 break;
1773 } 1800 }
1774 1801
1775 1802
1776 /* If we did not find a player in the specified direction, transfer 1803 /* If we did not find a player in the specified direction, transfer
1777 * to anyone on top of us. This is used for the rune of transference mostly. 1804 * to anyone on top of us. This is used for the rune of transference mostly.
1778 */ 1805 */
1779 if (plyr == NULL) 1806 if (plyr == NULL)
1780 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1807 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1808 if (plyr != op && plyr->flag [FLAG_ALIVE])
1782 break; 1809 break;
1783 1810
1784 if (!plyr) 1811 if (!plyr)
1785 { 1812 {
1786 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1813 op->failmsg ("There is no one there.");
1787 return 0; 1814 return 0;
1788 } 1815 }
1789 /* give sp */ 1816 /* give sp */
1790 if (spell->stats.dam > 0) 1817 if (spell->stats.dam > 0)
1791 { 1818 {
1803 if (rate > 95) 1830 if (rate > 95)
1804 rate = 95; 1831 rate = 95;
1805 1832
1806 sucked = (plyr->stats.sp * rate) / 100; 1833 sucked = (plyr->stats.sp * rate) / 100;
1807 plyr->stats.sp -= sucked; 1834 plyr->stats.sp -= sucked;
1808 if (QUERY_FLAG (op, FLAG_ALIVE)) 1835 if (op->flag [FLAG_ALIVE])
1809 { 1836 {
1810 /* Player doesn't get full credit */ 1837 /* Player doesn't get full credit */
1811 sucked = (sucked * rate) / 100; 1838 sucked = (sucked * rate) / 100;
1812 op->stats.sp += sucked; 1839 op->stats.sp += sucked;
1813 if (sucked > 0) 1840 if (sucked > 0)
1864 * monsters either. 1891 * monsters either.
1865 */ 1892 */
1866 1893
1867 if (head->attacktype & AT_MAGIC 1894 if (head->attacktype & AT_MAGIC
1868 && !(head->attacktype & AT_COUNTERSPELL) 1895 && !(head->attacktype & AT_COUNTERSPELL)
1869 && !QUERY_FLAG (head, FLAG_MONSTER) 1896 && !head->flag [FLAG_MONSTER]
1870 && (op->level > head->level)) 1897 && (op->level > head->level))
1871 head->destroy (); 1898 head->destroy ();
1872 else 1899 else
1873 switch (head->type) 1900 switch (head->type)
1874 { 1901 {
1875 case SPELL_EFFECT: 1902 case SPELL_EFFECT:
1876 // XXX: Don't affect floor spelleffects. See also XXX comment 1903 // XXX: Don't affect floor spelleffects. See also XXX comment
1877 // about sanctuary in spell_util.C 1904 // about sanctuary in spell_util.C
1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1905 if (tmp->flag [FLAG_IS_FLOOR])
1879 continue; 1906 continue;
1880 1907
1881 if (op->level > head->level) 1908 if (op->level > head->level)
1882 head->destroy (); 1909 head->destroy ();
1883 1910
1906 1933
1907 object *tmp, *god = find_god (determine_god (op)); 1934 object *tmp, *god = find_god (determine_god (op));
1908 1935
1909 if (!god) 1936 if (!god)
1910 { 1937 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1938 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1912 return 0; 1939 return 0;
1913 } 1940 }
1914 1941
1915 for (tmp = op->below; tmp; tmp = tmp->below) 1942 for (tmp = op->below; tmp; tmp = tmp->below)
1916 { 1943 {
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1944 if (tmp->flag [FLAG_IS_FLOOR])
1918 break; 1945 break;
1919 if (tmp->type == HOLY_ALTAR) 1946 if (tmp->type == HOLY_ALTAR)
1920 { 1947 {
1921 1948
1922 if (tmp->level > casting_level (caster, spell)) 1949 if (tmp->level > casting_level (caster, spell))
1923 { 1950 {
1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1951 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1925 return 0; 1952 return 0;
1926 } 1953 }
1927 else 1954 else
1928 { 1955 {
1929 /* If we got here, we are consecrating an altar */ 1956 /* If we got here, we are consecrating an altar */
1938 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1939 return 1; 1966 return 1;
1940 } 1967 }
1941 } 1968 }
1942 } 1969 }
1943 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1970
1971 op->failmsg ("You are not standing over an altar!");
1944 return 0; 1972 return 0;
1945} 1973}
1946 1974
1947/* animate_weapon - 1975/* animate_weapon -
1948 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1976 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1955 * player checks. MSW 2003-01-06 1983 * player checks. MSW 2003-01-06
1956 */ 1984 */
1957int 1985int
1958animate_weapon (object *op, object *caster, object *spell, int dir) 1986animate_weapon (object *op, object *caster, object *spell, int dir)
1959{ 1987{
1960 object *weapon, *tmp;
1961 char buf[MAX_BUF]; 1988 char buf[MAX_BUF];
1962 int a, i; 1989 int a, i;
1963 sint16 x, y; 1990 sint16 x, y;
1964 maptile *m; 1991 maptile *m;
1965 1992
1990 2017
1991 /* if there's no place to put the golem, abort */ 2018 /* if there's no place to put the golem, abort */
1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) 2019 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2020 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1994 { 2021 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2022 op->failmsg ("There is something in the way.");
1996 return 0; 2023 return 0;
1997 } 2024 }
1998 2025
1999 /* Use the weapon marked by the player. */ 2026 /* Use the weapon marked by the player. */
2000 weapon = find_marked_object (op); 2027 object *weapon = op->mark ();
2001 2028
2002 if (!weapon) 2029 if (!weapon)
2003 { 2030 {
2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2031 op->failmsg ("You must mark a weapon to use with this spell!");
2005 return 0; 2032 return 0;
2006 } 2033 }
2007 2034
2008 if (spell->race && weapon->arch->archname != spell->race) 2035 if (spell->race && weapon->arch->archname != spell->race)
2009 { 2036 {
2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2037 op->failmsg ("The spell fails to transform your weapon.");
2011 return 0; 2038 return 0;
2012 } 2039 }
2013 2040
2014 if (weapon->type != WEAPON) 2041 if (weapon->type != WEAPON)
2015 { 2042 {
2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2043 op->failmsg ("You need to wield a weapon to animate it.");
2017 return 0; 2044 return 0;
2018 } 2045 }
2019 2046
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2047 if (weapon->flag [FLAG_APPLIED])
2021 { 2048 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2049 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2050 return 0;
2024 } 2051 }
2025 2052
2026 weapon = weapon->split (); 2053 weapon = weapon->split ();
2027 2054
2028 /* create the golem object */ 2055 /* create the golem object */
2029 tmp = arch_to_object (spell->other_arch); 2056 object *tmp = spell->other_arch->instance ();
2030 2057
2031 /* if animated by a player, give the player control of the golem */ 2058 /* if animated by a player, give the player control of the golem */
2032 CLEAR_FLAG (tmp, FLAG_MONSTER); 2059 tmp->clr_flag (FLAG_MONSTER);
2033 tmp->stats.exp = 0; 2060 tmp->stats.exp = 0;
2034 add_friendly_object (tmp); 2061 add_friendly_object (tmp);
2035 tmp->type = GOLEM; 2062 tmp->type = GOLEM;
2036 tmp->set_owner (op); 2063 tmp->set_owner (op);
2037 op->contr->golem = tmp; 2064 op->contr->golem = tmp;
2039 2066
2040 /* Give the weapon to the golem now. A bit of a hack to check the 2067 /* Give the weapon to the golem now. A bit of a hack to check the
2041 * removed flag - it should only be set if weapon->split was 2068 * removed flag - it should only be set if weapon->split was
2042 * used above. 2069 * used above.
2043 */ 2070 */
2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2071 if (!weapon->flag [FLAG_REMOVED])
2045 weapon->remove (); 2072 weapon->remove ();
2046 2073
2047 tmp->insert (weapon); 2074 tmp->insert (weapon);
2048 2075
2049 /* To do everything necessary to let a golem use the weapon is a pain, 2076 /* To do everything necessary to let a golem use the weapon is a pain,
2050 * so instead, just set it as equipped (otherwise, we need to update 2077 * so instead, just set it as equipped (otherwise, we need to update
2051 * body_info, skills, etc) 2078 * body_info, skills, etc)
2052 */ 2079 */
2053 SET_FLAG (tmp, FLAG_USE_WEAPON); 2080 tmp->set_flag (FLAG_USE_WEAPON);
2054 SET_FLAG (weapon, FLAG_APPLIED); 2081 weapon->set_flag (FLAG_APPLIED);
2055 tmp->update_stats (); 2082 tmp->update_stats ();
2056 2083
2057 /* There used to be 'odd' code that basically seemed to take the absolute 2084 /* There used to be 'odd' code that basically seemed to take the absolute
2058 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2085 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2059 * if you're using a crappy weapon, it shouldn't be as good. 2086 * if you're using a crappy weapon, it shouldn't be as good.
2079 2106
2080 /* attacktype */ 2107 /* attacktype */
2081 if (!tmp->attacktype) 2108 if (!tmp->attacktype)
2082 tmp->attacktype = AT_PHYSICAL; 2109 tmp->attacktype = AT_PHYSICAL;
2083 2110
2084 if (materialtype_t *mt = name_to_material (op->materialname))
2085 {
2086 for (i = 0; i < NROFATTACKS; i++) 2111 for (i = 0; i < NROFATTACKS; i++)
2087 tmp->resist[i] = 50 - (mt->save[i] * 5); 2112 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2088 a = mt->save[0]; 2113
2089 } 2114 a = op->material->save[0];
2090 else
2091 {
2092 for (i = 0; i < NROFATTACKS; i++)
2093 tmp->resist[i] = 5;
2094 a = 10;
2095 }
2096 2115
2097 /* Set weapon's immunity */ 2116 /* Set weapon's immunity */
2098 tmp->resist[ATNR_CONFUSION] = 100; 2117 tmp->resist[ATNR_CONFUSION] = 100;
2099 tmp->resist[ATNR_POISON] = 100; 2118 tmp->resist[ATNR_POISON] = 100;
2100 tmp->resist[ATNR_SLOW] = 100; 2119 tmp->resist[ATNR_SLOW] = 100;
2127 tmp->state = weapon->state; 2146 tmp->state = weapon->state;
2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2147 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2129 } 2148 }
2130 2149
2131 /* make experience increase in proportion to the strength of the summoned creature. */ 2150 /* make experience increase in proportion to the strength of the summoned creature. */
2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); 2151 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2133 2152
2134 tmp->speed_left = -1; 2153 tmp->speed_left = -1;
2135 tmp->direction = dir; 2154 tmp->direction = dir;
2136 2155
2137 m->insert (tmp, x, y, op); 2156 m->insert (tmp, x, y, op);
2154 success = op->map->change_map_light (spell->stats.dam); 2173 success = op->map->change_map_light (spell->stats.dam);
2155 2174
2156 if (!success) 2175 if (!success)
2157 { 2176 {
2158 if (spell->stats.dam < 0) 2177 if (spell->stats.dam < 0)
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2178 op->failmsg ("It can be no brighter here.");
2160 else 2179 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2180 op->failmsg ("It can be no darker here.");
2162 } 2181 }
2163 2182
2164 return success; 2183 return success;
2165} 2184}
2166 2185
2176 2195
2177 new_aura = present_arch_in_ob (spell->other_arch, op); 2196 new_aura = present_arch_in_ob (spell->other_arch, op);
2178 if (new_aura) 2197 if (new_aura)
2179 refresh = 1; 2198 refresh = 1;
2180 else 2199 else
2181 new_aura = arch_to_object (spell->other_arch); 2200 new_aura = spell->other_arch->instance ();
2182 2201
2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2202 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2184 2203
2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2204 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2186 2205
2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2270 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2252 { 2271 {
2253 hit_map (aura, i, aura->attacktype, 0); 2272 hit_map (aura, i, aura->attacktype, 0);
2254 2273
2255 if (aura->other_arch) 2274 if (aura->other_arch)
2256 pos.insert (arch_to_object (aura->other_arch), aura); 2275 pos.insert (aura->other_arch->instance (), aura);
2257 } 2276 }
2258 } 2277 }
2259 2278
2260 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2261 env->insert (aura); 2280 env->insert (aura);
2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2290 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2272 { 2291 {
2273 int atk_lev, def_lev; 2292 int atk_lev, def_lev;
2274 object *victim = tmp->head_ (); 2293 object *victim = tmp->head_ ();
2275 2294
2276 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2295 if (!victim->flag [FLAG_MONSTER])
2277 continue; 2296 continue;
2278 2297
2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2298 if (victim->flag [FLAG_UNAGGRESSIVE])
2280 continue; 2299 continue;
2281 2300
2282 if (victim->stats.exp == 0) 2301 if (victim->stats.exp == 0)
2283 continue; 2302 continue;
2284 2303
2285 def_lev = MAX (1, victim->level); 2304 def_lev = max (1, victim->level);
2286 atk_lev = MAX (1, op->level); 2305 atk_lev = max (1, op->level);
2287 2306
2288 if (rndm (0, atk_lev - 1) > def_lev) 2307 if (rndm (0, atk_lev - 1) > def_lev)
2289 { 2308 {
2290 /* make this sucker peaceful. */ 2309 /* make this sucker peaceful. */
2291 2310
2300 victim->stats.sp = 0; 2319 victim->stats.sp = 0;
2301 victim->stats.grace = 0; 2320 victim->stats.grace = 0;
2302 victim->stats.Pow = 0; 2321 victim->stats.Pow = 0;
2303#endif 2322#endif
2304 victim->attack_movement = RANDO2; 2323 victim->attack_movement = RANDO2;
2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2324 victim->set_flag (FLAG_UNAGGRESSIVE);
2306 SET_FLAG (victim, FLAG_RUN_AWAY); 2325 victim->set_flag (FLAG_RUN_AWAY);
2307 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2326 victim->set_flag (FLAG_RANDOM_MOVE);
2308 CLEAR_FLAG (victim, FLAG_MONSTER); 2327 victim->clr_flag (FLAG_MONSTER);
2309 2328
2310 if (victim->name) 2329 if (victim->name)
2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2330 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2312 } 2331 }
2313 } 2332 }
2319int 2338int
2320write_mark (object *op, object *spell, const char *msg) 2339write_mark (object *op, object *spell, const char *msg)
2321{ 2340{
2322 if (!msg || msg[0] == 0) 2341 if (!msg || msg[0] == 0)
2323 { 2342 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2343 op->failmsg ("Write what?");
2325 return 0; 2344 return 0;
2326 } 2345 }
2327 2346
2328 if (strcasestr_local (msg, "endmsg")) 2347 if (!msg_is_safe (msg))
2329 { 2348 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2349 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2350 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2332 return 0; 2351 return 0;
2333 } 2352 }
2334 2353
2335 if (!spell->other_arch) 2354 if (!spell->other_arch)
2336 return 0; 2355 return 0;
2337 2356
2338 object *tmp = arch_to_object (spell->other_arch); 2357 object *tmp = spell->other_arch->instance ();
2339 2358
2340 tmp->race = op->name; /*Save the owner of the rune */ 2359 tmp->race = op->name; /*Save the owner of the rune */
2341 tmp->msg = msg; 2360 tmp->msg = msg;
2342 2361
2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2362 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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