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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 1.138 by root, Sun May 1 16:58:18 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 = archetype::get (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;
462 461
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 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
479 * time delay effect. 476 * time delay effect.
480 */ 477 */
481int 478int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 480{
484 object *dummy; 481 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 482 return 0;
489 483
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 485 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 487 return 1;
494 } 488 }
495 489
496 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
497 491
498 if (!dummy)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
506 if (time < 1)
507 time = 1;
508 493
509 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
510 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
511 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
512 */ 497 */
513 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
517 502 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 505
525 op->insert (dummy); 506 op->insert (dummy);
526 507
527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528 509
567 548
568int 549int
569perceive_self (object *op) 550perceive_self (object *op)
570{ 551{
571 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
573 554
574 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 556
576 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
577 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 562
580 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
582 else 565 else
583 buf << " - You worship no god.\n"; 566 buf << " - You worship no god.\n";
594 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 } 580 }
598 581
599 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 585 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 587 {
609 592
610 break; 593 break;
611 } 594 }
612 } 595 }
613 596
614 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 598
618 return 1; 599 return 1;
619} 600}
620 601
621/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
647 628
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 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) || 630 (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))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
651 { 632 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
653 return 0; 634 return 0;
654 } 635 }
655 636
656 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 639 else if (spell_ob->race)
659 { 640 {
660 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
661 642
662 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 649 return 0;
669 } 650 }
670 651
671 tmp = arch_to_object (at); 652 tmp = at->instance ();
672 } 653 }
673 else 654 else
674 { 655 {
675 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
676 return 0; 657 return 0;
681 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
682 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 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); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
684 tmp->range = 0; 665 tmp->range = 0;
685 } 666 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
687 { 668 {
688 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
689 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
690 } 671 }
691 672
692 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
693 { 674 {
694 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
696 } 677 }
697 678
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 680 {
700 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
701 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
704 } 685 }
705 686
706 /* This can't really hurt - if the object doesn't kill anything, 687 /* 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 688 * these fields just won't be used. Do not set the owner for
708 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
720 return 0; 701 return 0;
721 } 702 }
722 703
723 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 707
727 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
750 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
752 733
753 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
756 737
757 } 738 }
758 else 739 else
759 posblocked = 1; 740 posblocked = 1;
760 741
767 { 748 {
768 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
770 751
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
773 } 754 }
774 else 755 else
775 negblocked = 1; 756 negblocked = 1;
776 } 757 }
777 758
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
780 761
781 return 1; 762 return 1;
782} 763}
783 764
784int 765int
785dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 767{
787 uint32 dist, maxdist; 768 uint32 dist, maxdist;
788 int mflags; 769 int mflags;
789 maptile *m; 770 maptile *m;
790 sint16 sx, sy; 771 sint16 sx, sy;
792 if (op->type != PLAYER) 773 if (op->type != PLAYER)
793 return 0; 774 return 0;
794 775
795 if (!dir) 776 if (!dir)
796 { 777 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
798 return 0; 779 return 0;
799 } 780 }
800 781
801 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
802 * ever, so put limits in. 783 * ever, so put limits in.
803 */ 784 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 786
806 if (op->contr->count) 787 if (spellparam)
807 { 788 {
789 int count = atoi (spellparam);
790
808 if (op->contr->count > maxdist) 791 if (count > maxdist)
809 { 792 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
811 return 0; 794 return 0;
812 } 795 }
813 796
814 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
815 { 798 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 800
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 802 break;
820 803
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break; 805 break;
823 } 806 }
824 807
825 if (dist < op->contr->count) 808 if (dist < count)
826 { 809 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 op->contr->count = 0;
829 return 0; 811 return 0;
830 } 812 }
831
832 op->contr->count = 0;
833 813
834 /* Remove code that puts player on random space on maps. IMO, 814 /* 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, 815 * 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 816 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
879 break; 859 break;
880 860
881 } 861 }
882 if (!dist) 862 if (!dist)
883 { 863 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
885 return 0; 865 return 0;
886 } 866 }
887 } 867 }
888 868
889 /* Actually move the player now */ 869 /* 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))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
891 return 1; 871 return 1;
892 872
893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
894 return 1; 875 return 1;
895} 876}
896 877
897/* cast_heal: Heals something. 878/* cast_heal: Heals something.
898 * op is the caster. 879 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 934 if (cure_disease (tmp, op, spell))
954 success = 1; 935 success = 1;
955 936
956 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
957 { 938 {
958 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
960 if (poison) 941 if (poison)
961 { 942 {
962 success = 1; 943 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 946 }
966 } 947 }
967 948
968 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
969 { 950 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 952 if (poison)
972 { 953 {
973 success = 1; 954 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 956 poison->duration = 1;
976 } 957 }
977 } 958 }
978 959
979 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
980 { 961 {
981 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
983 if (poison) 964 if (poison)
984 { 965 {
985 success = 1; 966 success = 1;
986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 986 success = 1;
1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1007 } 988 }
1008 989
1009 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 991 {
1011 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1012 993 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 994
1016 success = 1; 995 success = 1;
1017 /* We could do something a bit better like the messages for healing above */ 996 /* 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"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1019 } 998 }
1034 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1014 "You are no easier to look at.",
1036}; 1015};
1037 1016
1038int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040{ 1025{
1041 object *force = 0; 1026 object *force = 0;
1042 int i; 1027 int i;
1043 1028
1060 break; 1045 break;
1061 } 1046 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1048 {
1064 if (!silent) 1049 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); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1066 1052
1067 return 0; 1053 return 0;
1068 } 1054 }
1069 } 1055 }
1070 } 1056 }
1071 1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1072 if (!force) 1060 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 } 1061 {
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) 1062 if (duration > force->duration)
1092 { 1063 {
1093 force->duration = duration; 1064 force->duration = duration;
1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1095 } 1066 }
1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1098 1069
1099 return 1; 1070 return 1;
1100 } 1071 }
1101 1072
1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = archetype::get (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1103 force->speed = 1.0; 1088 force->speed = 1.0;
1104 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1106 1091
1107 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1109 {
1110 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1111 {
1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1113 if (force->resist[i] > 100)
1114 force->resist[i] = 100;
1115 }
1116 }
1117 1096
1118 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1120 1099
1121 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1140 } 1119 }
1141 } 1120 }
1142 1121
1143 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1144 1123
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1146 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1147 1126
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1149 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1150 1129
1151 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1153 { 1132 {
1154 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1207 } 1186 }
1208 } 1187 }
1209 1188
1210 if (force == NULL) 1189 if (force == NULL)
1211 { 1190 {
1212 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1213 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1214 if (spell_ob->race) 1193 if (spell_ob->race)
1215 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1216 else 1195 else
1217 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1232 { 1211 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1234 } 1213 }
1235 return 0; 1214 return 0;
1236 } 1215 }
1216
1237 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1238 force->speed = 1.0; 1218 force->speed = 1.0;
1239 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1240 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1241 1221
1242 if (!god) 1222 if (!god)
1243 { 1223 {
1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1245 } 1225 }
1246 else 1226 else
1247 { 1227 {
1248 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1252 {
1253 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1254 } 1232
1255 }
1256 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1257 1234
1258 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1260 1237
1302 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1282 * the stuff back to town.
1306 */ 1283 */
1307 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1308 value = 0; 1285 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3; 1287 value /= 3;
1311 else 1288 else
1312 value = value * 9 / 10; 1289 value = value * 9 / 10;
1325 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1326 return 0; 1303 return 0;
1327 1304
1328 archetype *nugget[3]; 1305 archetype *nugget[3];
1329 1306
1330 nugget[0] = archetype::find ("pyrite3"); 1307 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1308 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1309 nugget[2] = archetype::find (shstr_pyrite);
1333 1310
1334 /* Put a maximum weight of items that can be alchemised. Limits the power 1311 /* 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 1312 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1313 * in sight
1337 */ 1314 */
1366 1343
1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1368 { 1345 {
1369 next = tmp->above; 1346 next = tmp->above;
1370 1347
1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 { 1350 {
1374 if (tmp->inv) 1351 if (tmp->inv)
1375 { 1352 {
1376 object *next1, *tmp1; 1353 object *next1, *tmp1;
1377 1354
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 { 1356 {
1380 next1 = tmp1->below; 1357 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1384 } 1361 }
1385 } 1362 }
1386 1363
1387 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1392 } 1369 }
1393 1370
1394 value -= rndm (value >> 4); 1371 value -= rndm (value >> 4);
1395 value = min (value, value_max); 1372 value = min (value, value_max);
1396 1373
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1374 for (int i = 0; i < array_length (nugget); ++i)
1398 if (int nrof = value / nugget [i]->value) 1375 if (int nrof = value / nugget [i]->value)
1399 { 1376 {
1400 value -= nrof * nugget[i]->value; 1377 value -= nrof * nugget[i]->value;
1401 1378
1402 object *tmp = arch_to_object (nugget[i]); 1379 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1380 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1381 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1382 op->map->insert (tmp, x, y, op, 0);
1406 } 1383 }
1407 1384
1418 * items. 1395 * items.
1419 */ 1396 */
1420int 1397int
1421remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1422{ 1399{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1425 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1410 {
1431 was_one++; 1411 ++was_one;
1432 1412
1433 if (tmp->level <= casting_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1434 { 1414 {
1435 success++; 1415 ++success;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438 1417
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1442 1422
1443 if (object *pl = tmp->visible_to ()) 1423 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 } 1425 }
1446 } 1426 }
1447 1427
1448 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1449 { 1429 {
1450 if (success) 1430 if (success)
1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1452 else 1432 else
1453 { 1433 {
1454 if (was_one) 1434 if (was_one)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1456 else 1436 else
1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1458 } 1438 }
1459 } 1439 }
1460 1440
1461 return success; 1441 return success;
1462} 1442}
1463 1443
1464/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1465int 1445int
1466cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1467{ 1447{
1468 dynbuf_text buf; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469 object *tmp;
1470 1449
1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472 1451
1473 if (num_ident < 1) 1452 op->splay_marked ();
1474 num_ident = 1;
1475 1453
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1455 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1479 { 1457 {
1480 identify (tmp); 1458 identify (tmp);
1481 1459
1482 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1483 { 1461 {
1485 1463
1486 if (tmp->msg) 1464 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1466 }
1489 1467
1490 num_ident--;
1491 if (!num_ident) 1468 if (!--num_ident)
1492 break; 1469 break;
1493 } 1470 }
1494 } 1471 }
1495 1472
1496 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1497 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1498 * was not fully used. 1475 * was not fully used.
1499 */ 1476 */
1500 if (num_ident) 1477 if (num_ident)
1501 { 1478 {
1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1504 { 1481 {
1505 identify (tmp); 1482 identify (tmp);
1506 1483
1507 if (object *pl = tmp->visible_to ()) 1484 if (object *pl = tmp->visible_to ())
1508 { 1485 {
1510 1487
1511 if (tmp->msg) 1488 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1490 }
1514 1491
1515 num_ident--;
1516 if (!num_ident) 1492 if (!--num_ident)
1517 break; 1493 break;
1518 } 1494 }
1519 } 1495 }
1520 1496
1521 if (buf.empty ()) 1497 if (buf.empty ())
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1526
1551 if (!skill) 1527 if (!skill)
1552 skill = caster; 1528 skill = caster;
1553 1529
1530 dynbuf buf;
1554 unordered_mapwalk (op, -range, -range, range, range) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1555 { 1532 {
1556 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1536 * down - that is easier than working up.
1560 */ 1537 */
1561 1538
1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1563 last = tmp; 1540 last = tmp;
1564 1541
1565 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1566 * would happen. 1543 * would happen.
1567 */ 1544 */
1568 if (!last) 1545 if (!last)
1569 continue; 1546 continue;
1570 1547
1571 done_one = 0; 1548 done_one = 0;
1572 floor = 0; 1549 floor = 0;
1573 detect = NULL; 1550 detect = 0;
1574 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1552 {
1576 /* show invisible */ 1553 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1578 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1581 || tmp->type == CF_HANDLE 1558 || tmp->type == T_HANDLE
1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1583 || tmp->type == BUTTON || tmp->type == TELEPORTER 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR 1565 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY 1569 || tmp->type == TRIGGER_PEDESTAL
1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1588 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1590 { 1578 {
1591 tmp->invisible = 0; 1579 tmp->invisible = 0;
1592 done_one = 1; 1580 done_one = 1;
1593 } 1581 }
1594 } 1582 }
1595 1583
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1584 if (tmp->flag [FLAG_IS_FLOOR])
1597 floor = 1; 1585 floor = 1;
1598 1586
1599 /* All detections below this point don't descend beneath the floor, 1587 /* 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 1588 * 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 1589 * detection to completely break out if we don't care about objects beneath
1610 * difficult to see what object is magical/cursed, so the 1598 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparent. 1599 * effect wouldn't be as apparent.
1612 */ 1600 */
1613 1601
1614 /* detect magic */ 1602 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1617 { 1608 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */ 1610 /* make runes more visible */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4; 1612 tmp->stats.Cha /= 4;
1622 1613
1623 done_one = 1; 1614 done_one = 1;
1624 } 1615 }
1625 1616
1626 /* detect monster */ 1617 /* detect monster */
1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1628 { 1619 {
1629 done_one = 2; 1620 done_one = 2;
1630 1621
1631 if (!detect) 1622 if (!detect)
1632 detect = tmp; 1623 detect = tmp;
1634 1625
1635 /* Basically, if race is set in the spell, then the creatures race must 1626 /* 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 1627 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match. 1628 * race must match.
1638 */ 1629 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1641 spell->race.contains (tmp->race))) 1632 spell->race.contains (tmp->race)))
1642 { 1633 {
1643 done_one = 2; 1634 done_one = 2;
1644 1635
1645 if (!detect) 1636 if (!detect)
1646 detect = tmp; 1637 detect = tmp;
1647 } 1638 }
1648 1639
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1640 if (spell->flag [FLAG_KNOWN_CURSED]
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1651 { 1644 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1653 done_one = 1; 1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1661 done_one = 1;
1662 }
1654 } 1663 }
1655 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1656 1665
1657 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1667 * where the magic is.
1659 */ 1668 */
1660 if (done_one) 1669 if (done_one)
1661 { 1670 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1663 1672
1664 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1666 { 1675 {
1667 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1683 }
1675 1684
1676 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1686 }
1678 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1679 1688
1680 1689
1681 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* 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)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1683 { 1692 {
1684 done_one = 0; 1693 done_one = 0;
1685 1694
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1696 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1689 { 1698 {
1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1691 { 1700 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1693 1702
1694 if (object *pl = tmp->visible_to ()) 1703 if (object *pl = tmp->visible_to ())
1695 esrv_update_item (UPD_FLAGS, pl, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1696 } 1705 }
1697 1706
1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1700 { 1709 {
1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1702 1711
1703 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1704 esrv_update_item (UPD_FLAGS, pl, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1705 } 1714 }
1706 } /* if item is not identified */ 1715 } /* if item is not identified */
1766 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1767 1776
1768 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1769 { 1778 {
1770 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1771 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1772 break; 1781 break;
1773 } 1782 }
1774 1783
1775 1784
1776 /* If we did not find a player in the specified direction, transfer 1785 /* 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. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
1778 */ 1787 */
1779 if (plyr == NULL) 1788 if (plyr == NULL)
1780 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 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)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1782 break; 1791 break;
1783 1792
1784 if (!plyr) 1793 if (!plyr)
1785 { 1794 {
1786 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1787 return 0; 1796 return 0;
1788 } 1797 }
1789 /* give sp */ 1798 /* give sp */
1790 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1791 { 1800 {
1803 if (rate > 95) 1812 if (rate > 95)
1804 rate = 95; 1813 rate = 95;
1805 1814
1806 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1807 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1808 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1809 { 1818 {
1810 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1811 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1812 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1813 if (sucked > 0) 1822 if (sucked > 0)
1864 * monsters either. 1873 * monsters either.
1865 */ 1874 */
1866 1875
1867 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1868 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1869 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1870 && (op->level > head->level)) 1879 && (op->level > head->level))
1871 head->destroy (); 1880 head->destroy ();
1872 else 1881 else
1873 switch (head->type) 1882 switch (head->type)
1874 { 1883 {
1875 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1876 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1877 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1879 continue; 1888 continue;
1880 1889
1881 if (op->level > head->level) 1890 if (op->level > head->level)
1882 head->destroy (); 1891 head->destroy ();
1883 1892
1906 1915
1907 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1908 1917
1909 if (!god) 1918 if (!god)
1910 { 1919 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1912 return 0; 1921 return 0;
1913 } 1922 }
1914 1923
1915 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1916 { 1925 {
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1918 break; 1927 break;
1919 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1920 { 1929 {
1921 1930
1922 if (tmp->level > casting_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1923 { 1932 {
1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1925 return 0; 1934 return 0;
1926 } 1935 }
1927 else 1936 else
1928 { 1937 {
1929 /* If we got here, we are consecrating an altar */ 1938 /* 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); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1939 return 1; 1948 return 1;
1940 } 1949 }
1941 } 1950 }
1942 } 1951 }
1943 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
1944 return 0; 1954 return 0;
1945} 1955}
1946 1956
1947/* animate_weapon - 1957/* animate_weapon -
1948 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1955 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1956 */ 1966 */
1957int 1967int
1958animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1959{ 1969{
1960 object *weapon, *tmp;
1961 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1962 int a, i; 1971 int a, i;
1963 sint16 x, y; 1972 sint16 x, y;
1964 maptile *m; 1973 maptile *m;
1965 1974
1990 1999
1991 /* if there's no place to put the golem, abort */ 2000 /* 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) 2001 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)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1994 { 2003 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
1996 return 0; 2005 return 0;
1997 } 2006 }
1998 2007
1999 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2000 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2001 2010
2002 if (!weapon) 2011 if (!weapon)
2003 { 2012 {
2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2005 return 0; 2014 return 0;
2006 } 2015 }
2007 2016
2008 if (spell->race && weapon->arch->archname != spell->race) 2017 if (spell->race && weapon->arch->archname != spell->race)
2009 { 2018 {
2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2011 return 0; 2020 return 0;
2012 } 2021 }
2013 2022
2014 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2015 { 2024 {
2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2017 return 0; 2026 return 0;
2018 } 2027 }
2019 2028
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029 if (weapon->flag [FLAG_APPLIED])
2021 { 2030 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2032 return 0;
2024 } 2033 }
2025 2034
2026 weapon = weapon->split (); 2035 weapon = weapon->split ();
2027 2036
2028 /* create the golem object */ 2037 /* create the golem object */
2029 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2030 2039
2031 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2032 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2033 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2034 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2035 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2036 tmp->set_owner (op); 2045 tmp->set_owner (op);
2037 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2039 2048
2040 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* 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 2050 * removed flag - it should only be set if weapon->split was
2042 * used above. 2051 * used above.
2043 */ 2052 */
2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2045 weapon->remove (); 2054 weapon->remove ();
2046 2055
2047 tmp->insert (weapon); 2056 tmp->insert (weapon);
2048 2057
2049 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* 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 2059 * so instead, just set it as equipped (otherwise, we need to update
2051 * body_info, skills, etc) 2060 * body_info, skills, etc)
2052 */ 2061 */
2053 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2054 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2055 tmp->update_stats (); 2064 tmp->update_stats ();
2056 2065
2057 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* 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 - 2067 * 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. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2079 2088
2080 /* attacktype */ 2089 /* attacktype */
2081 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2082 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2083 2092
2084 if (materialtype_t *mt = name_to_material (op->materialname))
2085 {
2086 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2087 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2088 a = mt->save[0]; 2095
2089 } 2096 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 2097
2097 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2098 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2099 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2100 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2127 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2129 } 2130 }
2130 2131
2131 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* 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)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2133 2134
2134 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2135 tmp->direction = dir; 2136 tmp->direction = dir;
2136 2137
2137 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2154 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2155 2156
2156 if (!success) 2157 if (!success)
2157 { 2158 {
2158 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2160 else 2161 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2162 } 2163 }
2163 2164
2164 return success; 2165 return success;
2165} 2166}
2166 2167
2176 2177
2177 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2178 if (new_aura) 2179 if (new_aura)
2179 refresh = 1; 2180 refresh = 1;
2180 else 2181 else
2181 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2182 2183
2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2184 2185
2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2186 2187
2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2252 { 2253 {
2253 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2254 2255
2255 if (aura->other_arch) 2256 if (aura->other_arch)
2256 pos.insert (arch_to_object (aura->other_arch), aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2257 } 2258 }
2258 } 2259 }
2259 2260
2260 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2261 env->insert (aura); 2262 env->insert (aura);
2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2272 { 2273 {
2273 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2274 object *victim = tmp->head_ (); 2275 object *victim = tmp->head_ ();
2275 2276
2276 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!victim->flag [FLAG_MONSTER])
2277 continue; 2278 continue;
2278 2279
2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2280 continue; 2281 continue;
2281 2282
2282 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2283 continue; 2284 continue;
2284 2285
2285 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2286 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2287 2288
2288 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2289 { 2290 {
2290 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2291 2292
2300 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2301 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2302 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2303#endif 2304#endif
2304 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2306 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2307 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2308 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2309 2310
2310 if (victim->name) 2311 if (victim->name)
2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2312 } 2313 }
2313 } 2314 }
2319int 2320int
2320write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2321{ 2322{
2322 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2323 { 2324 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2325 return 0; 2326 return 0;
2326 } 2327 }
2327 2328
2328 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2329 { 2330 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 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); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2332 return 0; 2333 return 0;
2333 } 2334 }
2334 2335
2335 if (!spell->other_arch) 2336 if (!spell->other_arch)
2336 return 0; 2337 return 0;
2337 2338
2338 object *tmp = arch_to_object (spell->other_arch); 2339 object *tmp = spell->other_arch->instance ();
2339 2340
2340 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2341 tmp->msg = msg; 2342 tmp->msg = msg;
2342 2343
2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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