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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 1.146 by root, Sun Jan 29 02:47:06 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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>
25#include <object.h> 26#include <object.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 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
200 pick_up (op, missile); 206 pick_up (op, missile);
201 207
202 return 1; 208 return 1;
203} 209}
204 210
205
206/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 213int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 215{
211 int food_value; 216 int food_value;
212 archetype *at = NULL; 217 archetype *at = NULL;
213 object *new_op; 218 object *new_op;
214 219
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 221
217 if (stringarg) 222 if (spellparam)
218 { 223 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 225 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 228 spellparam = NULL;
224 } 229 }
225 230
226 if (!stringarg) 231 if (!spellparam)
227 { 232 {
228 archetype *at_tmp; 233 archetype *at_tmp;
229 234
230 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
256 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = at->instance ();
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
271 new_op->nrof = 1; 276 new_op->nrof = 1;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 302
298 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
299 break; 304 break;
300 305
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 307 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 309 return 0;
305 } 310 }
306 311
307 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
308 { 313 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 314 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))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
311 { 316 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 318 if (tmp->head != NULL)
314 tmp = tmp->head; 319 tmp = tmp->head;
315 examine_monster (op, tmp); 320 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
339 { 344 {
340 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
342 { 347 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
344 return 0; 349 return 0;
345 350
346 return 1; 351 return 1;
347 } 352 }
348 353
379int 384int
380cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
381{ 386{
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 390 return 0;
386 } 391 }
387 392
388 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 394 * and if statement or two.
390 */ 395 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
392 /* max duration */ 398 /* limit duration */
393 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 400
396 if (op->type == PLAYER) 401 if (op->type == PLAYER)
397 { 402 {
398 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
399 404
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 } 409 }
407 410
408 if (makes_invisible_to (op, op)) 411 if (makes_invisible_to (op, op))
409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
410 else 413 else
425/* earth to dust spell. Basically destroys earthwalls in the area. 428/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 429 */
427int 430int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 431cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 432{
430 object *tmp, *next;
431 int range, i, j, mflags; 433 int range, i, j, mflags;
432 sint16 sx, sy; 434 sint16 sx, sy;
433 maptile *m; 435 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 436
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 438
440 for (i = -range; i <= range; i++) 439 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 440 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 446
448 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
449 continue; 448 continue;
450 449
451 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 451 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 452 {
454 next = tmp->above; 453 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454
455 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 457 }
458 } 458 }
459 459
460 return 1; 460 return 1;
462 462
463void 463void
464execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
465{ 465{
466 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
467 {
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 }
473 471
474 op->destroy (); 472 op->destroy ();
475} 473}
476 474
477/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
479 * time delay effect. 477 * time delay effect.
480 */ 478 */
481int 479int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 481{
484 object *dummy; 482 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 483 return 0;
489 484
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 486 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 488 return 1;
494 } 489 }
495 490
496 dummy = get_archetype (FORCE_NAME); 491 object *dummy = archetype::get (FORCE_NAME);
497 492
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); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
506 if (time < 1)
507 time = 1;
508 494
509 /* value of speed really doesn't make much difference, as long as it is 495 /* 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 496 * positive. Lower value may be useful so that the problem doesn't
511 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
512 */ 498 */
513 dummy->set_speed (0.002); 499 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
517 503 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 504 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 505 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;
524 506
525 op->insert (dummy); 507 op->insert (dummy);
526 508
527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528 510
567 549
568int 550int
569perceive_self (object *op) 551perceive_self (object *op)
570{ 552{
571 const char *cp = describe_item (op, op); 553 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
573 555
574 dynbuf_text buf; 556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 557
576 if (player *pl = op->contr) 558 if (!op->is_player ())
559 return 0;
560
577 if (object *race = archetype::find (op->race)) 561 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 562 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 563
580 if (object *god = find_god (determine_god (op))) 564 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 565 buf << " - You worship " << &god->name << ".\n";
582 else 566 else
583 buf << " - You worship no god.\n"; 567 buf << " - You worship no god.\n";
594 for (int i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 579 if (tmp->stats.stat (i) < 0)
596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 580 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 } 581 }
598 582
599 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 586 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 588 {
609 593
610 break; 594 break;
611 } 595 }
612 } 596 }
613 597
614 buf << '\0'; // zero-terminate 598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 599
618 return 1; 600 return 1;
619} 601}
620 602
621/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
647 629
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 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) || 631 (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))) 632 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
651 { 633 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
653 return 0; 635 return 0;
654 } 636 }
655 637
656 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 639 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 640 else if (spell_ob->race)
659 { 641 {
660 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
661 643
662 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 650 return 0;
669 } 651 }
670 652
671 tmp = arch_to_object (at); 653 tmp = at->instance ();
672 } 654 }
673 else 655 else
674 { 656 {
675 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 657 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
676 return 0; 658 return 0;
681 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
682 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 664 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); 665 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
684 tmp->range = 0; 666 tmp->range = 0;
685 } 667 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
687 { 669 {
688 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 670 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
689 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
690 } 672 }
691 673
692 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
693 { 675 {
694 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 676 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
696 } 678 }
697 679
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 681 {
700 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
701 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
704 } 686 }
705 687
706 /* This can't really hurt - if the object doesn't kill anything, 688 /* 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 689 * these fields just won't be used. Do not set the owner for
708 * earthwalls, though, so they survive restarts. 690 * earthwalls, though, so they survive restarts.
720 return 0; 702 return 0;
721 } 703 }
722 704
723 /* If this is a spellcasting wall, need to insert the spell object */ 705 /* If this is a spellcasting wall, need to insert the spell object */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 708
727 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
731 * blocked spaces. 713 * blocked spaces.
732 */ 714 */
733 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 715 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
750 object *tmp2 = tmp->clone (); 732 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 733 m->insert (tmp2, x, y, op);
752 734
753 /* If this is a spellcasting wall, need to insert the spell object */ 735 /* If this is a spellcasting wall, need to insert the spell object */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 737 tmp2->insert (tmp2->other_arch->instance ());
756 738
757 } 739 }
758 else 740 else
759 posblocked = 1; 741 posblocked = 1;
760 742
767 { 749 {
768 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
770 752
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
773 } 755 }
774 else 756 else
775 negblocked = 1; 757 negblocked = 1;
776 } 758 }
777 759
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
780 762
781 return 1; 763 return 1;
782} 764}
783 765
784int 766int
785dimension_door (object *op, object *caster, object *spob, int dir) 767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 768{
787 uint32 dist, maxdist; 769 uint32 dist, maxdist;
788 int mflags; 770 int mflags;
789 maptile *m; 771 maptile *m;
790 sint16 sx, sy; 772 sint16 sx, sy;
792 if (op->type != PLAYER) 774 if (op->type != PLAYER)
793 return 0; 775 return 0;
794 776
795 if (!dir) 777 if (!dir)
796 { 778 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 779 op->failmsg ("In what direction?");
798 return 0; 780 return 0;
799 } 781 }
800 782
801 /* Given the new outdoor maps, can't let players dimension door for 783 /* Given the new outdoor maps, can't let players dimension door for
802 * ever, so put limits in. 784 * ever, so put limits in.
803 */ 785 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 787
806 if (op->contr->count) 788 if (spellparam)
807 { 789 {
790 int count = atoi (spellparam);
791
808 if (op->contr->count > maxdist) 792 if (count > maxdist)
809 { 793 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 794 op->failmsg ("You can't dimension door that far!");
811 return 0; 795 return 0;
812 } 796 }
813 797
814 for (dist = 0; dist < op->contr->count; dist++) 798 for (dist = 0; dist < count; dist++)
815 { 799 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 800 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 801
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 803 break;
820 804
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break; 806 break;
823 } 807 }
824 808
825 if (dist < op->contr->count) 809 if (dist < count)
826 { 810 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 op->contr->count = 0;
829 return 0; 812 return 0;
830 } 813 }
831
832 op->contr->count = 0;
833 814
834 /* Remove code that puts player on random space on maps. IMO, 815 /* 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, 816 * 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 817 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
879 break; 860 break;
880 861
881 } 862 }
882 if (!dist) 863 if (!dist)
883 { 864 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
885 return 0; 866 return 0;
886 } 867 }
887 } 868 }
888 869
889 /* Actually move the player now */ 870 /* 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))) 871 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
891 return 1; 872 return 1;
892 873
893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
894 return 1; 876 return 1;
895} 877}
896 878
897/* cast_heal: Heals something. 879/* cast_heal: Heals something.
898 * op is the caster. 880 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 935 if (cure_disease (tmp, op, spell))
954 success = 1; 936 success = 1;
955 937
956 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
957 { 939 {
958 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
960 if (poison) 942 if (poison)
961 { 943 {
962 success = 1; 944 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 947 }
966 } 948 }
967 949
968 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
969 { 951 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 953 if (poison)
972 { 954 {
973 success = 1; 955 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 957 poison->duration = 1;
976 } 958 }
977 } 959 }
978 960
979 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
980 { 962 {
981 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
983 if (poison) 965 if (poison)
984 { 966 {
985 success = 1; 967 success = 1;
986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 987 success = 1;
1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1007 } 989 }
1008 990
1009 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 992 {
1011 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1012 994 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 995
1016 success = 1; 996 success = 1;
1017 /* We could do something a bit better like the messages for healing above */ 997 /* 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"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1019 } 999 }
1034 "You don't feel any more powerful." 1014 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1015 "You are no easier to look at.",
1036}; 1016};
1037 1017
1038int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040{ 1026{
1041 object *force = 0; 1027 object *force = 0;
1042 int i; 1028 int i;
1043 1029
1060 break; 1046 break;
1061 } 1047 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1049 {
1064 if (!silent) 1050 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); 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1052 &spell_ob->name, &tmp2->name_pl);
1066 1053
1067 return 0; 1054 return 0;
1068 } 1055 }
1069 } 1056 }
1070 } 1057 }
1071 1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1072 if (!force) 1061 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 } 1062 {
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) 1063 if (duration > force->duration)
1092 { 1064 {
1093 force->duration = duration; 1065 force->duration = duration;
1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1095 } 1067 }
1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1098 1070
1099 return 1; 1071 return 1;
1100 } 1072 }
1101 1073
1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1103 force->speed = 1.0; 1089 force->speed = 1.0;
1104 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1106 1092
1107 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1109 {
1110 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1111 {
1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1096 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 1097
1118 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1120 1100
1121 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1140 } 1120 }
1141 } 1121 }
1142 1122
1143 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1144 1124
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1146 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1147 1127
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1149 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1150 1130
1151 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1153 { 1133 {
1154 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1207 } 1187 }
1208 } 1188 }
1209 1189
1210 if (force == NULL) 1190 if (force == NULL)
1211 { 1191 {
1212 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1213 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1214 if (spell_ob->race) 1194 if (spell_ob->race)
1215 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1216 else 1196 else
1217 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1232 { 1212 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1234 } 1214 }
1235 return 0; 1215 return 0;
1236 } 1216 }
1217
1237 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1218 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1238 force->speed = 1.0; 1219 force->speed = 1.0;
1239 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1240 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1241 1222
1242 if (!god) 1223 if (!god)
1243 { 1224 {
1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1245 } 1226 }
1246 else 1227 else
1247 { 1228 {
1248 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1252 {
1253 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1232 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1254 } 1233
1255 }
1256 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1257 1235
1258 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1260 1238
1280 1258
1281/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1282 * 1260 *
1283 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1284 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1262 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1285 * 1263 *
1286 * The value of the gold nuggets being about 90% of that of the item 1264 * The value of the gold nuggets being about 90% of that of the item
1287 * itself. It uses the value of the object before charisma adjustments, 1265 * itself. It uses the value of the object before charisma adjustments,
1288 * because the nuggets themselves will be will be adjusted by charisma 1266 * because the nuggets themselves will be will be adjusted by charisma
1289 * when sold. 1267 * when sold.
1290 * 1268 *
1302 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1283 * the stuff back to town.
1306 */ 1284 */
1307 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1285 if (obj->flag [FLAG_UNPAID])
1308 value = 0; 1286 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3; 1288 value /= 3;
1311 else 1289 else
1312 value = value * 9 / 10; 1290 value = value * 9 / 10;
1325 if (op->type != PLAYER) 1303 if (op->type != PLAYER)
1326 return 0; 1304 return 0;
1327 1305
1328 archetype *nugget[3]; 1306 archetype *nugget[3];
1329 1307
1330 nugget[0] = archetype::find ("pyrite3"); 1308 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1309 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1310 nugget[2] = archetype::find (shstr_pyrite);
1333 1311
1334 /* Put a maximum weight of items that can be alchemised. Limits the power 1312 /* 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 1313 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1314 * in sight
1337 */ 1315 */
1366 1344
1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1345 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1368 { 1346 {
1369 next = tmp->above; 1347 next = tmp->above;
1370 1348
1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 { 1351 {
1374 if (tmp->inv) 1352 if (tmp->inv)
1375 { 1353 {
1376 object *next1, *tmp1; 1354 object *next1, *tmp1;
1377 1355
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 { 1357 {
1380 next1 = tmp1->below; 1358 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight); 1361 alchemy_object (tmp1, value, weight);
1384 } 1362 }
1385 } 1363 }
1386 1364
1387 alchemy_object (tmp, value, weight); 1365 alchemy_object (tmp, value, weight);
1392 } 1370 }
1393 1371
1394 value -= rndm (value >> 4); 1372 value -= rndm (value >> 4);
1395 value = min (value, value_max); 1373 value = min (value, value_max);
1396 1374
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1375 for (int i = 0; i < array_length (nugget); ++i)
1398 if (int nrof = value / nugget [i]->value) 1376 if (int nrof = value / nugget [i]->value)
1399 { 1377 {
1400 value -= nrof * nugget[i]->value; 1378 value -= nrof * nugget[i]->value;
1401 1379
1402 object *tmp = arch_to_object (nugget[i]); 1380 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1381 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1382 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1383 op->map->insert (tmp, x, y, op, 0);
1406 } 1384 }
1407 1385
1418 * items. 1396 * items.
1419 */ 1397 */
1420int 1398int
1421remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1422{ 1400{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1425 1402
1403 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1404
1405 op->splay_marked ();
1406
1407 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1408
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 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 { 1411 {
1431 was_one++; 1412 ++was_one;
1432 1413
1433 if (tmp->level <= casting_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1434 { 1415 {
1435 success++; 1416 ++success;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438 1418
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1442 1423
1443 if (object *pl = tmp->visible_to ()) 1424 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 } 1426 }
1446 } 1427 }
1447 1428
1448 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1449 { 1430 {
1450 if (success) 1431 if (success)
1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 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 1433 else
1453 { 1434 {
1454 if (was_one) 1435 if (was_one)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1456 else 1437 else
1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1458 } 1439 }
1459 } 1440 }
1460 1441
1461 return success; 1442 return success;
1462} 1443}
1463 1444
1464/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1465int 1446int
1466cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1467{ 1448{
1468 dynbuf_text buf; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469 object *tmp;
1470 1450
1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1451 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472 1452
1473 if (num_ident < 1) 1453 op->splay_marked ();
1474 num_ident = 1;
1475 1454
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1456 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1479 { 1458 {
1480 identify (tmp); 1459 identify (tmp);
1481 1460
1482 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1483 { 1462 {
1485 1464
1486 if (tmp->msg) 1465 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1467 }
1489 1468
1490 num_ident--;
1491 if (!num_ident) 1469 if (!--num_ident)
1492 break; 1470 break;
1493 } 1471 }
1494 } 1472 }
1495 1473
1496 /* If all the power of the spell has been used up, don't go and identify 1474 /* 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 1475 * stuff on the floor. Only identify stuff on the floor if the spell
1498 * was not fully used. 1476 * was not fully used.
1499 */ 1477 */
1500 if (num_ident) 1478 if (num_ident)
1501 { 1479 {
1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1480 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)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1504 { 1482 {
1505 identify (tmp); 1483 identify (tmp);
1506 1484
1507 if (object *pl = tmp->visible_to ()) 1485 if (object *pl = tmp->visible_to ())
1508 { 1486 {
1510 1488
1511 if (tmp->msg) 1489 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1491 }
1514 1492
1515 num_ident--;
1516 if (!num_ident) 1493 if (!--num_ident)
1517 break; 1494 break;
1518 } 1495 }
1519 } 1496 }
1520 1497
1521 if (buf.empty ()) 1498 if (buf.empty ())
1535 1512
1536int 1513int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1515{
1539 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1540 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1541 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1542 maptile *m; 1519 maptile *m;
1543 1520
1544 /* We precompute some values here so that we don't have to keep 1521 /* We precompute some values here so that we don't have to keep
1545 * doing it over and over again. 1522 * doing it over and over again.
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1527
1551 if (!skill) 1528 if (!skill)
1552 skill = caster; 1529 skill = caster;
1553 1530
1531 dynbuf buf;
1554 unordered_mapwalk (op, -range, -range, range, range) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1555 { 1533 {
1556 /* For most of the detections, we only detect objects above the 1534 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1537 * down - that is easier than working up.
1560 */ 1538 */
1561 1539
1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1540 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1563 last = tmp; 1541 last = tmp;
1564 1542
1565 /* Shouldn't happen, but if there are no objects on a space, this 1543 /* Shouldn't happen, but if there are no objects on a space, this
1566 * would happen. 1544 * would happen.
1567 */ 1545 */
1568 if (!last) 1546 if (!last)
1569 continue; 1547 continue;
1570 1548
1571 done_one = 0; 1549 done_one = 0;
1572 floor = 0; 1550 floor = 0;
1573 detect = NULL; 1551 detect = 0;
1574 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1553 {
1576 /* show invisible */ 1554 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1578 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1581 || tmp->type == CF_HANDLE 1559 || tmp->type == T_HANDLE
1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE 1560 || tmp->type == TRAPDOOR
1561 || tmp->type == EXIT
1562 || tmp->type == HOLE
1563 || tmp->type == BUTTON
1583 || tmp->type == BUTTON || tmp->type == TELEPORTER 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR 1566 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN 1567 || tmp->type == WEAPON
1568 || tmp->type == ALTAR
1569 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY 1570 || tmp->type == TRIGGER_PEDESTAL
1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1571 || tmp->type == SPECIAL_KEY
1572 || tmp->type == TREASURE
1573 || tmp->type == BOOK
1574 || tmp->type == HOLY_ALTAR
1575 || tmp->type == CONTAINER)))
1588 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1578 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1590 { 1579 {
1591 tmp->invisible = 0; 1580 tmp->invisible = 0;
1592 done_one = 1; 1581 done_one = 1;
1593 } 1582 }
1594 } 1583 }
1595 1584
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1585 if (tmp->flag [FLAG_IS_FLOOR])
1597 floor = 1; 1586 floor = 1;
1598 1587
1599 /* All detections below this point don't descend beneath the floor, 1588 /* 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 1589 * 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 1590 * detection to completely break out if we don't care about objects beneath
1610 * difficult to see what object is magical/cursed, so the 1599 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparent. 1600 * effect wouldn't be as apparent.
1612 */ 1601 */
1613 1602
1614 /* detect magic */ 1603 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1604 if (spell->flag [FLAG_KNOWN_MAGICAL]
1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1605 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_IDENTIFIED]
1607 && tmp->need_identify ()
1608 && is_magical (tmp))
1617 { 1609 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1610 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */ 1611 /* make runes more visible */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4; 1613 tmp->stats.Cha /= 4;
1622 1614
1623 done_one = 1; 1615 done_one = 1;
1624 } 1616 }
1625 1617
1626 /* detect monster */ 1618 /* detect monster */
1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1619 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1628 { 1620 {
1629 done_one = 2; 1621 done_one = 2;
1630 1622
1631 if (!detect) 1623 if (!detect)
1632 detect = tmp; 1624 detect = tmp;
1634 1626
1635 /* Basically, if race is set in the spell, then the creatures race must 1627 /* 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 1628 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match. 1629 * race must match.
1638 */ 1630 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1631 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1641 spell->race.contains (tmp->race))) 1633 spell->race.contains (tmp->race)))
1642 { 1634 {
1643 done_one = 2; 1635 done_one = 2;
1644 1636
1645 if (!detect) 1637 if (!detect)
1646 detect = tmp; 1638 detect = tmp;
1647 } 1639 }
1648 1640
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1641 if (spell->flag [FLAG_KNOWN_CURSED]
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1642 && !tmp->flag [FLAG_KNOWN_CURSED]
1643 && tmp->need_identify ()
1644 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1651 { 1645 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1646 tmp->set_flag (FLAG_KNOWN_CURSED);
1653 done_one = 1; 1647 done_one = 1;
1648 }
1649
1650 // Do mining detection spell:
1651 if (spell->last_sp == 1) // 1 - detect any vein
1652 {
1653 if (tmp->type == VEIN)
1654 {
1655 if (tmp->other_arch)
1656 {
1657 if (!detect)
1658 detect = tmp->other_arch;
1659 done_one = 2;
1660 }
1661 else
1662 done_one = 1;
1663 }
1654 } 1664 }
1655 } /* for stack of objects on this space */ 1665 } /* for stack of objects on this space */
1656 1666
1657 /* Code here puts an effect of the spell on the space, so you can see 1667 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1668 * where the magic is.
1659 */ 1669 */
1660 if (done_one) 1670 if (done_one)
1661 { 1671 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1663 1673
1664 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
1666 { 1676 {
1667 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1684 }
1675 1685
1676 m->insert (detect_ob, nx, ny, op); 1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1687 }
1678 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
1679 1689
1680 1690
1681 /* Now process objects in the players inventory if detect curse or magic */ 1691 /* 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)) 1692 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1683 { 1693 {
1684 done_one = 0; 1694 done_one = 0;
1685 1695
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1697 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1689 { 1699 {
1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1700 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1691 { 1701 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1693 1703
1694 if (object *pl = tmp->visible_to ()) 1704 if (object *pl = tmp->visible_to ())
1695 esrv_update_item (UPD_FLAGS, pl, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1696 } 1706 }
1697 1707
1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1709 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1700 { 1710 {
1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1702 1712
1703 if (object *pl = tmp->visible_to ()) 1713 if (object *pl = tmp->visible_to ())
1704 esrv_update_item (UPD_FLAGS, pl, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
1705 } 1715 }
1706 } /* if item is not identified */ 1716 } /* if item is not identified */
1766 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
1767 1777
1768 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1769 { 1779 {
1770 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1771 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
1772 break; 1782 break;
1773 } 1783 }
1774 1784
1775 1785
1776 /* If we did not find a player in the specified direction, transfer 1786 /* 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. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
1778 */ 1788 */
1779 if (plyr == NULL) 1789 if (plyr == NULL)
1780 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1790 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)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
1782 break; 1792 break;
1783 1793
1784 if (!plyr) 1794 if (!plyr)
1785 { 1795 {
1786 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
1787 return 0; 1797 return 0;
1788 } 1798 }
1789 /* give sp */ 1799 /* give sp */
1790 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
1791 { 1801 {
1803 if (rate > 95) 1813 if (rate > 95)
1804 rate = 95; 1814 rate = 95;
1805 1815
1806 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
1807 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
1808 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
1809 { 1819 {
1810 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
1811 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
1812 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
1813 if (sucked > 0) 1823 if (sucked > 0)
1857 1867
1858 /* don't attack our own spells */ 1868 /* don't attack our own spells */
1859 if (tmp->owner && tmp->owner == op->owner) 1869 if (tmp->owner && tmp->owner == op->owner)
1860 continue; 1870 continue;
1861 1871
1862 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
1863 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
1864 * monsters either. 1874 * monsters either.
1865 */ 1875 */
1866 1876
1867 if (head->attacktype & AT_MAGIC 1877 if (head->attacktype & AT_MAGIC
1868 && !(head->attacktype & AT_COUNTERSPELL) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1869 && !QUERY_FLAG (head, FLAG_MONSTER) 1879 && !head->flag [FLAG_MONSTER]
1870 && (op->level > head->level)) 1880 && (op->level > head->level))
1871 head->destroy (); 1881 head->destroy ();
1872 else 1882 else
1873 switch (head->type) 1883 switch (head->type)
1874 { 1884 {
1875 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1876 // XXX: Don't affect floor spelleffects. See also XXX comment 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1877 // about sanctuary in spell_util.C 1887 // about sanctuary in spell_util.C
1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (tmp->flag [FLAG_IS_FLOOR])
1879 continue; 1889 continue;
1880 1890
1881 if (op->level > head->level) 1891 if (op->level > head->level)
1882 head->destroy (); 1892 head->destroy ();
1883 1893
1906 1916
1907 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
1908 1918
1909 if (!god) 1919 if (!god)
1910 { 1920 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1921 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1912 return 0; 1922 return 0;
1913 } 1923 }
1914 1924
1915 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
1916 { 1926 {
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
1918 break; 1928 break;
1919 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
1920 { 1930 {
1921 1931
1922 if (tmp->level > casting_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
1923 { 1933 {
1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1934 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1925 return 0; 1935 return 0;
1926 } 1936 }
1927 else 1937 else
1928 { 1938 {
1929 /* If we got here, we are consecrating an altar */ 1939 /* 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); 1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1939 return 1; 1949 return 1;
1940 } 1950 }
1941 } 1951 }
1942 } 1952 }
1943 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1953
1954 op->failmsg ("You are not standing over an altar!");
1944 return 0; 1955 return 0;
1945} 1956}
1946 1957
1947/* animate_weapon - 1958/* animate_weapon -
1948 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1959 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1949 * The golem is based on the archetype specified, modified by the caster's level 1960 * The golem is based on the archetype specified, modified by the caster's level
1950 * and the attributes of the weapon. The weapon is inserted in the golem's 1961 * and the attributes of the weapon. The weapon is inserted in the golem's
1951 * inventory so that it falls to the ground when the golem dies. 1962 * inventory so that it falls to the ground when the golem dies.
1952 * This code was very odd - code early on would only let players use the spell, 1963 * This code was very odd - code early on would only let players use the spell,
1953 * yet the code wass full of player checks. I've presumed that the code 1964 * yet the code wass full of player checks. I've presumed that the code
1954 * that only let players use it was correct, and removed all the other 1965 * that only let players use it was correct, and removed all the other
1955 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
1956 */ 1967 */
1957int 1968int
1958animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
1959{ 1970{
1960 object *weapon, *tmp;
1961 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
1962 int a, i; 1972 int a, i;
1963 sint16 x, y; 1973 sint16 x, y;
1964 maptile *m; 1974 maptile *m;
1965 1975
1990 2000
1991 /* if there's no place to put the golem, abort */ 2001 /* 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) 2002 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)) 2003 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1994 { 2004 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
1996 return 0; 2006 return 0;
1997 } 2007 }
1998 2008
1999 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2000 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2001 2011
2002 if (!weapon) 2012 if (!weapon)
2003 { 2013 {
2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 op->failmsg ("You must mark a weapon to use with this spell!");
2005 return 0; 2015 return 0;
2006 } 2016 }
2007 2017
2008 if (spell->race && weapon->arch->archname != spell->race) 2018 if (spell->race && weapon->arch->archname != spell->race)
2009 { 2019 {
2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2011 return 0; 2021 return 0;
2012 } 2022 }
2013 2023
2014 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2015 { 2025 {
2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2026 op->failmsg ("You need to wield a weapon to animate it.");
2017 return 0; 2027 return 0;
2018 } 2028 }
2019 2029
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030 if (weapon->flag [FLAG_APPLIED])
2021 { 2031 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2032 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2033 return 0;
2024 } 2034 }
2025 2035
2026 weapon = weapon->split (); 2036 weapon = weapon->split ();
2027 2037
2028 /* create the golem object */ 2038 /* create the golem object */
2029 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2030 2040
2031 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2032 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2033 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2034 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2035 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2036 tmp->set_owner (op); 2046 tmp->set_owner (op);
2037 op->contr->golem = tmp; 2047 op->contr->golem = tmp;
2039 2049
2040 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* 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 2051 * removed flag - it should only be set if weapon->split was
2042 * used above. 2052 * used above.
2043 */ 2053 */
2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2045 weapon->remove (); 2055 weapon->remove ();
2046 2056
2047 tmp->insert (weapon); 2057 tmp->insert (weapon);
2048 2058
2049 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* 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 2060 * so instead, just set it as equipped (otherwise, we need to update
2051 * body_info, skills, etc) 2061 * body_info, skills, etc)
2052 */ 2062 */
2053 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2054 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2055 tmp->update_stats (); 2065 tmp->update_stats ();
2056 2066
2057 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* 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 - 2068 * 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. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2079 2089
2080 /* attacktype */ 2090 /* attacktype */
2081 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2082 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2083 2093
2084 if (materialtype_t *mt = name_to_material (op->materialname))
2085 {
2086 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2087 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2088 a = mt->save[0]; 2096
2089 } 2097 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 2098
2097 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2098 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2099 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2100 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2108 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2109 2111
2110 if (a > 14) 2112 if (a > 14)
2111 a = 14; 2113 a = 14;
2112 2114
2113 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2114 2116
2115 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2116 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2118 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2117 2119
2118 if (!spell->race) 2120 if (!spell->race)
2119 { 2121 {
2120 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2121 tmp->name = buf; 2123 tmp->name = buf;
2127 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2129 } 2131 }
2130 2132
2131 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* 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)); 2134 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2133 2135
2134 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2135 tmp->direction = dir; 2137 tmp->direction = dir;
2136 2138
2137 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2154 success = op->map->change_map_light (spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2155 2157
2156 if (!success) 2158 if (!success)
2157 { 2159 {
2158 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2160 else 2162 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2162 } 2164 }
2163 2165
2164 return success; 2166 return success;
2165} 2167}
2166 2168
2176 2178
2177 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2178 if (new_aura) 2180 if (new_aura)
2179 refresh = 1; 2181 refresh = 1;
2180 else 2182 else
2181 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2182 2184
2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2184 2186
2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2186 2188
2202 2204
2203/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2204 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2205 * around him. 2207 * around him.
2206 * Aura parameters: 2208 * Aura parameters:
2207 * duration: duration counter. 2209 * duration: duration counter.
2208 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2209 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2210 */ 2212 */
2211void 2213void
2212move_aura (object *aura) 2214move_aura (object *aura)
2213{ 2215{
2214 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2215 object *env = aura->env; 2217 object *env = aura->env;
2216 object *owner = aura->owner; 2218 object *owner = aura->owner;
2217 2219
2218 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2219 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2220 */ 2222 */
2221 aura->remove (); 2223 aura->remove ();
2222 2224
2223 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2224 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2233 aura->destroy (); 2235 aura->destroy ();
2234 return; 2236 return;
2235 } 2237 }
2236 2238
2237 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2238 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2239 */ 2241 */
2240 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2241 2243
2242 for (int i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2243 { 2245 {
2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2252 { 2254 {
2253 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2254 2256
2255 if (aura->other_arch) 2257 if (aura->other_arch)
2256 pos.insert (arch_to_object (aura->other_arch), aura); 2258 pos.insert (aura->other_arch->instance (), aura);
2257 } 2259 }
2258 } 2260 }
2259 2261
2260 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2261 env->insert (aura); 2263 env->insert (aura);
2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2272 { 2274 {
2273 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2274 object *victim = tmp->head_ (); 2276 object *victim = tmp->head_ ();
2275 2277
2276 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2278 if (!victim->flag [FLAG_MONSTER])
2277 continue; 2279 continue;
2278 2280
2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2280 continue; 2282 continue;
2281 2283
2282 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2283 continue; 2285 continue;
2284 2286
2285 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2286 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2287 2289
2288 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2289 { 2291 {
2290 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2291 2293
2300 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2301 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2302 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2303#endif 2305#endif
2304 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2306 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2307 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2308 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2309 2311
2310 if (victim->name) 2312 if (victim->name)
2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2312 } 2314 }
2313 } 2315 }
2319int 2321int
2320write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2321{ 2323{
2322 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2323 { 2325 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2325 return 0; 2327 return 0;
2326 } 2328 }
2327 2329
2328 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2329 { 2331 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 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); 2333 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2332 return 0; 2334 return 0;
2333 } 2335 }
2334 2336
2335 if (!spell->other_arch) 2337 if (!spell->other_arch)
2336 return 0; 2338 return 0;
2337 2339
2338 object *tmp = arch_to_object (spell->other_arch); 2340 object *tmp = spell->other_arch->instance ();
2339 2341
2340 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2341 tmp->msg = msg; 2343 tmp->msg = msg;
2342 2344
2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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