ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_effect.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (!wand || wand->type != WAND)
68 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 73 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 76 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 77 tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 84
86 tmp->x = op->x; 85 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 86 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 87
88 tmp->insert_at (op);
89 return 1; 89 return 1;
90 } 90 }
91 91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 99 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1;
101 101
102 if (!ncharges)
103 ncharges = 1;
104
102 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 107
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
106 SET_FLAG(wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 112 }
113
110 return 1; 114 return 1;
111} 115}
112 116
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 119 * arrows.
118 * great a plus, the default is used. 122 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
122 */ 126 */
123 127int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 129{
126 int missile_plus=0, bonus_plus=0; 130 int bonus_plus = 0;
127 const char *missile_name; 131 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 132
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 135 missile_name = tmp->race;
136 }
137 136
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 138
140 if (find_archetype(missile_name)==NULL) { 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 144 return 0;
145 }
146
147 object *missile = missile_arch->instance ();
148
149 if (spellparam)
144 } 150 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 152 if (isalpha (*spellparam))
153 {
150 artifact *al = find_artifactlist(missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
151 155
152 for ( ; al != NULL; al=al->next) 156 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 157 if (!strcasecmp (al->item->name, spellparam))
158 break;
154 159
155 if (!al) { 160 if (!al)
156 free_object(missile); 161 {
162 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
158 stringarg);
159 return 0; 164 return 0;
160 } 165 }
166
161 if (al->item->slaying) { 167 if (al->item->slaying)
162 free_object(missile); 168 {
169 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
164 missile_name, stringarg);
165 return 0; 171 return 0;
166 } 172 }
173
167 give_artifact_abilities(missile, al->item); 174 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
171 */ 178 */
172 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 180 missile_plus = 0;
174 } else 181 }
175 if (atoi(stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 183 missile_plus = atoi (spellparam);
177 } 184 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 185
186 missile_plus = clamp (missile_plus, -4, 4);
187
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
190
185 if (missile->nrof < 1) 191 if (missile->nrof < 1)
186 missile->nrof=1; 192 missile->nrof = 1;
187 193
188 missile->magic = missile_plus; 194 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 195 /* Can't get any money for these objects */
190 missile->value=0; 196 missile->value = 0;
191 197
192 SET_FLAG(missile, FLAG_IDENTIFIED); 198 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 199
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 201 pick_up (op, missile);
199 } 202
200 return 1; 203 return 1;
201} 204}
202 205
203 206
204/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 211{
208 int food_value; 212 int food_value;
209 archetype *at=NULL; 213 archetype *at = NULL;
210 object *new_op; 214 object *new_op;
211 215
212 food_value=spell_ob->stats.food + 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 217
215 if(stringarg) { 218 if (spellparam)
219 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 221 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 224 spellparam = NULL;
225 }
226
227 if (!spellparam)
221 } 228 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 229 archetype *at_tmp;
225 230
226 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 233 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 235 * to be altered from the donor.
231 */ 236 */
232 237
233 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 239 for_all_archetypes (at_tmp)
240 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
242 {
236 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 245 * the item we have now, take it instead.
239 */ 246 */
240 if (at_tmp->clone.stats.food<=food_value && 247 if (at_tmp->stats.food <= food_value
248 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
242 at=at_tmp; 252 at = at_tmp;
243 } 253 }
244 } 254 }
245 } 255 }
256
246 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
247 * know 258 * know
248 */ 259 */
249 if (!at) { 260 if (!at)
261 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 263 return 0;
252 } 264 }
253 265
254 food_value/=at->clone.stats.food; 266 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 268 new_op->nrof = food_value;
257 269
258 new_op->value = 0; 270 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 271 if (new_op->nrof < 1)
272 new_op->nrof = 1;
260 273
261 cast_create_obj(op, caster,new_op, dir); 274 cast_create_obj (op, caster, new_op, dir);
262 return 1; 275 return 1;
263} 276}
264 277
278int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 279probe (object *op, object *caster, object *spell_ob, int dir)
280{
266 int r, mflags, maxrange; 281 int r, mflags, maxrange;
267 object *tmp; 282 object *tmp;
268 mapstruct *m; 283 maptile *m;
269 284
270
271 if(!dir) { 285 if (!dir)
286 {
272 examine_monster(op,op); 287 examine_monster (op, op);
273 return 1; 288 return 1;
274 } 289 }
290
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 292 for (r = 1; r < maxrange; r++)
293 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 295
279 m = op->map; 296 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 297 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 298
282 if (mflags & P_OUT_OF_MAP) break; 299 if (mflags & P_OUT_OF_MAP)
300 break;
283 301
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 305 return 0;
287 } 306 }
307
288 if (mflags & P_IS_ALIVE) { 308 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 314 if (tmp->head != NULL)
293 tmp=tmp->head; 315 tmp = tmp->head;
294 examine_monster(op,tmp); 316 examine_monster (op, tmp);
295 return 1; 317 return 1;
296 } 318 }
297 } 319 }
298 } 320 }
321
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 323 return 1;
301} 324}
302
303 325
304/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 327 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 330 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 331 * pl is invisible.
310 */ 332 */
333int
311int makes_invisible_to(object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
312{ 335{
313
314 if (!pl->invisible) return 0; 336 if (!pl->invisible)
337 return 0;
338
315 if (pl->type == PLAYER ) { 339 if (pl->type == PLAYER)
340 {
316 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 342 if (!pl->contr->invis_race)
343 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 345 return 0;
346
347 return 1;
320 } 348 }
349
321 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 352 return 1;
353
324 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 355 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 356 return 0;
329 } else { 357
330 /* monsters are invisible to everything */ 358 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 359 return 1;
360
361 /* Nothing matched above, return 0 */
362 return 0;
363 }
364 else
365 {
366 /* monsters are invisible to everything */
367 return 1;
332 } 368 }
333} 369}
334 370
335/* Makes the player or character invisible. 371/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 372 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 375 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you 376 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/ 377 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 378 * normal applies.
343 */ 379 */
380int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 381cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 382{
346
347 if(op->invisible>1000) { 383 if (op->invisible > 1000)
384 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 386 return 0;
350 } 387 }
351 388
352 /* Remove the switch with 90% duplicate code - just handle the differences with 389 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 390 * and if statement or two.
354 */ 391 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 392 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 393 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 394 if (op->invisible > 1000)
395 op->invisible = 1000;
358 396
359 if (op->type == PLAYER) { 397 if (op->type == PLAYER)
398 {
360 op->contr->invis_race = spell_ob->race; 399 op->contr->invis_race = spell_ob->race;
361 400
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 401 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
363 op->contr->tmp_invis=0; 402 op->contr->tmp_invis = 0;
364 else 403 else
365 op->contr->tmp_invis=1; 404 op->contr->tmp_invis = 1;
366 405
367 op->contr->hidden = 0; 406 op->contr->hidden = 0;
368 } 407 }
408
369 if (makes_invisible_to(op, op)) 409 if (makes_invisible_to (op, op))
370 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
371 else 411 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 413
374 update_object(op,UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
375 415
376 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
377 * harm to the player. 417 * harm to the player.
378 */ 418 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
380 if (tmp->enemy == op) 420 if (tmp->enemy == op)
381 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
382 return 1; 423 return 1;
383} 424}
384 425
385/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 427 */
428int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
388 object *tmp, *next; 430{
389 int range,i,j, mflags; 431 int range, i, j, mflags;
390 sint16 sx, sy; 432 sint16 sx, sy;
391 mapstruct *m; 433 maptile *m;
392 434
393 if(op->type!=PLAYER)
394 return 0;
395
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 436
398 for(i= -range;i<=range;i++) 437 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 438 for (j = -range; j <= range; j++)
439 {
400 sx = op->x + i; 440 sx = op->x + i;
401 sy = op->y + j; 441 sy = op->y + j;
402 m = op->map; 442 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 444
405 if (mflags & P_OUT_OF_MAP) continue; 445 if (mflags & P_OUT_OF_MAP)
446 continue;
406 447
407 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
408 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
409 { 450 {
410 next = tmp->above; 451 next = tmp->above;
452
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 455 }
456 }
457
415 return 1; 458 return 1;
416} 459}
417 460
418 461void
419void execute_word_of_recall(object *op) { 462execute_word_of_recall (object *op)
420 object *wor=op; 463{
421 while(op!=NULL && op->type!=PLAYER) 464 if (object *pl = op->in_player ())
422 op=op->env; 465 {
423 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
427 else 468 else
428 enter_exit(op,wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
429 } 470 }
430 remove_ob(wor); 471
431 free_object(wor); 472 op->destroy ();
432} 473}
433 474
434/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
435 * 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
436 * time delay effect. 477 * time delay effect.
437 */ 478 */
479int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
481{
439 object *dummy; 482 object *dummy;
440 int time; 483 int time;
441 484
442 if(op->type!=PLAYER) 485 if (op->type != PLAYER)
443 return 0; 486 return 0;
444 487
445 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
446 { 489 {
447 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
448 return 1; 491 return 1;
449 } 492 }
450 493
451 dummy=get_archetype(FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
452 if(dummy == NULL){ 495
496 if (!dummy)
497 {
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0; 500 return 0;
456 } 501 }
502
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
458 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
459 506
460 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
461 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
462 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
463 */ 510 */
464 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
469 515
470 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
471 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
472 */ 518 */
473 EXIT_PATH(dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
476 522
477 (void) insert_ob_in_ob(dummy,op); 523 op->insert (dummy);
524
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
479 return 1; 527 return 1;
480} 528}
481 529
482/* cast_wonder 530/* cast_wonder
483 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
484 * spell. 532 * spell.
485 */ 533 */
534int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 535cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536{
487 object *newspell; 537 object *newspell;
488 538
489 if(!rndm(0, 3)) 539 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 540 return cast_cone (op, caster, dir, spell_ob);
491 541
492 if (spell_ob->randomitems) { 542 if (spell_ob->randomitems)
543 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 545 if (!newspell)
546 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 548 return 0;
497 } 549 }
498 if (newspell->type != SPELL) { 550 if (newspell->type != SPELL)
551 {
499 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 552 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
500 &newspell->type, &newspell->name);
501 return 0; 553 return 0;
502 } 554 }
503 /* Prevent inifinit recursion */ 555 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 556 if (newspell->subtype == SP_WONDER)
557 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 559 return 0;
507 } 560 }
508 return cast_spell(op,caster,dir,newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
509 } 562 }
563 return 1;
564}
565
566int
567perceive_self (object *op)
568{
569 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (shstr_depletion);
571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
510 return 1; 575 return 0;
511}
512 576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
513 579
514int perceive_self(object *op) { 580 if (object *god = find_god (determine_god (op)))
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 581 buf << " - You worship " << &god->name << ".\n";
516 archetype *at=find_archetype(ARCH_DEPLETION); 582 else
517 object *tmp; 583 buf << " - You worship no god.\n";
518 int i;
519 584
520 tmp=find_god(determine_god(op)); 585 object *tmp = present_arch_in_ob (at, op);
586
587 if (*cp == '\0' && !tmp)
588 buf << " - You feel very mundane. ";
589 else
590 {
591 buf << " - You have: " << cp << ".\n";
592
521 if (tmp) 593 if (tmp)
522 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
523 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
525
526 tmp=present_arch_in_ob(at,op);
527
528 if(*cp=='\0' && tmp==NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
530 else {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp);
533 if (tmp!=NULL) {
534 for (i=0; i<NUM_STATS; i++) { 594 for (int i = 0; i < NUM_STATS; i++)
535 if (get_attr_value(&tmp->stats, i)<0) { 595 if (tmp->stats.stat (i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
537 "Your %s is depleted by %d", statname[i],
538 -(get_attr_value(&tmp->stats,i)));
539 }
540 }
541 }
542 } 597 }
543 598
544 if (is_dragon_pl(op)) { 599 if (is_dragon_pl (op))
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 {
548 if(tmp->stats.exp == 0) { 605 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
550 } else { 607 else
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
552 } 609
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break; 610 break;
555 } 611 }
556 } 612 }
557 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
558 return 1; 616 return 1;
559} 617}
560
561/* int cast_create_town_portal (object *op, object *caster, int dir)
562 *
563 * This function cast the spell of town portal for op
564 *
565 * The spell operates in two passes. During the first one a place
566 * is marked as a destination for the portal. During the second one,
567 * 2 portals are created, one in the position the player cast it and
568 * one in the destination place. The portal are synchronized and 2 forces
569 * are inserted in the player to destruct the portal next time player
570 * creates a new portal pair.
571 * This spell has a side effect that it allows people to meet each other
572 * in a permanent, private, appartements by making a town portal from it
573 * to the town or another public place. So, check if the map is unique and if
574 * so return an error
575 *
576 * Code by Tchize (david.delbecq@usa.net)
577 */
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{
580 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap;
585 int op_level;
586
587
588 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the
590 * full pathname listed.
591 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
593 settings.create_home_portals != TRUE )
594 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
596 return 0;
597 }
598
599 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force
601 */
602 dummy=arch_to_object(spell->other_arch);
603 if(dummy == NULL){
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name);
606 return 0;
607 }
608 force=check_inv_recursive (op,dummy);
609
610 if (force==NULL) {
611 /* Here we know there is no destination marked up.
612 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked.
615 */
616 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x;
618 EXIT_Y(dummy)= op->y;
619 insert_ob_in_ob (dummy,op);
620 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
621 return 1;
622 }
623 free_object (dummy);
624
625 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals.
628 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory
632 * for easier destruction.
633 *
634 * The mark works has follow:
635 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal
637 * name : name of the portal
638 * race : map the portal is in
639 */
640
641 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race);
643 if(dummy == NULL){
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
646 return 0;
647 }
648 perm_portal = find_archetype (spell->slaying);
649
650 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal.
656 */
657 while ( (old_force=check_inv_recursive (op,dummy))) {
658 exitx=EXIT_X(old_force);
659 exity=EXIT_Y(old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity);
668 while (tmp) {
669 if (tmp->name == old_force->name) {
670 remove_ob (tmp);
671 free_object (tmp);
672 break;
673 } else {
674 tmp = tmp->above;
675 }
676 }
677 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683
684 /* Creating the portals.
685 * The very first thing to do is to ensure
686 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above.
692 */
693
694 /* Ensure exit map is loaded*/
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699
700 /* If we were unable to load (ex. random map deleted), warn player*/
701 if (exitmap==NULL) {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force);
704 free_object(force);
705 return 1;
706 }
707
708 op_level = caster_level(caster, spell);
709 if (op_level<15)
710 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name);
711 else if (op_level<30)
712 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",&op->name);
713 else if (op_level<60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
715 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name);
716
717 /* Create a portal in front of player
718 * dummy contain the portal and
719 * force contain the track to kill it later
720 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/
724 if(dummy == NULL) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
727 return 0;
728 }
729 EXIT_PATH(dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force);
731 EXIT_Y(dummy)=EXIT_Y(force);
732 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/
735 cast_create_obj (op, caster, dummy, 0);
736
737 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active
739 * town portal.
740 */
741 tmp=get_archetype(spell->race);
742 if(tmp == NULL){
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
745 return 0;
746 }
747 tmp->race=op->map->path;
748 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x;
750 EXIT_Y(tmp)=dummy->y;
751 insert_ob_in_ob (tmp,op);
752
753 /* Create a portal in the destination map
754 * dummy contain the portal and
755 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to.
758 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/
761 if(dummy == NULL) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
764 return 0;
765 }
766 EXIT_PATH(dummy) = op->map->path;
767 EXIT_X(dummy)=op->x;
768 EXIT_Y(dummy)=op->y;
769 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/
774 insert_ob_in_map(dummy,exitmap,op,0);
775
776 /* Now we create another town portal marker that
777 * points back to the one we just made
778 */
779 tmp=get_archetype(spell->race);
780 if(tmp == NULL){
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
783 return 0;
784 }
785 tmp->race=force->name;
786 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x;
788 EXIT_Y(tmp)=dummy->y;
789 insert_ob_in_ob (tmp,op);
790
791 /* Describe the player what happened
792 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/
795 free_object(force);
796 return 1;
797}
798
799 618
800/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 620 * within some reason.
802 */ 621 */
803 622int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 624{
625 object *tmp;
806 int i,posblocked,negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 627 sint16 x, y;
808 mapstruct *m; 628 maptile *m;
809 const char *name; 629 const char *name;
810 archetype *at; 630 archetype *at;
811 631
812 if(!dir) { 632 if (!dir)
633 {
813 dir=op->facing; 634 dir = op->facing;
814 x = op->x; 635 x = op->x;
815 y = op->y; 636 y = op->y;
816 } else { 637 }
638 else
639 {
817 x = op->x+freearr_x[dir]; 640 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 641 y = op->y + freearr_y[dir];
819 } 642 }
643
820 m = op->map; 644 m = op->map;
821 645
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
825 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
826 return 0; 651 return 0;
827 } 652 }
653
828 if (spell_ob->other_arch) { 654 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
830 } else if (spell_ob->race) { 656 else if (spell_ob->race)
657 {
831 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
832 659
833 sprintf(buf1,spell_ob->race,dir); 660 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 661 at = archetype::find (buf1);
835 if (!at) { 662 if (!at)
663 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 666 return 0;
839 } 667 }
668
840 tmp = arch_to_object(at); 669 tmp = arch_to_object (at);
841 } else { 670 }
671 else
672 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 674 return 0;
845 } 675 }
846 676
847 if (tmp->type == SPELL_EFFECT) { 677 if (tmp->type == SPELL_EFFECT)
678 {
848 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 682 tmp->range = 0;
683 }
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
855 tmp->stats.hp = spell_ob->duration + 685 {
856 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op);
859 set_spell_skill(op, caster, spell_ob, tmp);
860 } 688 }
689
861 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
862 tmp->stats.food = spell_ob->duration + 691 {
863 SP_level_duration_adjust(caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
865 } 694 }
695
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
867 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
868 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
871 } 702 }
872 703
873 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
874 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
875 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 709 tmp->set_owner (op);
710
877 set_spell_skill(op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
881 713
882 name = tmp->name; 714 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
885 return 0; 718 return 0;
886 } 719 }
720
887 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
890 724
891 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
895 * blocked spaces. 729 * blocked spaces.
896 */ 730 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 732 posblocked = 0;
899 negblocked=0; 733 negblocked = 0;
900 734
901 for(i=1; i<=maxrange; i++) { 735 for (i = 1; i <= maxrange; i++)
736 {
902 int dir2; 737 int dir2;
903 738
904 dir2 = (dir<4)?(dir+2):dir-2; 739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 740
906 x = tmp->x+i*freearr_x[dir2]; 741 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 742 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 743 m = tmp->map;
909 744
910 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
912 !posblocked) { 747 {
913 tmp2 = get_object(); 748 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 749 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 750
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
921 754
755 }
756 else
922 } else posblocked=1; 757 posblocked = 1;
923 758
924 x = tmp->x-i*freearr_x[dir2]; 759 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 760 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 761 m = tmp->map;
927 762
928 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
929 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
930 !negblocked) { 765 {
931 tmp2 = get_object(); 766 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 767 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 768
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
771 }
772 else
938 } else negblocked=1; 773 negblocked = 1;
939 } 774 }
940 775
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
942 update_all_los(op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
943 778
779 return 1;
780}
781
782int
783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784{
785 uint32 dist, maxdist;
786 int mflags;
787 maptile *m;
788 sint16 sx, sy;
789
790 if (op->type != PLAYER)
791 return 0;
792
793 if (!dir)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796 return 0;
797 }
798
799 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in.
801 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803
804 if (spellparam)
805 {
806 int count = atoi (spellparam);
807
808 if (count > maxdist)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0;
812 }
813
814 for (dist = 0; dist < count; dist++)
815 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break;
820
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break;
823 }
824
825 if (dist < count)
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 return 0;
829 }
830
831 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces.
837 */
838 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */
844 }
845 }
846 else
847 {
848 /* Player didn't specify a distance, so lets see how far
849 * we can move the player. Don't know why this stopped on
850 * spaces that blocked the players view.
851 */
852
853 for (dist = 0; dist < maxdist; dist++)
854 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break;
859
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864
865 /* If the destination is blocked, keep backing up until we
866 * find a place for the player.
867 */
868 for (; dist > 0; dist--)
869 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue;
873
874
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break;
877
878 }
879 if (!dist)
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882 return 0;
883 }
884 }
885
886 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
944 return 1; 888 return 1;
945}
946 889
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1049 return 1; 892 return 1;
1050} 893}
1051
1052 894
1053/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1054 * op is the caster. 896 * op is the caster.
1055 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1056 * spell is the spell object. 898 * spell is the spell object.
1057 */ 899 */
900int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 901cast_heal (object *op, object *caster, object *spell, int dir)
902{
1059 object *tmp; 903 object *tmp;
1060 archetype *at; 904 archetype *at;
1061 object *poison; 905 object *poison;
1062 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1063 907
1064 tmp = find_target_for_friendly_spell(op,dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1065 909
1066 if (tmp==NULL) return 0; 910 if (!tmp)
911 return 0;
1067 912
1068 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1070 */ 915 */
1071 heal = spell->stats.dam; 916 heal = spell->stats.dam;
1072 if (spell->stats.hp) 917 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 919
1076 if (heal) { 920 if (heal)
921 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
924 else
1079 } 925 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 928 * on amount of damage healed.
1084 */ 929 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1087 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1088 934
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 937 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 939 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 941 else if (heal > 10)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1097 } else { 943 else
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1099 } 945
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 946 success = 1;
947 }
948 }
1106 949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
1107 if (spell->attacktype & AT_POISON) { 954 if (spell->attacktype & AT_POISON)
1108 at = find_archetype("poisoning"); 955 {
956 at = archetype::find (shstr_poisoning);
1109 poison=present_arch_in_ob(at,tmp); 957 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 958 if (poison)
959 {
1111 success = 1; 960 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 962 poison->stats.food = 1;
1114 } 963 }
1115 } 964 }
965
1116 if (spell->attacktype & AT_CONFUSION) { 966 if (spell->attacktype & AT_CONFUSION)
967 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1118 if (poison) { 969 if (poison)
970 {
1119 success = 1; 971 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 973 poison->duration = 1;
1122 } 974 }
1123 } 975 }
976
1124 if (spell->attacktype & AT_BLIND) { 977 if (spell->attacktype & AT_BLIND)
1125 at=find_archetype("blindness"); 978 {
979 at = archetype::find (shstr_blindness);
1126 poison=present_arch_in_ob(at,tmp); 980 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 981 if (poison)
982 {
1128 success = 1; 983 success = 1;
1129 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1130 poison->stats.food = 1; 985 poison->stats.food = 1;
1131 } 986 }
1132 } 987 }
988
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
1134 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1135 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 992 if (tmp->stats.sp > tmp->stats.maxsp)
993 tmp->stats.sp = tmp->stats.maxsp;
1136 success = 1; 994 success = 1;
1137 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1138 } 996 }
997
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1140 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1141 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1002 tmp->stats.grace = tmp->stats.maxgrace;
1142 success = 1; 1003 success = 1;
1143 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1144 } 1005 }
1006
1145 if (spell->stats.food && tmp->stats.food < 999) { 1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1146 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1148 success = 1; 1014 success = 1;
1149 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1150 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1151 } 1017 }
1018
1152 return success; 1019 return success;
1153} 1020}
1154
1155 1021
1156/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1157 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1158 * good comments for those. 1024 * good comments for those.
1159 */ 1025 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1027 "You grow no stronger.",
1162"You grow no more agile.", 1028 "You grow no more agile.",
1163"You don't feel any healthier.", 1029 "You don't feel any healthier.",
1164"no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1165"You are no easier to look at.", 1033 "You are no easier to look at.",
1166"no int",
1167"no pow"
1168}; 1034};
1169 1035
1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1170int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1171 object *tmp, *tmp2=NULL; 1044{
1172 object *force=NULL; 1045 object *force = 0;
1173 int i; 1046 int i;
1174 1047
1175 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1176 if(dir!=0) { 1049 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1050 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1051 : op;
1179 tmp = op;
1180 }
1181 1052
1182 if(tmp==NULL) return 0; 1053 if (!tmp)
1183 1054 return 0;
1055
1184 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1058 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1060 {
1187 if (tmp2->name == spell_ob->name) { 1061 if (tmp2->name == spell_ob->name)
1062 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1063 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1064 break;
1190 } 1065 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 {
1192 if ( !silent ) 1068 if (!silent)
1193 new_draw_info_format(NDI_UNIQUE, 0, op, 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1194 "You can not cast %s while %s is in effect", 1070 "You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl); 1071 &spell_ob->name, &tmp2->name_pl);
1072
1196 return 0; 1073 return 0;
1197 } 1074 }
1198 } 1075 }
1199 } 1076 }
1200 if(force==NULL) {
1201 force=get_archetype(FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race)
1204 force->name = spell_ob->race;
1205 else
1206 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name;
1208 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1209 1077
1210 } else { 1078 int duration = change_ability_duration (spell_ob, caster);
1211 int duration;
1212 1079
1213 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1080 if (force)
1081 {
1214 if (duration > force->duration) { 1082 if (duration > force->duration)
1083 {
1215 force->duration = duration; 1084 force->duration = duration;
1216 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086 }
1217 } else { 1087 else
1218 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1219 } 1089
1220 return 1; 1090 return 1;
1221 } 1091 }
1222 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1223 force->speed = 1.0; 1108 force->speed = 1.0;
1224 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1226 1111
1227 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1113 for (i = 0; i < NROFATTACKS; i++)
1114 {
1229 if (spell_ob->resist[i]) { 1115 if (spell_ob->resist[i])
1116 {
1230 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1118 if (force->resist[i] > 100)
1119 force->resist[i] = 100;
1232 } 1120 }
1233 } 1121 }
1122
1234 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1235 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1236 1125
1237 if (tmp->type == PLAYER) { 1126 if (tmp->type == PLAYER)
1127 {
1238 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1129 for (i = 0; i < NUM_STATS; i++)
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1130 {
1241 if (stat) { 1131 if (sint8 stat = spell_ob->stats.stat (i))
1132 {
1242 sm=0; 1133 sint8 sm = 0;
1243 for (k=0; k<stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1135 sm += rndm (1, 3);
1245 1136
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1248 if (sm<0) sm = 0; 1139
1249 } 1140 force->stats.stat (i) = sm;
1250 set_attr_value(&force->stats, i, sm); 1141
1251 if (!sm) 1142 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1144 }
1254 } 1145 }
1255 } 1146 }
1256 1147
1257 force->move_type = spell_ob->move_type; 1148 force->move_type = spell_ob->move_type;
1258 1149
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1150 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1151 SET_FLAG (force, FLAG_SEE_IN_DARK);
1261 1152
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1153 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1263 SET_FLAG(force, FLAG_XRAYS); 1154 SET_FLAG (force, FLAG_XRAYS);
1264 1155
1265 /* Haste/bonus speed */ 1156 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1157 if (spell_ob->stats.exp)
1158 {
1159 if (op->speed > 0.5f)
1267 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1160 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1268 else 1161 else
1269 force->stats.exp = spell_ob->stats.exp; 1162 force->stats.exp = spell_ob->stats.exp;
1270 } 1163 }
1271 1164
1272 force->stats.wc = spell_ob->stats.wc; 1165 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1166 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1275 1168
1276 insert_ob_in_ob(force,tmp); 1169 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1171 tmp->update_stats ();
1172
1279 return 1; 1173 return 1;
1280} 1174}
1281 1175
1282/* This used to be part of cast_change_ability, but it really didn't make 1176/* This used to be part of cast_change_ability, but it really didn't make
1283 * a lot of sense, since most of the values it derives are from the god 1177 * a lot of sense, since most of the values it derives are from the god
1284 * of the caster. 1178 * of the caster.
1285 */ 1179 */
1286 1180int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1182{
1288 int i; 1183 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1290 1185
1291 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1292 if(dir!=0) { 1187 if (dir != 0)
1188 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1190
1191 if (!tmp)
1192 return 0;
1193 }
1194 else
1295 tmp = op; 1195 tmp = op;
1296 }
1297 1196
1298 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 {
1301 if (tmp2->name == spell_ob->name) { 1202 if (tmp2->name == spell_ob->name)
1203 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1204 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1205 break;
1304 } 1206 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1207 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1208 {
1307 "You can not cast %s while %s is in effect", 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1210 return 0;
1310 } 1211 }
1311 } 1212 }
1312 } 1213 }
1214
1313 if(force==NULL) { 1215 if (force == NULL)
1216 {
1314 force=get_archetype(FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1219 if (spell_ob->race)
1317 force->name = spell_ob->race; 1220 force->name = spell_ob->race;
1318 else 1221 else
1319 force->name = spell_ob->name; 1222 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1223 force->name_pl = spell_ob->name;
1321 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1322 } else { 1225 }
1226 else
1227 {
1323 int duration; 1228 int duration;
1324 1229
1325 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1230 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1326 if (duration > force->duration) { 1231 if (duration > force->duration)
1232 {
1327 force->duration = duration; 1233 force->duration = duration;
1328 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1234 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1235 }
1329 } else { 1236 else
1237 {
1330 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1331 } 1239 }
1332 return 0; 1240 return 0;
1333 } 1241 }
1334 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1242 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1335 force->speed = 1.0; 1243 force->speed = 1.0;
1336 force->speed_left = -1.0; 1244 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1245 SET_FLAG (force, FLAG_APPLIED);
1338 1246
1339 if(!god) { 1247 if (!god)
1248 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1249 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1250 }
1251 else
1252 {
1342 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1254 for (i = 0; i < NROFATTACKS; i++)
1344 if (god->resist[i]>0) { 1255 if (god->resist[i] > 0)
1345 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1346 } 1257
1347 }
1348 force->path_attuned|=god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1349 1259
1350 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1352 1262
1353 if (tmp != op) { 1263 if (tmp != op)
1264 {
1354 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); 1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1355 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); 1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1267 }
1356 } else { 1268 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1269 {
1270 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1271 }
1360 1272
1361 } 1273 }
1362 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1364 1276
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1278 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1279 tmp->update_stats ();
1368 return 1; 1280 return 1;
1369} 1281}
1370
1371
1372 1282
1373/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1374 * 1284 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1377 * about 90% of that of the item itself. It uses the value of the
1378 * object before charisma adjustments, because the nuggets themselves
1379 * will be will be adjusted by charisma when sold.
1380 * 1287 *
1381 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1382 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1383 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1384 * to the max amount of small nuggets as you could get. 1291 * when sold.
1385 *
1386 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets.
1388 * 1292 *
1389 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1390 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1391 * alchemied. 1295 * alchemised.
1392 */ 1296 */
1393 1297static void
1394/* I didn't feel like passing these as arguements to the 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399static object *small, *large;
1400
1401static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403{ 1299{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1301
1406 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1407 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1408 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1307 * the stuff back to town.
1412 */ 1308 */
1413
1414 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1415 value=0; 1310 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1312 value /= 3;
1418 else 1313 else
1419 value = (value*9)/10; 1314 value = value * 9 / 10;
1420 1315
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1316 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1317 total_value += value;
1425 1318
1426 count = value / large->value; 1319 total_weight += obj->total_weight ();
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432 1320
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1321 obj->destroy ();
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446} 1322}
1447 1323
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1324int
1449 int x, int y)
1450{
1451 object *tmp;
1452 int flag=0;
1453
1454 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player
1456 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1458
1459 if (small_nuggets) {
1460 tmp = get_object();
1461 copy_object(small, tmp);
1462 tmp-> nrof = small_nuggets;
1463 tmp->x = x;
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 }
1467 if (large_nuggets) {
1468 tmp = get_object();
1469 copy_object(large, tmp);
1470 tmp-> nrof = large_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475}
1476
1477int alchemy(object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1478{ 1326{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER) 1327 if (op->type != PLAYER)
1485 return 0; 1328 return 0;
1486 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1487 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1488 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1338 * in sight
1490 */ 1339 */
1491 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1492 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1342 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1343
1344 int weight = 0;
1345
1496 for(y= op->y-1;y<=op->y+1;y++) { 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1347 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1349 {
1350 uint64 value = 0;
1351
1498 nx = x; 1352 sint16 nx = x;
1499 ny = y; 1353 sint16 ny = y;
1500 1354
1501 mp = op->map; 1355 maptile *mp = op->map;
1502 1356
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1358
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1360 continue;
1507 1361
1508 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1363 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1364 * ground level effect.
1511 */ 1365 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1367 continue;
1514 1368
1515 small_nuggets=0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1370 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1371 next = tmp->above;
1372
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1375 {
1523
1524 if (tmp->inv) { 1376 if (tmp->inv)
1377 {
1525 object *next1, *tmp1; 1378 object *next1, *tmp1;
1379
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 {
1527 next1 = tmp1->below; 1382 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1385 alchemy_object (tmp1, value, weight);
1532 &weight);
1533 } 1386 }
1534 } 1387 }
1388
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1390
1391 if (weight > weight_max)
1392 break;
1393 }
1536 1394 }
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545 1395
1546 /* Insert all the nuggets at one time. This probably saves time, but 1396 value -= rndm (value >> 4);
1547 * it also prevents us from alcheming nuggets that were just created 1397 value = min (value, value_max);
1548 * with this spell. 1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1549 */ 1401 {
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1551 } 1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1552 } 1413 }
1553 free_object(large); 1414
1554 free_object(small); 1415bailout:
1555 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly.
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1; 1416 return 1;
1560} 1417}
1561
1562 1418
1563/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1564 * items. 1420 * items.
1565 */ 1421 */
1422int
1566int remove_curse(object *op, object *caster, object *spell) { 1423remove_curse (object *op, object *caster, object *spell)
1567 object *tmp; 1424{
1568 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1569 1426
1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431 {
1432 was_one++;
1433
1434 if (tmp->level <= casting_level (caster, spell))
1435 {
1436 success++;
1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1439
1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1442 tmp->value = 0; /* Still can't sell it */
1443
1444 if (object *pl = tmp->visible_to ())
1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 }
1447 }
1448
1449 if (op->type == PLAYER)
1450 {
1451 if (success)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1453 else
1454 {
1455 if (was_one)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1457 else
1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1459 }
1460 }
1461
1462 return success;
1463}
1464
1465/* Identifies objects in the players inventory/on the ground */
1466int
1467cast_identify (object *op, object *caster, object *spell)
1468{
1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471
1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1473
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1475 {
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1477 {
1478 identify (tmp);
1574 1479
1575 was_one++;
1576 if (tmp->level <= caster_level(caster, spell)) {
1577 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED);
1580
1581 CLEAR_FLAG(tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1583 tmp->value = 0; /* Still can't sell it */
1584 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1481 {
1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483
1484 if (tmp->msg)
1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1586 } 1486 }
1587 }
1588 1487
1589 if (op->type==PLAYER) { 1488 if (!--num_ident)
1590 if (success) { 1489 break;
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1592 } else {
1593 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1595 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1597 } 1490 }
1491 }
1492
1493 /* If all the power of the spell has been used up, don't go and identify
1494 * stuff on the floor. Only identify stuff on the floor if the spell
1495 * was not fully used.
1496 */
1497 if (num_ident)
1598 } 1498 {
1599 return success; 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1600}
1601
1602/* Identifies objects in the players inventory/on the ground */
1603
1604int cast_identify(object *op, object *caster, object *spell) {
1605 object *tmp;
1606 int success = 0, num_ident;
1607
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1609
1610 if (num_ident < 1) num_ident=1;
1611
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1501 {
1615 identify(tmp); 1502 identify (tmp);
1616 if (op->type==PLAYER) { 1503
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1504 if (object *pl = tmp->visible_to ())
1618 "You have %s.", long_desc(tmp, op)); 1505 {
1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1507
1619 if (tmp->msg) { 1508 if (tmp->msg)
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1510 }
1511
1512 if (!--num_ident)
1513 break;
1514 }
1515 }
1516
1517 if (buf.empty ())
1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1529 }
1530}
1531
1532int
1533cast_detection (object *op, object *caster, object *spell, object *skill)
1534{
1535 object *tmp, *last, *god, *detect;
1536 int done_one, range, mflags, floor, level;
1537 sint16 x, y, nx, ny;
1538 maptile *m;
1539
1540 /* We precompute some values here so that we don't have to keep
1541 * doing it over and over again.
1542 */
1543 god = find_god (determine_god (op));
1544 level = casting_level (caster, spell);
1545 range = spell->range + SP_level_range_adjust (caster, spell);
1546
1547 if (!skill)
1548 skill = caster;
1549
1550 unordered_mapwalk (op, -range, -range, range, range)
1551 {
1552 /* For most of the detections, we only detect objects above the
1553 * floor. But this is not true for show invisible.
1554 * Basically, we just go and find the top object and work
1555 * down - that is easier than working up.
1556 */
1557
1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1559 last = tmp;
1560
1561 /* Shouldn't happen, but if there are no objects on a space, this
1562 * would happen.
1563 */
1564 if (!last)
1565 continue;
1566
1567 done_one = 0;
1568 floor = 0;
1569 detect = NULL;
1570 for (tmp = last; tmp; tmp = tmp->below)
1571 {
1572 /* show invisible */
1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1574 /* Might there be other objects that we can make visible? */
1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1577 || tmp->type == T_HANDLE
1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1584 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1588 || tmp->type == TRIGGER_PEDESTAL
1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1594 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 {
1597 tmp->invisible = 0;
1598 done_one = 1;
1622 } 1599 }
1623 } 1600 }
1624 num_ident--; 1601
1625 success=1; 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1626 if (!num_ident) break; 1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1657 {
1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661 } /* for stack of objects on this space */
1662
1663 /* Code here puts an effect of the spell on the space, so you can see
1664 * where the magic is.
1665 */
1666 if (done_one)
1627 } 1667 {
1668 object *detect_ob = arch_to_object (spell->other_arch);
1669
1670 /* if this is set, we want to copy the face */
1671 if (done_one == 2 && detect)
1672 {
1673 detect_ob->face = detect->face;
1674 detect_ob->animation_id = detect->animation_id;
1675 detect_ob->anim_speed = detect->anim_speed;
1676 detect_ob->last_anim = 0;
1677 /* by default, the detect_ob is already animated */
1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1680 }
1681
1682 m->insert (detect_ob, nx, ny, op);
1683 }
1684 } /* for processing the surrounding spaces */
1685
1686
1687 /* Now process objects in the players inventory if detect curse or magic */
1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1628 } 1689 {
1629 /* If all the power of the spell has been used up, don't go and identify 1690 done_one = 0;
1630 * stuff on the floor. Only identify stuff on the floor if the spell
1631 * was not fully used.
1632 */
1633 if (num_ident) {
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1636 need_identify(tmp)) {
1637 1691
1638 identify(tmp); 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1639 if (op->type==PLAYER) { 1693 {
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1641 "On the ground is %s.", long_desc(tmp, op)); 1695 {
1642 if (tmp->msg) { 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1697 {
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699
1700 if (object *pl = tmp->visible_to ())
1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1645 } 1702 }
1646 esrv_send_item(op, tmp);
1647 }
1648 num_ident--;
1649 success=1;
1650 if (!num_ident) break;
1651 }
1652 }
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660 1703
1661 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1662int cast_detection(object *op, object *caster, object *spell, object *skill) { 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */ 1706 {
1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 1708
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1709 if (object *pl = tmp->visible_to ())
1691 /* Shouldn't happen, but if there are no objects on a space, this 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1692 * would happen.
1693 */
1694 if (!last) continue;
1695
1696 done_one=0;
1697 floor=0;
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) {
1700
1701 /* show invisible */
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1703 /* Might there be other objects that we can make visibile? */
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 }
1718 } 1711 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720
1721 /* All detections below this point don't descend beneath the floor,
1722 * so just continue on. We could be clever and look at the type of
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */
1726 if (floor) continue;
1727
1728 /* I had thought about making detect magic and detect curse
1729 * show the flash the magic item like it does for detect monster.
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 1712 } /* if item is not identified */
1808 } /* for the players inventory */ 1713 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1810 return 1; 1716 return 1;
1811} 1717}
1812 1718
1813 1719
1814/** 1720/**
1815 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1721 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1816 * level whos spell did cause the overcharge. 1722 * level whos spell did cause the overcharge.
1817 */ 1723 */
1724static void
1818static void charge_mana_effect(object *victim, int caster_level) 1725charge_mana_effect (object *victim, int caster_level)
1819{ 1726{
1820 1727
1821 /* Prevent explosions for objects without mana. Without this check, doors 1728 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 1729 * will explode, too.
1823 */ 1730 */
1824 if (victim->stats.maxsp <= 0) 1731 if (victim->stats.maxsp <= 0)
1825 return; 1732 return;
1826 1733
1827 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1828 1735
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1830 object *tmp; 1737 {
1831
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833
1834 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1837 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1838 tmp->x = victim->x;
1839 tmp->y = victim->y;
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1842 } 1741 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 1749 confuse_player (victim, victim, 99);
1852 } 1750 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 1753}
1857 1754
1858/* cast_transfer 1755/* cast_transfer
1859 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
1861 */ 1758 */
1862 1759
1760int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 1761cast_transfer (object *op, object *caster, object *spell, int dir)
1762{
1864 object *plyr=NULL; 1763 object *plyr = NULL;
1865 sint16 x, y; 1764 sint16 x, y;
1866 mapstruct *m; 1765 maptile *m;
1867 int mflags; 1766 int mflags;
1868 1767
1869 m = op->map; 1768 m = op->map;
1870 x = op->x+freearr_x[dir]; 1769 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 1770 y = op->y + freearr_y[dir];
1872 1771
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1773
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1878 break; 1778 break;
1879 } 1779 }
1880 1780
1881 1781
1882 /* If we did not find a player in the specified direction, transfer 1782 /* If we did not find a player in the specified direction, transfer
1883 * to anyone on top of us. This is used for the rune of transference mostly. 1783 * to anyone on top of us. This is used for the rune of transference mostly.
1884 */ 1784 */
1885 if(plyr==NULL) 1785 if (plyr == NULL)
1886 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1888 break; 1788 break;
1889 1789
1890 if (!plyr) { 1790 if (!plyr)
1791 {
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1892 return 0; 1793 return 0;
1893 } 1794 }
1894 /* give sp */ 1795 /* give sp */
1895 if(spell->stats.dam > 0) { 1796 if (spell->stats.dam > 0)
1797 {
1896 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1898 return 1; 1800 return 1;
1899 } 1801 }
1900 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 1803 else if (op != plyr)
1804 {
1902 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1805 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1903 1806
1904 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1807 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1905 1808
1906 if (rate > 95) rate=95; 1809 if (rate > 95)
1810 rate = 95;
1907 1811
1908 sucked = (plyr->stats.sp * rate) / 100; 1812 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 1813 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1814 if (QUERY_FLAG (op, FLAG_ALIVE))
1815 {
1911 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1914 if (sucked > 0) { 1819 if (sucked > 0)
1820 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1916 } 1822 }
1917 } 1823 }
1918 return 1; 1824 return 1;
1919 } 1825 }
1920 return 0; 1826 return 0;
1921} 1827}
1922 1828
1923 1829
1924/* counterspell: nullifies spell effects. 1830/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 1831 * op is the counterspell object, dir is the direction
1926 * it was cast in. 1832 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 1833 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 1834 * this may nullify it.
1929 */ 1835 */
1836void
1930void counterspell(object *op,int dir) 1837counterspell (object *op, int dir)
1931{ 1838{
1932 object *tmp, *head, *next; 1839 object *tmp, *head, *next;
1933 int mflags; 1840 int mflags;
1934 mapstruct *m; 1841 maptile *m;
1935 sint16 sx,sy; 1842 sint16 sx, sy;
1936 1843
1937 sx = op->x + freearr_x[dir]; 1844 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 1845 sy = op->y + freearr_y[dir];
1939 m = op->map; 1846 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 if (mflags & P_OUT_OF_MAP) return; 1848 if (mflags & P_OUT_OF_MAP)
1849 return;
1850
1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1942 1852 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 1853 next = tmp->above;
1945 1854
1946 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
1948 * info for it. 1857 * info for it.
1949 */ 1858 */
1859 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 1860 head = tmp->head;
1861 else
1951 else head = tmp; 1862 head = tmp;
1952 1863
1953 /* don't attack our own spells */ 1864 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 1865 if (tmp->owner && tmp->owner == op->owner)
1866 continue;
1955 1867
1956 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 1870 * monsters either.
1959 */ 1871 */
1960 1872
1961 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 1874 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1964 (op->level > head->level)) { 1876 && (op->level > head->level))
1965 remove_ob(head); 1877 head->destroy ();
1966 free_object(head); 1878 else
1967 } else switch(head->type) { 1879 switch (head->type)
1880 {
1968 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
1969 if(op->level > head->level) { 1887 if (op->level > head->level)
1970 remove_ob(head); 1888 head->destroy ();
1971 free_object(head); 1889
1972 }
1973 break; 1890 break;
1974 1891
1975 /* I really don't get this rune code that much - that 1892 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 1893 * random chance seems really low.
1977 */ 1894 */
1978 case RUNE: 1895 case RUNE:
1979 if(rndm(0, 149) == 0) { 1896 if (rndm (0, 149) == 0)
1897 {
1980 head->stats.hp--; /* weaken the rune */ 1898 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 1899 if (!head->stats.hp)
1982 remove_ob(head); 1900 head->destroy ();
1983 free_object(head);
1984 } 1901 }
1985 }
1986 break; 1902 break;
1987 } 1903 }
1988 } 1904 }
1989} 1905}
1990
1991
1992 1906
1993/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1908int
1994int cast_consecrate(object *op, object *caster, object *spell) { 1909cast_consecrate (object *op, object *caster, object *spell)
1910{
1995 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1996 1912
1997 object *tmp, *god=find_god(determine_god(op)); 1913 object *tmp, *god = find_god (determine_god (op));
1998 1914
1999 if(!god) { 1915 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 1916 {
2001 "You can't consecrate anything if you don't worship a god!"); 1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2002 return 0; 1918 return 0;
2003 } 1919 }
2004 1920
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 1921 for (tmp = op->below; tmp; tmp = tmp->below)
1922 {
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break;
2007 if(tmp->type==HOLY_ALTAR) { 1925 if (tmp->type == HOLY_ALTAR)
1926 {
2008 1927
2009 if(tmp->level > caster_level(caster, spell)) { 1928 if (tmp->level > casting_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 1929 {
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0; 1931 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 1932 }
1933 else
1934 {
1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf;
1938 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch;
1940
1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1;
2024 } 1946 }
1947 }
2025 } 1948 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2027 return 0; 1950 return 0;
2028} 1951}
2029 1952
2030/* animate_weapon - 1953/* animate_weapon -
2031 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1954 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2032 * The golem is based on the archetype specified, modified by the caster's level 1955 * The golem is based on the archetype specified, modified by the caster's level
2035 * This code was very odd - code early on would only let players use the spell, 1958 * This code was very odd - code early on would only let players use the spell,
2036 * yet the code wass full of player checks. I've presumed that the code 1959 * yet the code wass full of player checks. I've presumed that the code
2037 * that only let players use it was correct, and removed all the other 1960 * that only let players use it was correct, and removed all the other
2038 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2039 */ 1962 */
2040 1963int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 1964animate_weapon (object *op, object *caster, object *spell, int dir)
1965{
2042 object *weapon, *tmp; 1966 object *weapon, *tmp;
2043 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2044 int a, i; 1968 int a, i;
2045 sint16 x, y; 1969 sint16 x, y;
2046 mapstruct *m; 1970 maptile *m;
2047 materialtype_t *mt; 1971
2048
2049 if(!spell->other_arch){ 1972 if (!spell->other_arch)
1973 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2052 return 0; 1976 return 0;
2053 } 1977 }
2054 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 1979 if (op->type != PLAYER)
1980 return 0;
2056 1981
2057 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1983 if (object *golem = op->contr->golem)
2059 control_golem(op->contr->ranges[range_golem],dir); 1984 {
1985 control_golem (golem, dir);
2060 return 0; 1986 return 0;
2061 } 1987 }
2062 1988
2063 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2064 if(!dir) 1990 if (!dir)
2065 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2066 1992
2067 m = op->map; 1993 m = op->map;
2068 x = op->x+freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2070 1996
2071 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 {
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2075 return 0; 2002 return 0;
2076 } 2003 }
2077 2004
2078 /* Use the weapon marked by the player. */ 2005 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2006 weapon = find_marked_object (op);
2080 2007
2081 if (!weapon) { 2008 if (!weapon)
2009 {
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2083 return 0; 2011 return 0;
2084 } 2012 }
2013
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2014 if (spell->race && weapon->arch->archname != spell->race)
2015 {
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2087 return 0; 2017 return 0;
2088 } 2018 }
2019
2089 if (weapon->type != WEAPON) { 2020 if (weapon->type != WEAPON)
2021 {
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2091 return 0; 2023 return 0;
2092 } 2024 }
2025
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2027 {
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2095 query_name(weapon));
2096 return 0; 2029 return 0;
2097 } 2030 }
2098 2031
2099 if (weapon->nrof > 1) { 2032 weapon = weapon->split ();
2100 tmp = get_split_ob(weapon, 1);
2101 esrv_send_item(op, weapon);
2102 weapon = tmp;
2103 }
2104 2033
2105 /* create the golem object */ 2034 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2107 2036
2108 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2039 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2040 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2041 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2115 set_spell_skill(op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp;
2117 op->contr->shoottype=range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2045
2120 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2121 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2122 * used above. 2048 * used above.
2123 */ 2049 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2125 remove_ob (weapon); 2051 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2052
2127 esrv_send_item(op, weapon); 2053 tmp->insert (weapon);
2054
2128 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2129 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2130 * body_info, skills, etc) 2057 * body_info, skills, etc)
2131 */ 2058 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2134 fix_player(tmp); 2061 tmp->update_stats ();
2135 2062
2136 /* There used to be 'odd' code that basically seemed to take the absolute 2063 /* There used to be 'odd' code that basically seemed to take the absolute
2137 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2064 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2138 * if you're using a crappy weapon, it shouldn't be as good. 2065 * if you're using a crappy weapon, it shouldn't be as good.
2139 */ 2066 */
2140 2067
2141 /* modify weapon's animated wc */ 2068 /* modify weapon's animated wc */
2142 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2069 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2070 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2071 tmp->stats.wc = -127;
2145 2072
2146 /* Modify hit points for weapon */ 2073 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2074 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2075 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2076 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2077 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2078 tmp->stats.hp = tmp->stats.maxhp;
2152 2079
2153 /* Modify weapon's damage */ 2080 /* Modify weapon's damage */
2154 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2081 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2155 + weapon->stats.dam 2082 if (tmp->stats.dam < 0)
2156 + weapon->magic 2083 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2084
2160 2085
2161 /* attacktype */ 2086 /* attacktype */
2162 if ( ! tmp->attacktype) 2087 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2164 2089
2165 mt = NULL;
2166 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname);
2168 if (mt != NULL) {
2169 for (i=0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2171 a = mt->save[0]; 2092
2172 } else { 2093 a = op->material->save[0];
2173 for (i=0; i < NROFATTACKS; i++) 2094
2174 tmp->resist[i] = 5;
2175 a = 10;
2176 }
2177 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2100 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2101 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2102 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2103 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2104 tmp->resist[ATNR_BLIND] = 100;
2187 2105
2188 /* Improve weapon's armour value according to best save vs. physical of its material */ 2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2189 2107
2190 if (a > 14) a = 14; 2108 if (a > 14)
2109 a = 14;
2110
2191 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2192 2112
2193 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2194 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2195 2115
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2116 if (!spell->race)
2117 {
2199 sprintf(buf, "animated %s", &weapon->name); 2118 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2119 tmp->name = buf;
2201 2120
2202 tmp->face = weapon->face; 2121 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2122 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2123 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2124 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 } 2127 }
2214 2128
2215 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2216 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2217 2131
2218 tmp->speed_left= -1; 2132 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2133 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2134
2135 m->insert (tmp, x, y, op);
2223 return 1; 2136 return 1;
2224} 2137}
2225 2138
2226/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2227 2140
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2230 */ 2143 */
2231 2144int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2146{
2233 int success; 2147 int success;
2234 2148
2235 if(!op->map) return 0; /* shouldnt happen */ 2149 if (!op->map)
2150 return 0; /* shouldnt happen */
2236 2151
2237 success=change_map_light(op->map,spell->stats.dam); 2152 success = op->map->change_map_light (spell->stats.dam);
2153
2238 if(!success) { 2154 if (!success)
2155 {
2239 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2241 else 2158 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2243 } 2160 }
2161
2244 return success; 2162 return success;
2245} 2163}
2246
2247
2248
2249
2250 2164
2251/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2252 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2253 * spell is the spell object itself. 2167 * spell is the spell object itself.
2254 */ 2168 */
2169int
2255int create_aura(object *op, object *caster, object *spell) 2170create_aura (object *op, object *caster, object *spell)
2256{ 2171{
2257 int refresh=0; 2172 int refresh = 0;
2258 object *new_aura; 2173 object *new_aura;
2259 2174
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2176 if (new_aura)
2177 refresh = 1;
2178 else
2262 else new_aura = arch_to_object(spell->other_arch); 2179 new_aura = arch_to_object (spell->other_arch);
2263 2180
2264 new_aura->duration = spell->duration + 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2182
2267 new_aura->stats.dam = spell->stats.dam 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2184
2270 set_owner(new_aura,op);
2271 set_spell_skill(op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2273 2187
2274 new_aura->level = caster_level(caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2275 if (refresh) 2190 if (refresh)
2276 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2277 else 2192 else
2278 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2279 insert_ob_in_ob(new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2280 return 1; 2198 return 1;
2281} 2199}
2282
2283 2200
2284/* move aura function. An aura is a part of someone's inventory, 2201/* move aura function. An aura is a part of someone's inventory,
2285 * which he carries with him, but which acts on the map immediately 2202 * which he carries with him, but which acts on the map immediately
2286 * around him. 2203 * around him.
2287 * Aura parameters: 2204 * Aura parameters:
2288 * duration: duration counter. 2205 * duration: duration counter.
2289 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2291 */ 2208 */
2292 2209void
2293void move_aura(object *aura) { 2210move_aura (object *aura)
2294 int i, mflags; 2211{
2295 object *env;
2296 mapstruct *m;
2297
2298 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2299 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2300 2215
2301 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2303 */ 2218 */
2304 remove_ob(aura); 2219 aura->remove ();
2305 2220
2306 /* exit if we're out of gas */ 2221 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2222 if (aura->duration-- < 0)
2308 free_object(aura); 2223 {
2224 aura->destroy ();
2309 return; 2225 return;
2310 } 2226 }
2311 2227
2312 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2229 if (!env || !env->map)
2314 free_object(aura); 2230 {
2231 aura->destroy ();
2315 return; 2232 return;
2316 } 2233 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2234
2320 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2322 */ 2237 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2238 aura->insert_at (env, aura);
2324 2239
2325 for(i=1;i<9;i++) { 2240 for (int i = 1; i < 9; i++)
2326 sint16 nx, ny; 2241 {
2327 nx = aura->x + freearr_x[i]; 2242 mapxy pos (env);
2328 ny = aura->y + freearr_y[i]; 2243 pos.move (i);
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2330 2244
2331 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2248 */
2335 if (!(mflags & P_OUT_OF_MAP) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2337 { 2250 {
2338 hit_map(aura,i,aura->attacktype,0); 2251 hit_map (aura, i, aura->attacktype, 0);
2339 2252
2340 if(aura->other_arch) { 2253 if (aura->other_arch)
2341 object *new_ob;
2342
2343 new_ob = arch_to_object(aura->other_arch); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 } 2255 }
2348 }
2349 } 2256 }
2257
2350 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2259 env->insert (aura);
2352 insert_ob_in_ob(aura, env); 2260 aura->set_owner (owner);
2353} 2261}
2354 2262
2355/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2356 * op is the piece object. 2264 * op is the piece object.
2357 */ 2265 */
2358 2266void
2359void move_peacemaker(object *op) { 2267move_peacemaker (object *op)
2360 object *tmp; 2268{
2361 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2270 {
2363 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2364 object *victim=tmp; 2272 object *victim = tmp->head_ ();
2365 2273
2366 if (tmp->head) victim=tmp->head;
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2275 continue;
2276
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2278 continue;
2279
2369 if (victim->stats.exp == 0) continue; 2280 if (victim->stats.exp == 0)
2281 continue;
2370 2282
2371 def_lev = MAX(1,victim->level); 2283 def_lev = max (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2284 atk_lev = max (1, op->level);
2373 2285
2374 if (rndm(0, atk_lev-1) > def_lev) { 2286 if (rndm (0, atk_lev - 1) > def_lev)
2287 {
2375 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2376 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2292 victim->stats.exp = 0;
2379#if 0 2293#if 0
2380 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2382 */ 2296 */
2383 victim->stats.dam = 0; 2297 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2298 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2299 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2300 victim->stats.Pow = 0;
2387#endif 2301#endif
2388 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2393 if(victim->name) { 2308 if (victim->name)
2394 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",&victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2395 } 2310 }
2396 }
2397 } 2311 }
2398} 2312}
2399
2400 2313
2401/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2403 */ 2316 */
2404 2317int
2405int write_mark(object *op, object *spell, const char *msg) { 2318write_mark (object *op, object *spell, const char *msg)
2406 char rune[HUGE_BUF]; 2319{
2407 object *tmp;
2408
2409 if (!msg || msg[0] == 0) { 2320 if (!msg || msg[0] == 0)
2321 {
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2411 return 0; 2323 return 0;
2324 }
2325
2326 if (!msg_is_safe (msg))
2412 } 2327 {
2413
2414 if (strcasestr_local(msg, "endmsg")) {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2416 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2330 return 0;
2418 } 2331 }
2332
2419 if (!spell->other_arch) return 0; 2333 if (!spell->other_arch)
2420 tmp = arch_to_object(spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2);
2422 rune[HUGE_BUF-2] = 0;
2423 strcat(rune, "\n");
2424 tmp->race = op->name; /*Save the owner of the rune*/
2425 tmp->msg = rune;
2426 tmp->x = op->x;
2427 tmp->y = op->y;
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2334 return 0;
2335
2336 object *tmp = arch_to_object (spell->other_arch);
2337
2338 tmp->race = op->name; /*Save the owner of the rune */
2339 tmp->msg = msg;
2340
2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2343 return 1;
2430} 2344}
2345

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines