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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 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 1.3 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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)
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 } 68 {
69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0;
71 }
72
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 74 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 77 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 78 tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.",
97 query_name(wand));
98 return 0;
99 } 98 {
100 if (!ncharges) ncharges = 1; 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0;
101 }
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 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)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
106 SET_FLAG(wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand);
109 } 110 {
111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->speed);
113 }
114
110 return 1; 115 return 1;
111} 116}
112 117
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* 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 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 120 * arrows.
118 * great a plus, the default is used. 123 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
122 */ 127 */
123 128int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 130{
126 int missile_plus=0, bonus_plus=0; 131 int bonus_plus = 0;
127 const char *missile_name; 132 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 133
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name=tmp->race; 136 missile_name = tmp->race;
136 }
137 137
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 139
140 if (find_archetype(missile_name)==NULL) { 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name); 145 return 0;
143 return 0; 146 }
147
148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
144 } 151 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 153 if (isalpha (*spellparam))
154 {
150 artifact *al = find_artifactlist(missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
151 156
152 for ( ; al != NULL; al=al->next) 157 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 158 if (!strcasecmp (al->item->name, spellparam))
159 break;
154 160
155 if (!al) { 161 if (!al)
156 free_object(missile); 162 {
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 missile->destroy ();
158 stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
159 return 0; 165 return 0;
160 } 166 }
167
161 if (al->item->slaying) { 168 if (al->item->slaying)
162 free_object(missile); 169 {
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 missile->destroy ();
164 missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
165 return 0; 172 return 0;
166 } 173 }
174
167 give_artifact_abilities(missile, al->item); 175 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
171 */ 179 */
172 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 181 missile_plus = 0;
174 } else 182 }
175 if (atoi(stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 184 missile_plus = atoi (spellparam);
177 } 185 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 186
187 missile_plus = clamp (missile_plus, -4, 4);
188
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
185 if (missile->nrof < 1) 192 if (missile->nrof < 1)
186 missile->nrof=1; 193 missile->nrof = 1;
187 194
188 missile->magic = missile_plus; 195 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
190 missile->value=0; 197 missile->value = 0;
191 198
192 SET_FLAG(missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
193 tag = missile->count;
194 200
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 202 pick_up (op, missile);
199 } 203
200 return 1; 204 return 1;
201} 205}
202 206
203 207
204/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
210int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 212{
208 int food_value; 213 int food_value;
209 archetype *at=NULL; 214 archetype *at = NULL;
210 object *new_op; 215 object *new_op;
211 216
212 food_value=spell_ob->stats.food + 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 218
215 if(stringarg) { 219 if (spellparam)
220 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 222 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 225 spellparam = NULL;
226 }
227
228 if (!spellparam)
221 } 229 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 230 archetype *at_tmp;
225 231
226 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 234 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 236 * to be altered from the donor.
231 */ 237 */
232 238
233 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 240 for_all_archetypes (at_tmp)
241 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
243 {
236 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 246 * the item we have now, take it instead.
239 */ 247 */
240 if (at_tmp->clone.stats.food<=food_value && 248 if (at_tmp->stats.food <= food_value
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 249 && (!at
242 at=at_tmp; 250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
253 at = at_tmp;
254 }
255 }
243 } 256 }
244 } 257
245 }
246 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
247 * know 259 * know
248 */ 260 */
249 if (!at) { 261 if (!at)
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0;
252 } 262 {
263 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0;
265 }
253 266
254 food_value/=at->clone.stats.food; 267 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 268 new_op = at->instance ();
256 new_op->nrof = food_value; 269 new_op->nrof = food_value;
257 270
258 new_op->value = 0; 271 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
260 274
261 cast_create_obj(op, caster,new_op, dir); 275 cast_create_obj (op, caster, new_op, dir);
262 return 1; 276 return 1;
263} 277}
264 278
279int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 280probe (object *op, object *caster, object *spell_ob, int dir)
281{
266 int r, mflags, maxrange; 282 int r, mflags, maxrange;
267 object *tmp; 283 object *tmp;
268 mapstruct *m; 284 maptile *m;
269 285
270
271 if(!dir) { 286 if (!dir)
287 {
272 examine_monster(op,op); 288 examine_monster (op, op);
273 return 1; 289 return 1;
274 } 290 }
291
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 293 for (r = 1; r < maxrange; r++)
294 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 296
279 m = op->map; 297 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 299
282 if (mflags & P_OUT_OF_MAP) break; 300 if (mflags & P_OUT_OF_MAP)
301 break;
283 302
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 306 return 0;
287 } 307 }
308
288 if (mflags & P_IS_ALIVE) { 309 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 310 {
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 315 if (tmp->head != NULL)
293 tmp=tmp->head; 316 tmp = tmp->head;
294 examine_monster(op,tmp); 317 examine_monster (op, tmp);
295 return 1; 318 return 1;
296 } 319 }
297 } 320 }
298 } 321 }
322
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 324 return 1;
301} 325}
302
303 326
304/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 328 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 331 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 332 * pl is invisible.
310 */ 333 */
334int
311int makes_invisible_to(object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
312{ 336{
313
314 if (!pl->invisible) return 0; 337 if (!pl->invisible)
338 return 0;
339
315 if (pl->type == PLAYER ) { 340 if (pl->type == PLAYER)
341 {
316 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 343 if (!pl->contr->invis_race)
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 {
345 if (mon->flag [FLAG_UNDEAD])
346 return 0;
347
319 return 1; 348 return 1;
320 } 349 }
350
321 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 353 return 1;
354
324 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 356 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1; 357 return 0;
358
359 if (mon->race.contains (pl->contr->invis_race))
360 return 1;
361
327 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
328 return 0; 363 return 0;
329 } else { 364 }
365 else
366 {
330 /* monsters are invisible to everything */ 367 /* monsters are invisible to everything */
331 return 1; 368 return 1;
332 } 369 }
333} 370}
334 371
335/* Makes the player or character invisible. 372/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 373 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 376 * 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 377 * 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/ 378 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 379 * normal applies.
343 */ 380 */
381int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 382cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 383{
346
347 if(op->invisible>1000) { 384 if (op->invisible > 1000)
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further");
349 return 0;
350 } 385 {
386 op->failmsg ("You can not extend the duration of your invisibility any further");
387 return 0;
388 }
351 389
352 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 391 * and if statement or two.
354 */ 392 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 394 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 395 if (op->invisible > 1000)
396 op->invisible = 1000;
358 397
359 if (op->type == PLAYER) { 398 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 399 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 400 op->contr->invis_race = spell_ob->race;
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 401
402 if (spell_ob->flag [FLAG_MAKE_INVIS])
364 op->contr->tmp_invis=0; 403 op->contr->tmp_invis = 0;
365 else 404 else
366 op->contr->tmp_invis=1; 405 op->contr->tmp_invis = 1;
367 406
368 op->contr->hidden = 0; 407 op->contr->hidden = 0;
369 } 408 }
409
370 if (makes_invisible_to(op, op)) 410 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 412 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 414
375 update_object(op,UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
376 416
377 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
378 * harm to the player. 418 * harm to the player.
379 */ 419 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
381 if (tmp->enemy == op) 421 if (tmp->enemy == op)
382 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
383 return 1; 424 return 1;
384} 425}
385 426
386/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 428 */
429int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
389 object *tmp, *next; 431{
390 int range,i,j, mflags; 432 int range, i, j, mflags;
391 sint16 sx, sy; 433 sint16 sx, sy;
392 mapstruct *m; 434 maptile *m;
393 435
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 437
399 for(i= -range;i<=range;i++) 438 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 439 for (j = -range; j <= range; j++)
440 {
401 sx = op->x + i; 441 sx = op->x + i;
402 sy = op->y + j; 442 sy = op->y + j;
403 m = op->map; 443 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 445
406 if (mflags & P_OUT_OF_MAP) continue; 446 if (mflags & P_OUT_OF_MAP)
447 continue;
407 448
408 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
410 { 451 {
411 next = tmp->above; 452 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 } 456 }
415 } 457 }
458
416 return 1; 459 return 1;
417} 460}
418 461
419 462void
420void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
421 object *wor=op; 464{
422 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
423 op=op->env; 466 {
424 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 469 else
429 enter_exit(op,wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
430 } 471 }
431 remove_ob(wor); 472
432 free_object(wor); 473 op->destroy ();
433} 474}
434 475
435/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
437 * time delay effect. 478 * time delay effect.
438 */ 479 */
480int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
440 object *dummy; 483 object *dummy;
441 int time; 484 int time;
442 485
443 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
444 return 0; 487 return 0;
445 488
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 490 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 492 return 1;
450 } 493 }
451 494
452 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 496
497 if (!dummy)
498 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 501 return 0;
457 } 502 }
503
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
460 507
461 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
464 */ 511 */
465 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
470 516
471 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
473 */ 519 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 520 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
477 523
478 (void) insert_ob_in_ob(dummy,op); 524 op->insert (dummy);
525
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
480 return 1; 528 return 1;
481} 529}
482 530
483/* cast_wonder 531/* cast_wonder
484 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
485 * spell. 533 * spell.
486 */ 534 */
535int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 536cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537{
488 object *newspell; 538 object *newspell;
489 539
490 if(!rndm(0, 3)) 540 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 541 return cast_cone (op, caster, dir, spell_ob);
492 542
493 if (spell_ob->randomitems) { 543 if (spell_ob->randomitems)
544 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 546 if (!newspell)
547 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
549 return 0;
550 }
551 if (newspell->type != SPELL)
552 {
553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
554 return 0;
555 }
556 /* Prevent inifinit recursion */
557 if (newspell->subtype == SP_WONDER)
558 {
559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
560 return 0;
561 }
562 return cast_spell (op, caster, dir, newspell, NULL);
563 }
564 return 1;
565}
566
567int
568perceive_self (object *op)
569{
570 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (shstr_depletion);
572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
497 return 0; 576 return 0;
498 } 577
499 if (newspell->type != SPELL) { 578 if (object *race = archetype::find (op->race))
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
501 newspell->type, newspell->name); 580
502 return 0; 581 if (object *god = find_god (determine_god (op)))
503 } 582 buf << " - You worship " << &god->name << ".\n";
504 /* Prevent inifinit recursion */ 583 else
505 if (newspell->subtype == SP_WONDER) { 584 buf << " - You worship no god.\n";
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 585
507 return 0; 586 object *tmp = present_arch_in_ob (at, op);
508 } 587
509 return cast_spell(op,caster,dir,newspell, NULL); 588 if (*cp == '\0' && !tmp)
589 buf << " - You feel very mundane. ";
590 else
510 } 591 {
511 return 1; 592 buf << " - You have: " << cp << ".\n";
512}
513 593
514
515int perceive_self(object *op) {
516 char *cp=describe_item(op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION);
518 object *tmp;
519 int i;
520
521 tmp=find_god(determine_god(op));
522 if (tmp) 594 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
524 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
526
527 tmp=present_arch_in_ob(at,op);
528
529 if(*cp=='\0' && tmp==NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
531 else {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp);
534 if (tmp!=NULL) {
535 for (i=0; i<NUM_STATS; i++) { 595 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 596 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
538 "Your %s is depleted by %d", statname[i],
539 -(get_attr_value(&tmp->stats,i)));
540 }
541 } 598 }
542 }
543 }
544 599
545 if (is_dragon_pl(op)) { 600 if (op->is_dragon ())
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 602 for (tmp = op->inv; tmp; tmp = tmp->below)
603 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
549 if(tmp->stats.exp == 0) { 605 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 606 if (tmp->stats.exp == 0)
551 } else { 607 buf << " - Your metabolism isn't focused on anything.\n";
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 else
553 } 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 610
555 break; 611 break;
556 } 612 }
557 }
558 } 613 }
614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616
559 return 1; 617 return 1;
560} 618}
561
562/* int cast_create_town_portal (object *op, object *caster, int dir)
563 *
564 * This function cast the spell of town portal for op
565 *
566 * The spell operates in two passes. During the first one a place
567 * is marked as a destination for the portal. During the second one,
568 * 2 portals are created, one in the position the player cast it and
569 * one in the destination place. The portal are synchronized and 2 forces
570 * are inserted in the player to destruct the portal next time player
571 * creates a new portal pair.
572 * This spell has a side effect that it allows people to meet each other
573 * in a permanent, private, appartements by making a town portal from it
574 * to the town or another public place. So, check if the map is unique and if
575 * so return an error
576 *
577 * Code by Tchize (david.delbecq@usa.net)
578 */
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{
581 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap;
586 int op_level;
587
588
589 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the
591 * full pathname listed.
592 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
594 settings.create_home_portals != TRUE )
595 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
597 return 0;
598 }
599
600 /* Check to see if the player is on a transport */
601 if (op->contr && op->contr->transport) {
602 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n");
603 return 0;
604 }
605
606 /* The first thing to do is to check if we have a marked destination
607 * dummy is used to make a check inventory for the force
608 */
609 dummy=arch_to_object(spell->other_arch);
610 if(dummy == NULL){
611 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
612 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
613 return 0;
614 }
615 force=check_inv_recursive (op,dummy);
616
617 if (force==NULL) {
618 /* Here we know there is no destination marked up.
619 * We have 2 things to do:
620 * 1. Mark the destination in the player inventory.
621 * 2. Let the player know it worked.
622 */
623 free_string (dummy->name);
624 dummy->name = add_string (op->map->path);
625 EXIT_X(dummy)= op->x;
626 EXIT_Y(dummy)= op->y;
627 insert_ob_in_ob (dummy,op);
628 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.");
629 return 1;
630 }
631 free_object (dummy);
632
633 /* Here we know where the town portal should go to
634 * We should kill any existing portal associated with the player.
635 * Than we should create the 2 portals.
636 * For each of them, we need:
637 * - To create the portal with the name of the player+destination map
638 * - set the owner of the town portal
639 * - To mark the position of the portal in the player's inventory
640 * for easier destruction.
641 *
642 * The mark works has follow:
643 * slaying: Existing town portal
644 * hp, sp : x & y of the associated portal
645 * name : name of the portal
646 * race : map the portal is in
647 */
648
649 /* First step: killing existing town portals */
650 dummy=get_archetype(spell->race);
651 if(dummy == NULL){
652 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
653 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
654 return 0;
655 }
656 perm_portal = find_archetype (spell->slaying);
657
658 /* To kill a town portal, we go trough the player's inventory,
659 * for each marked portal in player's inventory,
660 * -We try load the associated map (if impossible, consider the portal destructed)
661 * -We find any portal in the specified location.
662 * If it has the good name, we destruct it.
663 * -We destruct the force indicating that portal.
664 */
665 while ( (old_force=check_inv_recursive (op,dummy))) {
666 exitx=EXIT_X(old_force);
667 exity=EXIT_Y(old_force);
668 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
669
670 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
671 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
672 else exitmap = ready_map_name(old_force->race, 0);
673
674 if (exitmap) {
675 tmp=present_arch (perm_portal,exitmap,exitx,exity);
676 while (tmp) {
677 if (tmp->name == old_force->name) {
678 remove_ob (tmp);
679 free_object (tmp);
680 break;
681 } else {
682 tmp = tmp->above;
683 }
684 }
685 }
686 remove_ob (old_force);
687 free_object (old_force);
688 LOG (llevDebug,"\n");
689 }
690 free_object (dummy);
691
692 /* Creating the portals.
693 * The very first thing to do is to ensure
694 * access to the destination map.
695 * If we can't, don't fizzle. Simply warn player.
696 * This ensure player pays his mana for the spell
697 * because HE is responsible of forgotting.
698 * 'force' is the destination of the town portal, which we got
699 * from the players inventory above.
700 */
701
702 /* Ensure exit map is loaded*/
703 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
704 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
705 else
706 exitmap = ready_map_name(force->name, 0);
707
708 /* If we were unable to load (ex. random map deleted), warn player*/
709 if (exitmap==NULL) {
710 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
711 remove_ob(force);
712 free_object(force);
713 return 1;
714 }
715
716 op_level = caster_level(caster, spell);
717 if (op_level<15)
718 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);
719 else if (op_level<30)
720 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);
721 else if (op_level<60)
722 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
723 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);
724
725 /* Create a portal in front of player
726 * dummy contain the portal and
727 * force contain the track to kill it later
728 */
729
730 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
731 dummy=get_archetype(spell->slaying); /*The portal*/
732 if(dummy == NULL) {
733 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
734 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
735 return 0;
736 }
737 EXIT_PATH(dummy) = add_string (force->name);
738 EXIT_X(dummy)=EXIT_X(force);
739 EXIT_Y(dummy)=EXIT_Y(force);
740 FREE_AND_COPY(dummy->name, portal_name);
741 FREE_AND_COPY(dummy->name_pl, portal_name);
742 dummy->msg=add_string (portal_message);
743 dummy->race=add_string (op->name); /*Save the owner of the portal*/
744 cast_create_obj (op, caster, dummy, 0);
745
746 /* Now we need to to create a town portal marker inside the player
747 * object, so on future castings, we can know that he has an active
748 * town portal.
749 */
750 tmp=get_archetype(spell->race);
751 if(tmp == NULL){
752 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
753 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
754 return 0;
755 }
756 tmp->race=add_string (op->map->path);
757 FREE_AND_COPY(tmp->name, portal_name);
758 EXIT_X(tmp)=dummy->x;
759 EXIT_Y(tmp)=dummy->y;
760 insert_ob_in_ob (tmp,op);
761
762 /* Create a portal in the destination map
763 * dummy contain the portal and
764 * force the track to kill it later
765 * the 'force' variable still contains the 'reminder' of
766 * where this portal goes to.
767 */
768 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
769 dummy=get_archetype (spell->slaying); /*The portal*/
770 if(dummy == NULL) {
771 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
772 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
773 return 0;
774 }
775 EXIT_PATH(dummy) = add_string (op->map->path);
776 EXIT_X(dummy)=op->x;
777 EXIT_Y(dummy)=op->y;
778 FREE_AND_COPY(dummy->name, portal_name);
779 FREE_AND_COPY(dummy->name_pl, portal_name);
780 dummy->msg=add_string (portal_message);
781 dummy->x=EXIT_X(force);
782 dummy->y=EXIT_Y(force);
783 dummy->race=add_string (op->name); /*Save the owner of the portal*/
784 insert_ob_in_map(dummy,exitmap,op,0);
785
786 /* Now we create another town portal marker that
787 * points back to the one we just made
788 */
789 tmp=get_archetype(spell->race);
790 if(tmp == NULL){
791 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
792 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
793 return 0;
794 }
795 tmp->race=add_string(force->name);
796 FREE_AND_COPY(tmp->name, portal_name);
797 EXIT_X(tmp)=dummy->x;
798 EXIT_Y(tmp)=dummy->y;
799 insert_ob_in_ob (tmp,op);
800
801 /* Describe the player what happened
802 */
803 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
804 remove_ob(force); /* Delete the force inside the player*/
805 free_object(force);
806 return 1;
807}
808
809 619
810/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
811 * within some reason. 621 * within some reason.
812 */ 622 */
813 623int
814int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 624magic_wall (object *op, object *caster, int dir, object *spell_ob)
815 object *tmp, *tmp2; 625{
626 object *tmp;
816 int i,posblocked,negblocked, maxrange; 627 int i, posblocked, negblocked, maxrange;
817 sint16 x, y; 628 sint16 x, y;
818 mapstruct *m; 629 maptile *m;
819 const char *name; 630 const char *name;
820 archetype *at; 631 archetype *at;
821 632
822 if(!dir) { 633 if (!dir)
634 {
823 dir=op->facing; 635 dir = op->facing;
824 x = op->x; 636 x = op->x;
825 y = op->y; 637 y = op->y;
826 } else { 638 }
639 else
640 {
827 x = op->x+freearr_x[dir]; 641 x = op->x + freearr_x[dir];
828 y = op->y+freearr_y[dir]; 642 y = op->y + freearr_y[dir];
829 } 643 }
644
830 m = op->map; 645 m = op->map;
831 646
832 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
833 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
834 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
835 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
836 return 0;
837 } 650 {
651 op->failmsg ("Something is in the way.");
652 return 0;
653 }
654
838 if (spell_ob->other_arch) { 655 if (spell_ob->other_arch)
839 tmp = arch_to_object(spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
840 } else if (spell_ob->race) { 657 else if (spell_ob->race)
658 {
841 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
842 660
843 sprintf(buf1,spell_ob->race,dir); 661 sprintf (buf1, spell_ob->race, dir);
844 at = find_archetype(buf1); 662 at = archetype::find (buf1);
845 if (!at) { 663 if (!at)
664 {
846 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
847 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
667 return 0;
668 }
669
670 tmp = at->instance ();
671 }
672 else
673 {
674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
848 return 0; 675 return 0;
849 }
850 tmp = arch_to_object(at);
851 } else {
852 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
853 spell_ob->name);
854 return 0;
855 } 676 }
856 677
857 if (tmp->type == SPELL_EFFECT) { 678 if (tmp->type == SPELL_EFFECT)
679 {
858 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
859 tmp->duration = spell_ob->duration + 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
860 SP_level_duration_adjust(caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
861 tmp->stats.dam = spell_ob->stats.dam +
862 SP_level_dam_adjust(caster, spell_ob);
863 tmp->range = 0; 683 tmp->range = 0;
864 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 }
865 tmp->stats.hp = spell_ob->duration + 685 else if (tmp->flag [FLAG_ALIVE])
866 SP_level_duration_adjust(caster, spell_ob); 686 {
687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
867 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
868 set_owner(tmp,op); 689 }
869 set_spell_skill(op, caster, spell_ob, tmp); 690
691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
870 } 692 {
871 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
872 tmp->stats.food = spell_ob->duration + 694 tmp->set_flag (FLAG_IS_USED_UP);
873 SP_level_duration_adjust(caster, spell_ob); 695 }
874 SET_FLAG(tmp, FLAG_IS_USED_UP); 696
697 if (spell_ob->flag [FLAG_TEAR_DOWN])
875 } 698 {
876 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
877 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
878 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
879 SET_FLAG(tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
880 SET_FLAG(tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
881 } 703 }
882 704
883 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
884 * these fields just won't be used. 706 * these fields just won't be used. Do not set the owner for
707 * earthwalls, though, so they survive restarts.
885 */ 708 */
709 if (tmp->type != EARTHWALL) //TODO
886 set_owner(tmp,op); 710 tmp->set_owner (op);
711
887 set_spell_skill(op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
888 tmp->x = x;
889 tmp->y = y;
890 tmp->level = caster_level(caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
891 714
892 name = tmp->name; 715 name = tmp->name;
893 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 716 if (!(tmp = m->insert (tmp, x, y, op)))
717 {
894 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
895 return 0; 719 return 0;
896 } 720 }
721
897 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
898 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
899 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
900 725
901 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
902 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
903 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
904 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
905 * blocked spaces. 730 * blocked spaces.
906 */ 731 */
907 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 732 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
908 posblocked=0; 733 posblocked = 0;
909 negblocked=0; 734 negblocked = 0;
910 735
911 for(i=1; i<=maxrange; i++) { 736 for (i = 1; i <= maxrange; i++)
912 int dir2; 737 {
913 738 int dir2;
739
914 dir2 = (dir<4)?(dir+2):dir-2; 740 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
915 741
916 x = tmp->x+i*freearr_x[dir2]; 742 x = tmp->x + i * freearr_x[dir2];
917 y = tmp->y+i*freearr_y[dir2]; 743 y = tmp->y + i * freearr_y[dir2];
918 m = tmp->map; 744 m = tmp->map;
919 745
920 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 746 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
921 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
922 !posblocked) { 748 {
923 tmp2 = get_object(); 749 object *tmp2 = tmp->clone ();
924 copy_object(tmp,tmp2); 750 m->insert (tmp2, x, y, op);
925 tmp2->x = x; 751
926 tmp2->y = y;
927 insert_ob_in_map(tmp2,m,op,0);
928 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
929 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
930 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
931 755
932 } else posblocked=1; 756 }
757 else
758 posblocked = 1;
933 759
934 x = tmp->x-i*freearr_x[dir2]; 760 x = tmp->x - i * freearr_x[dir2];
935 y = tmp->y-i*freearr_y[dir2]; 761 y = tmp->y - i * freearr_y[dir2];
936 m = tmp->map; 762 m = tmp->map;
937 763
938 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 764 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
939 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
940 !negblocked) { 766 {
941 tmp2 = get_object(); 767 object *tmp2 = tmp->clone ();
942 copy_object(tmp,tmp2); 768 m->insert (tmp2, x, y, op);
943 tmp2->x = x; 769
944 tmp2->y = y;
945 insert_ob_in_map(tmp2,m,op,0);
946 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
947 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 771 tmp2->insert (tmp2->other_arch->instance ());
948 } else negblocked=1; 772 }
773 else
774 negblocked = 1;
949 } 775 }
950 776
951 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
952 update_all_los(op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
953 779
780 return 1;
781}
782
783int
784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
785{
786 uint32 dist, maxdist;
787 int mflags;
788 maptile *m;
789 sint16 sx, sy;
790
791 if (op->type != PLAYER)
792 return 0;
793
794 if (!dir)
795 {
796 op->failmsg ("In what direction?");
797 return 0;
798 }
799
800 /* Given the new outdoor maps, can't let players dimension door for
801 * ever, so put limits in.
802 */
803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
804
805 if (spellparam)
806 {
807 int count = atoi (spellparam);
808
809 if (count > maxdist)
810 {
811 op->failmsg ("You can't dimension door that far!");
812 return 0;
813 }
814
815 for (dist = 0; dist < count; dist++)
816 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break;
821
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break;
824 }
825
826 if (dist < count)
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 return 0;
830 }
831
832 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and
836 * lots of other maps that protect areas with no magic, but the
837 * areas themselves don't contain no magic spaces.
838 */
839 /* This call here is really just to normalize the coordinates */
840 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
841 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
844 return 1; /* Maybe the penalty should be more severe... */
845 }
846 }
847 else
848 {
849 /* Player didn't specify a distance, so lets see how far
850 * we can move the player. Don't know why this stopped on
851 * spaces that blocked the players view.
852 */
853
854 for (dist = 0; dist < maxdist; dist++)
855 {
856 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
857
858 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
859 break;
860
861 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
862 break;
863
864 }
865
866 /* If the destination is blocked, keep backing up until we
867 * find a place for the player.
868 */
869 for (; dist > 0; dist--)
870 {
871 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
872 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
873 continue;
874
875
876 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
877 break;
878
879 }
880 if (!dist)
881 {
882 op->failmsg ("Your spell failed!\n");
883 return 0;
884 }
885 }
886
887 /* Actually move the player now */
888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
954 return 1; 889 return 1;
955}
956 890
957int dimension_door(object *op,object *caster, object *spob, int dir) {
958 uint32 dist, maxdist;
959 int mflags;
960 mapstruct *m;
961 sint16 sx, sy;
962
963 if(op->type!=PLAYER)
964 return 0;
965
966 if(!dir) {
967 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
968 return 0;
969 }
970
971 /* Given the new outdoor maps, can't let players dimension door for
972 * ever, so put limits in.
973 */
974 maxdist = spob->range +
975 SP_level_range_adjust(caster, spob);
976
977 if(op->contr->count) {
978 if (op->contr->count > maxdist) {
979 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
980 return 0;
981 }
982
983 for(dist=0;dist<op->contr->count; dist++) {
984 mflags = get_map_flags(op->map, &m,
985 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
986 &sx, &sy);
987
988 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
989
990 if ((mflags & P_BLOCKSVIEW) &&
991 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
992 }
993
994 if(dist<op->contr->count) {
995 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
996 op->contr->count=0;
997 return 0;
998 }
999 op->contr->count=0;
1000
1001 /* Remove code that puts player on random space on maps. IMO,
1002 * a lot of maps probably have areas the player should not get to,
1003 * but may not be marked as NO_MAGIC (as they may be bounded
1004 * by such squares). Also, there are probably treasure rooms and
1005 * lots of other maps that protect areas with no magic, but the
1006 * areas themselves don't contain no magic spaces.
1007 */
1008 /* This call here is really just to normalize the coordinates */
1009 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1010 &sx, &sy);
1011 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1012 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1013 return 1; /* Maybe the penalty should be more severe... */
1014 }
1015 } else {
1016 /* Player didn't specify a distance, so lets see how far
1017 * we can move the player. Don't know why this stopped on
1018 * spaces that blocked the players view.
1019 */
1020
1021 for(dist=0; dist < maxdist; dist++) {
1022 mflags = get_map_flags(op->map, &m,
1023 op->x+freearr_x[dir] * (dist+1),
1024 op->y+freearr_y[dir] * (dist+1),
1025 &sx, &sy);
1026
1027 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1028
1029 if ((mflags & P_BLOCKSVIEW) &&
1030 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1031
1032 }
1033
1034 /* If the destination is blocked, keep backing up until we
1035 * find a place for the player.
1036 */
1037 for(;dist>0; dist--) {
1038 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1039 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1040
1041
1042 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1043
1044 }
1045 if(!dist) {
1046 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1047 return 0;
1048 }
1049 }
1050
1051 /* Actually move the player now */
1052 remove_ob(op);
1053 op->x+=freearr_x[dir]*dist;
1054 op->y+=freearr_y[dir]*dist;
1055 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1056 return 1;
1057
1058 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1059 return 1; 893 return 1;
1060} 894}
1061
1062 895
1063/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1064 * op is the caster. 897 * op is the caster.
1065 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1066 * spell is the spell object. 899 * spell is the spell object.
1067 */ 900 */
901int
1068int cast_heal(object *op,object *caster, object *spell, int dir) { 902cast_heal (object *op, object *caster, object *spell, int dir)
903{
1069 object *tmp; 904 object *tmp;
1070 archetype *at; 905 archetype *at;
1071 object *poison; 906 object *poison;
1072 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1073 908
1074 tmp = find_target_for_friendly_spell(op,dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1075 910
1076 if (tmp==NULL) return 0; 911 if (!tmp)
912 return 0;
1077 913
1078 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1079 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1080 */ 916 */
1081 heal = spell->stats.dam; 917 heal = spell->stats.dam;
1082 if (spell->stats.hp) 918 if (spell->stats.hp)
1083 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1084 spell->stats.hp;
1085 920
1086 if (heal) { 921 if (heal)
922 {
1087 if (tmp->stats.hp >= tmp->stats.maxhp) { 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1088 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1089 } 925 else
1090 else { 926 {
1091 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1092 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1093 * on amount of damage healed. 929 * on amount of damage healed.
1094 */ 930 */
1095 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1096 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1097 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1098 935
1099 if (tmp->stats.hp >= tmp->stats.maxhp) { 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1101 } else if (heal > 50) { 938 else if (heal > 50)
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1103 } else if (heal > 25) { 940 else if (heal > 25)
1104 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1105 } else if (heal > 10) { 942 else if (heal > 10)
1106 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1107 } else { 944 else
1108 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1109 } 946
1110 success=1;
1111 }
1112 }
1113 if (spell->attacktype & AT_DISEASE)
1114 if (cure_disease (tmp, op))
1115 success = 1; 947 success = 1;
948 }
949 }
1116 950
951 if (spell->attacktype & AT_DISEASE)
952 if (cure_disease (tmp, op, spell))
953 success = 1;
954
1117 if (spell->attacktype & AT_POISON) { 955 if (spell->attacktype & AT_POISON)
1118 at = find_archetype("poisoning"); 956 {
957 at = archetype::find (shstr_poisoning);
1119 poison=present_arch_in_ob(at,tmp); 958 poison = present_arch_in_ob (at, tmp);
1120 if (poison) { 959 if (poison)
960 {
1121 success = 1; 961 success = 1;
1122 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1123 poison->stats.food = 1; 963 poison->stats.food = 1;
1124 } 964 }
1125 } 965 }
966
1126 if (spell->attacktype & AT_CONFUSION) { 967 if (spell->attacktype & AT_CONFUSION)
968 {
1127 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1128 if (poison) { 970 if (poison)
971 {
1129 success = 1; 972 success = 1;
1130 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1131 poison->duration = 1; 974 poison->duration = 1;
1132 } 975 }
1133 } 976 }
977
1134 if (spell->attacktype & AT_BLIND) { 978 if (spell->attacktype & AT_BLIND)
1135 at=find_archetype("blindness"); 979 {
980 at = archetype::find (shstr_blindness);
1136 poison=present_arch_in_ob(at,tmp); 981 poison = present_arch_in_ob (at, tmp);
1137 if (poison) { 982 if (poison)
983 {
1138 success = 1; 984 success = 1;
1139 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1140 poison->stats.food = 1; 986 poison->stats.food = 1;
1141 } 987 }
1142 } 988 }
989
1143 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
991 {
1144 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1145 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 993 if (tmp->stats.sp > tmp->stats.maxsp)
994 tmp->stats.sp = tmp->stats.maxsp;
1146 success = 1; 995 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1148 } 997 }
998
1149 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1000 {
1150 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1151 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1003 tmp->stats.grace = tmp->stats.maxgrace;
1152 success = 1; 1004 success = 1;
1153 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1154 } 1006 }
1007
1155 if (spell->stats.food && tmp->stats.food < 999) { 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1009 {
1156 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1157 if (tmp->stats.food > 999) tmp->stats.food=999; 1011 min_it (tmp->stats.food, MAX_FOOD);
1012
1158 success = 1; 1013 success = 1;
1159 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1160 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1161 } 1016 }
1017
1162 return success; 1018 return success;
1163} 1019}
1164
1165 1020
1166/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1167 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1168 * good comments for those. 1023 * good comments for those.
1169 */ 1024 */
1170static const char* const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1171"You grow no stronger.", 1026 "You grow no stronger.",
1172"You grow no more agile.", 1027 "You grow no more agile.",
1173"You don't feel any healthier.", 1028 "You don't feel any healthier.",
1174"no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1175"You are no easier to look at.", 1032 "You are no easier to look at.",
1176"no int",
1177"no pow"
1178}; 1033};
1179 1034
1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1180int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1181 object *tmp, *tmp2=NULL; 1043{
1182 object *force=NULL; 1044 object *force = 0;
1183 int i; 1045 int i;
1184 1046
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if(dir!=0) { 1048 object *tmp = dir
1187 tmp=find_target_for_friendly_spell(op,dir); 1049 ? find_target_for_friendly_spell (op, dir)
1188 } else { 1050 : op;
1189 tmp = op;
1190 }
1191 1051
1192 if(tmp==NULL) return 0; 1052 if (!tmp)
1193 1053 return 0;
1054
1194 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1195 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1057 {
1196 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1059 {
1197 if (tmp2->name == spell_ob->name) { 1060 if (tmp2->name == spell_ob->name)
1061 {
1198 force=tmp2; /* the old effect will be "refreshed" */ 1062 force = tmp2; /* the old effect will be "refreshed" */
1199 break; 1063 break;
1200 } 1064 }
1201 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 {
1202 if ( !silent ) 1067 if (!silent)
1203 new_draw_info_format(NDI_UNIQUE, 0, op, 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1204 "You can not cast %s while %s is in effect", 1069 &spell_ob->name, &tmp2->name_pl);
1205 spell_ob->name, tmp2->name_pl); 1070
1206 return 0; 1071 return 0;
1072 }
1073 }
1207 } 1074 }
1208 } 1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1078 if (force)
1209 } 1079 {
1210 if(force==NULL) { 1080 if (duration > force->duration)
1081 {
1082 force->duration = duration;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1084 }
1085 else
1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1087
1088 return 1;
1089 }
1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1211 force=get_archetype(FORCE_NAME); 1095 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1096 force->subtype = FORCE_CHANGE_ABILITY;
1213 free_string(force->name);
1214 if (spell_ob->race)
1215 force->name = add_refcount(spell_ob->race);
1216 else
1217 force->name = add_refcount(spell_ob->name);
1218 free_string(force->name_pl);
1219 force->name_pl = add_refcount(spell_ob->name);
1220 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221
1222 } else {
1223 int duration;
1224
1225 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1226 if (duration > force->duration) {
1227 force->duration = duration; 1097 force->duration = duration;
1228 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1098
1229 } else { 1099 if (spell_ob->race)
1230 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 force->name = spell_ob->race;
1231 } 1101 else
1232 return 1; 1102 force->name = spell_ob->name;
1233 } 1103
1234 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1104 force->name_pl = spell_ob->name;
1105
1235 force->speed = 1.0; 1106 force->speed = 1.0;
1236 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1237 SET_FLAG(force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1238 1109
1239 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1240 for (i=0; i < NROFATTACKS; i++) { 1111 for (i = 0; i < NROFATTACKS; i++)
1112 {
1241 if (spell_ob->resist[i]) { 1113 if (spell_ob->resist[i])
1114 {
1242 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1243 if (force->resist[i] > 100) force->resist[i] = 100; 1116 if (force->resist[i] > 100)
1244 } 1117 force->resist[i] = 100;
1118 }
1245 } 1119 }
1120
1246 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1247 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1248 1123
1249 if (tmp->type == PLAYER) { 1124 if (tmp->type == PLAYER)
1125 {
1250 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1251 for (i=0; i < NUM_STATS; i++) { 1127 for (i = 0; i < NUM_STATS; i++)
1252 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1128 {
1253 if (stat) { 1129 if (sint8 stat = spell_ob->stats.stat (i))
1254 sm=0; 1130 {
1255 for (k=0; k<stat; k++) 1131 sint8 sm = 0;
1256 sm += rndm(1, 3); 1132 for (sint8 k = 0; k < stat; k++)
1133 sm += rndm (1, 3);
1257 1134
1258 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1259 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1260 if (sm<0) sm = 0; 1137
1261 } 1138 force->stats.stat (i) = sm;
1262 set_attr_value(&force->stats, i, sm); 1139
1263 if (!sm) 1140 if (!sm)
1264 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1142 }
1143 }
1265 } 1144 }
1266 }
1267 }
1268 1145
1269 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1270 1147
1271 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1272 SET_FLAG(force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1273 1150
1274 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1275 SET_FLAG(force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1276 1153
1277 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1278 if (spell_ob->stats.exp) { 1155 if (spell_ob->stats.exp)
1156 {
1157 if (op->speed > 0.5f)
1279 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1158 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1280 else 1159 else
1281 force->stats.exp = spell_ob->stats.exp; 1160 force->stats.exp = spell_ob->stats.exp;
1282 } 1161 }
1283 1162
1284 force->stats.wc = spell_ob->stats.wc; 1163 force->stats.wc = spell_ob->stats.wc;
1285 force->stats.ac = spell_ob->stats.ac; 1164 force->stats.ac = spell_ob->stats.ac;
1286 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1287 1166
1288 insert_ob_in_ob(force,tmp); 1167 insert_ob_in_ob (force, tmp);
1289 change_abil(tmp,force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1290 fix_player(tmp); 1169 tmp->update_stats ();
1170
1291 return 1; 1171 return 1;
1292} 1172}
1293 1173
1294/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1295 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1296 * of the caster. 1176 * of the caster.
1297 */ 1177 */
1298 1178int
1299int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1180{
1300 int i; 1181 int i;
1301 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1302 1183
1303 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1304 if(dir!=0) { 1185 if (dir != 0)
1186 {
1305 tmp=find_target_for_friendly_spell(op,dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1306 } else { 1188
1189 if (!tmp)
1190 return 0;
1191 }
1192 else
1307 tmp = op; 1193 tmp = op;
1308 }
1309 1194
1310 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1311 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 {
1312 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1313 if (tmp2->name == spell_ob->name) { 1200 if (tmp2->name == spell_ob->name)
1201 {
1314 force=tmp2; /* the old effect will be "refreshed" */ 1202 force = tmp2; /* the old effect will be "refreshed" */
1315 break; 1203 break;
1316 } 1204 }
1317 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1318 new_draw_info_format(NDI_UNIQUE, 0, op, 1206 {
1319 "You can not cast %s while %s is in effect", 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1320 spell_ob->name, tmp2->name_pl); 1208 return 0;
1321 return 0; 1209 }
1210 }
1322 } 1211 }
1323 } 1212
1324 }
1325 if(force==NULL) { 1213 if (force == NULL)
1214 {
1326 force=get_archetype(FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1327 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1328 free_string(force->name);
1329 if (spell_ob->race) 1217 if (spell_ob->race)
1330 force->name = add_refcount(spell_ob->race); 1218 force->name = spell_ob->race;
1331 else 1219 else
1332 force->name = add_refcount(spell_ob->name); 1220 force->name = spell_ob->name;
1333 free_string(force->name_pl);
1334 force->name_pl = add_refcount(spell_ob->name); 1221 force->name_pl = spell_ob->name;
1335 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1222 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336 } else { 1223 }
1224 else
1225 {
1337 int duration; 1226 int duration;
1338 1227
1339 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1228 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) { 1229 if (duration > force->duration)
1230 {
1341 force->duration = duration; 1231 force->duration = duration;
1342 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1232 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } else { 1233 }
1234 else
1235 {
1344 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1236 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1237 }
1346 return 0; 1238 return 0;
1347 } 1239 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1241 force->speed = 1.0;
1350 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1351 SET_FLAG(force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1352 1244
1353 if(!god) { 1245 if (!god)
1246 {
1354 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1355 } else { 1248 }
1249 else
1250 {
1356 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1357 for (i=0; i<NROFATTACKS; i++) { 1252 for (i = 0; i < NROFATTACKS; i++)
1358 if (god->resist[i]>0) { 1253 if (god->resist[i] > 0)
1359 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1360 } 1255
1361 }
1362 force->path_attuned|=god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1257
1363 if (spell_ob->attacktype) { 1258 if (spell_ob->attacktype)
1364 force->attacktype|=god->attacktype | AT_PHYSICAL; 1259 force->slaying = god->slaying;
1365 if(god->slaying) force->slaying = add_string(god->slaying); 1260
1366 }
1367 if (tmp != op) { 1261 if (tmp != op)
1262 {
1368 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1369 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1264 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1370 } else { 1265 }
1371 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1266 else
1372 "You are blessed by %s!",god->name); 1267 {
1373 } 1268 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1269 }
1374 1270
1375 } 1271 }
1376 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1377 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1378 1274
1379 change_abil(tmp,force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1380 insert_ob_in_ob(force,tmp); 1276 insert_ob_in_ob (force, tmp);
1381 fix_player(tmp); 1277 tmp->update_stats ();
1382 return 1; 1278 return 1;
1383} 1279}
1384
1385
1386 1280
1387/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1388 * 1282 *
1389 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1390 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1391 * about 90% of that of the item itself. It uses the value of the
1392 * object before charisma adjustments, because the nuggets themselves
1393 * will be will be adjusted by charisma when sold.
1394 * 1285 *
1395 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1396 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1397 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1398 * to the max amount of small nuggets as you could get. 1289 * when sold.
1399 *
1400 * For example, if an item is worth 110 gold, you will get
1401 * 4 large nuggets, and from 0-10 small nuggets.
1402 * 1290 *
1403 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1404 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1405 * alchemied. 1293 * alchemised.
1406 */ 1294 */
1407 1295static void
1408/* I didn't feel like passing these as arguements to the 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1409 * two functions that need them. Real values are put in them
1410 * when the spell is cast, and these are freed when the spell
1411 * is finished.
1412 */
1413static object *small, *large;
1414
1415static void alchemy_object(object *obj, int *small_nuggets,
1416 int *large_nuggets, int *weight)
1417{ 1297{
1418 uint64 value=query_cost(obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1419 1299
1420 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1421 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1422 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1423 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1424 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1425 * the stuff back to town. 1305 * the stuff back to town.
1426 */ 1306 */
1427 1307 if (obj->flag [FLAG_UNPAID])
1428 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1308 value = 0;
1429 value=0;
1430 else if (obj->type==MONEY || obj->type==GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1431 value /=3; 1310 value /= 3;
1432 else 1311 else
1433 value = (value*9)/10; 1312 value = value * 9 / 10;
1434 1313
1435 value /= 4; // fix by GHJ, don't understand, pcg
1436
1437 if ((obj->value>0) && rndm(0, 29)) { 1314 if (obj->value > 0 && rndm (0, 29))
1438 int count; 1315 total_value += value;
1439 1316
1440 count = value / large->value; 1317 total_weight += obj->total_weight ();
1441 *large_nuggets += count;
1442 value -= (uint64)count * (uint64)large->value;
1443 count = value / small->value;
1444 *small_nuggets += count;
1445 }
1446 1318
1447 /* Turn 25 small nuggets into 1 large nugget. If the value 1319 obj->destroy ();
1448 * of large nuggets is not evenly divisable by the small nugget
1449 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1450 */
1451 if (*small_nuggets * small->value >= large->value) {
1452 (*large_nuggets)++;
1453 *small_nuggets -= large->value / small->value;
1454 if (*small_nuggets && large->value % small->value)
1455 (*small_nuggets)--;
1456 }
1457 weight += obj->weight;
1458 remove_ob(obj);
1459 free_object(obj);
1460} 1320}
1461 1321
1462static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1322int
1463 int x, int y)
1464{
1465 object *tmp;
1466 int flag=0;
1467
1468 /* Put any nuggets below the player, but we can only pass this
1469 * flag if we are on the same space as the player
1470 */
1471 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1472
1473 if (small_nuggets) {
1474 tmp = get_object();
1475 copy_object(small, tmp);
1476 tmp-> nrof = small_nuggets;
1477 tmp->x = x;
1478 tmp->y = y;
1479 insert_ob_in_map(tmp, m, op, flag);
1480 }
1481 if (large_nuggets) {
1482 tmp = get_object();
1483 copy_object(large, tmp);
1484 tmp-> nrof = large_nuggets;
1485 tmp->x = x;
1486 tmp->y = y;
1487 insert_ob_in_map(tmp, m, op, flag);
1488 }
1489}
1490
1491int alchemy(object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1492{ 1324{
1493 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1494 sint16 nx, ny;
1495 object *next,*tmp;
1496 mapstruct *mp;
1497
1498 if(op->type!=PLAYER) 1325 if (op->type != PLAYER)
1499 return 0; 1326 return 0;
1500 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1501 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1502 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1503 * in sight 1336 * in sight
1504 */ 1337 */
1505 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1506 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1507 small=get_archetype("smallnugget"), 1340 uint64 value_max = duration * 1000;
1508 large=get_archetype("largenugget");
1509 1341
1342 int weight = 0;
1343
1510 for(y= op->y-1;y<=op->y+1;y++) { 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1511 for(x= op->x-1;x<=op->x+1;x++) { 1345 {
1512 nx = x; 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1513 ny = y; 1347 {
1348 uint64 value = 0;
1514 1349
1515 mp = op->map; 1350 sint16 nx = x;
1351 sint16 ny = y;
1516 1352
1353 maptile *mp = op->map;
1354
1517 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1518 1356
1519 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1520 continue; 1358 continue;
1521 1359
1522 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1523 * use fly as the movement type - for alchemy, consider it 1361 * use fly as the movement type - for alchemy, consider it
1524 * ground level effect. 1362 * ground level effect.
1525 */ 1363 */
1526 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1527 continue; 1365 continue;
1528 1366
1529 small_nuggets=0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1530 large_nuggets=0; 1368 {
1369 next = tmp->above;
1531 1370
1532 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1533 next=tmp->above; 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1534 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1373 {
1535 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1374 if (tmp->inv)
1536 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1375 {
1376 object *next1, *tmp1;
1537 1377
1538 if (tmp->inv) { 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1539 object *next1, *tmp1; 1379 {
1540 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1380 next1 = tmp1->below;
1541 next1 = tmp1->below; 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1542 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1543 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1383 alchemy_object (tmp1, value, weight);
1544 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1384 }
1545 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1385 }
1546 &weight); 1386
1547 } 1387 alchemy_object (tmp, value, weight);
1388
1389 if (weight > weight_max)
1390 break;
1391 }
1392 }
1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1548 } 1411 }
1549 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1550
1551 if (weight>weight_max) {
1552 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1553 free_object(large);
1554 free_object(small);
1555 return 1;
1556 }
1557 } /* is alchemable object */
1558 } /* process all objects on this space */
1559 1412
1560 /* Insert all the nuggets at one time. This probably saves time, but 1413bailout:
1561 * it also prevents us from alcheming nuggets that were just created
1562 * with this spell.
1563 */
1564 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1565 }
1566 }
1567 free_object(large);
1568 free_object(small);
1569 /* reset this so that if player standing on a big pile of stuff,
1570 * it is redrawn properly.
1571 */
1572 op->contr->socket.look_position = 0;
1573 return 1; 1414 return 1;
1574} 1415}
1575
1576 1416
1577/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1578 * items. 1418 * items.
1579 */ 1419 */
1420int
1580int remove_curse(object *op, object *caster, object *spell) { 1421remove_curse (object *op, object *caster, object *spell)
1581 object *tmp; 1422{
1582 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1583 1424
1584 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1585 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1586 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1587 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1588 1429 {
1589 was_one++; 1430 was_one++;
1431
1590 if (tmp->level <= caster_level(caster, spell)) { 1432 if (tmp->level <= casting_level (caster, spell))
1591 success++; 1433 {
1592 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1434 success++;
1593 CLEAR_FLAG(tmp, FLAG_DAMNED); 1435 if (spell->flag [FLAG_DAMNED])
1436 tmp->clr_flag (FLAG_DAMNED);
1594 1437
1595 CLEAR_FLAG(tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1596 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1597 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1441
1442 if (object *pl = tmp->visible_to ())
1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 }
1445 }
1446
1598 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1599 esrv_send_item(op, tmp); 1448 {
1600 } 1449 if (success)
1601 }
1602
1603 if (op->type==PLAYER) {
1604 if (success) {
1605 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1606 } else { 1451 else
1452 {
1607 if (was_one) 1453 if (was_one)
1608 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1609 else 1455 else
1610 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1611 } 1457 }
1612 } 1458 }
1459
1613 return success; 1460 return success;
1614} 1461}
1615 1462
1616/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1617 1464int
1618int cast_identify(object *op, object *caster, object *spell) { 1465cast_identify (object *op, object *caster, object *spell)
1466{
1619 object *tmp; 1467 object *tmp;
1620 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1621 1469
1622 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1623 1471
1624 if (num_ident < 1) num_ident=1;
1625
1626
1627 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1473 {
1628 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1475 {
1629 identify(tmp); 1476 identify (tmp);
1477
1630 if (op->type==PLAYER) { 1478 if (op->type == PLAYER)
1631 new_draw_info_format(NDI_UNIQUE, 0, op, 1479 {
1632 "You have %s.", long_desc(tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1633 if (tmp->msg) { 1481
1634 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1482 if (tmp->msg)
1635 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1636 } 1484 }
1485
1486 if (!--num_ident)
1487 break;
1488 }
1637 } 1489 }
1638 num_ident--; 1490
1639 success=1;
1640 if (!num_ident) break;
1641 }
1642 }
1643 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1644 * stuff on the floor. Only identify stuff on the floor if the spell 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1645 * was not fully used. 1493 * was not fully used.
1646 */ 1494 */
1647 if (num_ident) { 1495 if (num_ident)
1648 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1496 {
1649 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1650 need_identify(tmp)) { 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1651 1499 {
1652 identify(tmp); 1500 identify (tmp);
1653 if (op->type==PLAYER) { 1501
1654 new_draw_info_format(NDI_UNIQUE, 0,op, 1502 if (object *pl = tmp->visible_to ())
1655 "On the ground is %s.", long_desc(tmp, op)); 1503 {
1656 if (tmp->msg) { 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1657 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1505
1658 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1506 if (tmp->msg)
1659 } 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1660 esrv_send_item(op, tmp); 1508 }
1509
1510 if (!--num_ident)
1511 break;
1512 }
1661 } 1513 }
1662 num_ident--; 1514
1663 success=1; 1515 if (buf.empty ())
1664 if (!num_ident) break;
1665 }
1666 } 1516 {
1667 if (!success) 1517 op->failmsg ("You can't reach anything unidentified.");
1668 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1518 return 0;
1519 }
1669 else { 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1670 spell_effect(spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1671 } 1527 }
1672 return success;
1673} 1528}
1674 1529
1675 1530int
1676int cast_detection(object *op, object *caster, object *spell, object *skill) { 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1532{
1677 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1678 int done_one, range, mflags, floor, level; 1534 int done_one, range, mflags, floor, level;
1679 sint16 x, y, nx, ny; 1535 sint16 x, y, nx, ny;
1680 mapstruct *m; 1536 maptile *m;
1681 1537
1682 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1683 * doing it over and over again. 1539 * doing it over and over again.
1684 */ 1540 */
1685 god=find_god(determine_god(op)); 1541 god = find_god (determine_god (op));
1686 level=caster_level(caster, spell); 1542 level = casting_level (caster, spell);
1687 range = spell->range + SP_level_range_adjust(caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1688 1544
1689 if (!skill) skill=caster; 1545 if (!skill)
1546 skill = caster;
1690 1547
1691 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1692 for (y = op->y - range; y <= op->y + range; y++) { 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1693 1550 {
1694 m = op->map;
1695 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1696 if (mflags & P_OUT_OF_MAP) continue;
1697
1698 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1699 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1700 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1701 * down - that is easier than working up. 1554 * down - that is easier than working up.
1702 */ 1555 */
1703 1556
1704 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
1705 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1706 * would happen. 1561 * would happen.
1707 */ 1562 */
1708 if (!last) continue; 1563 if (!last)
1564 continue;
1709 1565
1710 done_one=0; 1566 done_one = 0;
1711 floor=0; 1567 floor = 0;
1712 detect = NULL; 1568 detect = 0;
1713 for (tmp=last; tmp; tmp=tmp->below) { 1569 for (tmp = last; tmp; tmp = tmp->below)
1714 1570 {
1715 /* show invisible */ 1571 /* show invisible */
1716 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1717 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
1718 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1719 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1720 tmp->type==CF_HANDLE || 1576 || tmp->type == T_HANDLE
1721 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1577 || tmp->type == TRAPDOOR
1722 tmp->type==BUTTON || tmp->type==TELEPORTER || 1578 || tmp->type == EXIT
1723 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1579 || tmp->type == HOLE
1724 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1580 || tmp->type == BUTTON
1725 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1581 || tmp->type == TELEPORTER
1726 tmp->type==TREASURE || tmp->type==BOOK || 1582 || tmp->type == GATE
1727 tmp->type==HOLY_ALTAR))) { 1583 || tmp->type == LOCKED_DOOR
1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1587 || tmp->type == TRIGGER_PEDESTAL
1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1728 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1729 tmp->invisible=0; 1596 {
1730 done_one = 1; 1597 tmp->invisible = 0;
1731 } 1598 done_one = 1;
1732 } 1599 }
1733 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1600 }
1734 1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1735 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1736 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1737 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1738 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1739 */ 1609 */
1740 if (floor) continue; 1610 if (floor)
1611 continue;
1741 1612
1742 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1743 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1744 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1745 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1746 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1747 */ 1618 */
1748 1619
1749 /* detect magic */ 1620 /* detect magic */
1750 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1751 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1752 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1623 {
1753 is_magical(tmp)) { 1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1754 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1755 /* make runes more visibile */ 1625 /* make runes more visible */
1756 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1757 tmp->stats.Cha/=4; 1627 tmp->stats.Cha /= 4;
1758 done_one = 1; 1628
1759 } 1629 done_one = 1;
1630 }
1631
1760 /* detect monster */ 1632 /* detect monster */
1761 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1762 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1634 {
1763 done_one = 2; 1635 done_one = 2;
1764 if (!detect) detect=tmp; 1636
1765 } 1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1766 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1767 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1768 * race must match. 1643 * race must match.
1769 */ 1644 */
1770 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1771 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1772 (strstr(spell->race, tmp->race)))) { 1647 spell->race.contains (tmp->race)))
1773 done_one = 2; 1648 {
1774 if (!detect) detect=tmp; 1649 done_one = 2;
1775 } 1650
1776 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1651 if (!detect)
1777 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1652 detect = tmp;
1778 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1653 }
1779 done_one = 1; 1654
1780 } 1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1674 done_one = 1;
1675 }
1676 }
1781 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1782 1678
1783 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
1784 * where the magic is. 1680 * where the magic is.
1785 */ 1681 */
1786 if (done_one) { 1682 if (done_one)
1787 object *detect_ob = arch_to_object(spell->other_arch); 1683 {
1788 detect_ob->x = nx; 1684 object *detect_ob = spell->other_arch->instance ();
1789 detect_ob->y = ny; 1685
1790 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1791 if (done_one == 2 && detect) { 1687 if (done_one == 2 && detect)
1688 {
1792 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1793 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1794 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1795 detect_ob->last_anim=0; 1692 detect_ob->last_anim = 0;
1796 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1797 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1694 if (!detect->flag [FLAG_ANIMATE])
1798 } 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1799 insert_ob_in_map(detect_ob, m, op,0); 1696 }
1800 } 1697
1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1699 }
1801 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1802 1701
1803 1702
1804 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
1805 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1705 {
1806 done_one = 0; 1706 done_one = 0;
1707
1807 for (tmp = op->inv; tmp; tmp = tmp->below) { 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1808 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1709 {
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1810 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1711 {
1811 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1812 if (op->type==PLAYER) 1713 {
1813 esrv_send_item (op, tmp); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1814 } 1715
1815 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1716 if (object *pl = tmp->visible_to ())
1816 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1817 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1718 }
1818 if (op->type==PLAYER) 1719
1819 esrv_send_item (op, tmp); 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1820 } 1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1821 } /* if item is not identified */ 1722 {
1822 } /* for the players inventory */ 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1724
1725 if (object *pl = tmp->visible_to ())
1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1727 }
1728 } /* if item is not identified */
1729 } /* for the players inventory */
1823 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1824 return 1; 1732 return 1;
1825} 1733}
1826 1734
1827 1735
1828/** 1736/**
1829 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1737 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1830 * level whos spell did cause the overcharge. 1738 * level whos spell did cause the overcharge.
1831 */ 1739 */
1740static void
1832static void charge_mana_effect(object *victim, int caster_level) 1741charge_mana_effect (object *victim, int caster_level)
1833{ 1742{
1834 1743
1835 /* Prevent explosions for objects without mana. Without this check, doors 1744 /* Prevent explosions for objects without mana. Without this check, doors
1836 * will explode, too. 1745 * will explode, too.
1837 */ 1746 */
1838 if (victim->stats.maxsp <= 0) 1747 if (victim->stats.maxsp <= 0)
1839 return; 1748 return;
1840 1749
1841 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1842 1751
1843 if (victim->stats.sp >= victim->stats.maxsp*2) { 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
1844 object *tmp; 1753 {
1845
1846 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1847
1848 /* Explodes a fireball centered at player */
1849 tmp = get_archetype(EXPLODING_FIREBALL);
1850 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1851 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1852 tmp->x = victim->x;
1853 tmp->y = victim->y;
1854 insert_ob_in_map(tmp, victim->map, NULL, 0);
1855 victim->stats.sp = 2*victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
1856 } 1757 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1858 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1859 }
1860 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1861 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1862 }
1863 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1763 {
1864 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1865 confuse_player(victim, victim, 99); 1765 confuse_player (victim, victim, 99);
1866 } 1766 }
1867 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1868 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1768 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1869 }
1870} 1769}
1871 1770
1872/* cast_transfer 1771/* cast_transfer
1873 * This spell transfers sp from the player to another person. 1772 * This spell transfers sp from the player to another person.
1874 * We let the target go above their normal maximum SP. 1773 * We let the target go above their normal maximum SP.
1875 */ 1774 */
1876 1775
1776int
1877int cast_transfer(object *op,object *caster, object *spell, int dir) { 1777cast_transfer (object *op, object *caster, object *spell, int dir)
1778{
1878 object *plyr=NULL; 1779 object *plyr = NULL;
1879 sint16 x, y; 1780 sint16 x, y;
1880 mapstruct *m; 1781 maptile *m;
1881 int mflags; 1782 int mflags;
1882 1783
1883 m = op->map; 1784 m = op->map;
1884 x = op->x+freearr_x[dir]; 1785 x = op->x + freearr_x[dir];
1885 y = op->y+freearr_y[dir]; 1786 y = op->y + freearr_y[dir];
1886 1787
1887 mflags = get_map_flags(m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1888 1789
1889 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1890 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above)
1891 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
1892 break;
1893 } 1791 {
1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1794 break;
1795 }
1894 1796
1895 1797
1896 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
1897 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
1898 */ 1800 */
1899 if(plyr==NULL) 1801 if (plyr == NULL)
1900 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1901 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1902 break; 1804 break;
1903 1805
1904 if (!plyr) { 1806 if (!plyr)
1905 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
1906 return 0;
1907 } 1807 {
1808 op->failmsg ("There is no one there.");
1809 return 0;
1810 }
1908 /* give sp */ 1811 /* give sp */
1909 if(spell->stats.dam > 0) { 1812 if (spell->stats.dam > 0)
1813 {
1910 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1911 charge_mana_effect(plyr, caster_level(caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
1912 return 1; 1816 return 1;
1913 } 1817 }
1914 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
1915 else if (op != plyr) { 1819 else if (op != plyr)
1820 {
1916 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1821 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1917 1822
1918 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1823 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1919 1824
1920 if (rate > 95) rate=95; 1825 if (rate > 95)
1826 rate = 95;
1921 1827
1922 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1923 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1924 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1830 if (op->flag [FLAG_ALIVE])
1831 {
1925 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1926 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1927 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1928 if (sucked > 0) { 1835 if (sucked > 0)
1836 {
1929 charge_mana_effect(op, caster_level(caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
1838 }
1839 }
1840 return 1;
1930 } 1841 }
1931 }
1932 return 1;
1933 }
1934 return 0; 1842 return 0;
1935} 1843}
1936 1844
1937 1845
1938/* counterspell: nullifies spell effects. 1846/* counterspell: nullifies spell effects.
1939 * op is the counterspell object, dir is the direction 1847 * op is the counterspell object, dir is the direction
1940 * it was cast in. 1848 * it was cast in.
1941 * Basically, if the object has a magic attacktype, 1849 * Basically, if the object has a magic attacktype,
1942 * this may nullify it. 1850 * this may nullify it.
1943 */ 1851 */
1852void
1944void counterspell(object *op,int dir) 1853counterspell (object *op, int dir)
1945{ 1854{
1946 object *tmp, *head, *next; 1855 object *tmp, *head, *next;
1947 int mflags; 1856 int mflags;
1948 mapstruct *m; 1857 maptile *m;
1949 sint16 sx,sy; 1858 sint16 sx, sy;
1950 1859
1951 sx = op->x + freearr_x[dir]; 1860 sx = op->x + freearr_x[dir];
1952 sy = op->y + freearr_y[dir]; 1861 sy = op->y + freearr_y[dir];
1953 m = op->map; 1862 m = op->map;
1954 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1863 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1955 if (mflags & P_OUT_OF_MAP) return; 1864 if (mflags & P_OUT_OF_MAP)
1865 return;
1866
1867 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1956 1868 {
1957 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1958 next = tmp->above; 1869 next = tmp->above;
1959 1870
1960 /* Need to look at the head object - otherwise, if tmp 1871 /* Need to look at the head object - otherwise, if tmp
1961 * points to a monster, we don't have all the necessary 1872 * points to a monster, we don't have all the necessary
1962 * info for it. 1873 * info for it.
1963 */ 1874 */
1964 if (tmp->head) head = tmp->head; 1875 if (tmp->head)
1965 else head = tmp; 1876 head = tmp->head;
1877 else
1878 head = tmp;
1966 1879
1967 /* don't attack our own spells */ 1880 /* don't attack our own spells */
1968 if(tmp->owner && tmp->owner == op->owner) continue; 1881 if (tmp->owner && tmp->owner == op->owner)
1882 continue;
1969 1883
1970 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
1971 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
1972 * monsters either. 1886 * monsters either.
1973 */ 1887 */
1974 1888
1975 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
1976 !(head->attacktype & AT_COUNTERSPELL) && 1890 && !(head->attacktype & AT_COUNTERSPELL)
1977 !QUERY_FLAG(head,FLAG_MONSTER) && 1891 && !head->flag [FLAG_MONSTER]
1978 (op->level > head->level)) { 1892 && (op->level > head->level))
1979 remove_ob(head); 1893 head->destroy ();
1980 free_object(head); 1894 else
1981 } else switch(head->type) { 1895 switch (head->type)
1896 {
1982 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1983 if(op->level > head->level) { 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1984 remove_ob(head); 1899 // about sanctuary in spell_util.C
1985 free_object(head); 1900 if (tmp->flag [FLAG_IS_FLOOR])
1986 } 1901 continue;
1987 break;
1988 1902
1903 if (op->level > head->level)
1904 head->destroy ();
1905
1906 break;
1907
1989 /* I really don't get this rune code that much - that 1908 /* I really don't get this rune code that much - that
1990 * random chance seems really low. 1909 * random chance seems really low.
1991 */ 1910 */
1992 case RUNE: 1911 case RUNE:
1993 if(rndm(0, 149) == 0) { 1912 if (rndm (0, 149) == 0)
1913 {
1994 head->stats.hp--; /* weaken the rune */ 1914 head->stats.hp--; /* weaken the rune */
1995 if(!head->stats.hp) { 1915 if (!head->stats.hp)
1996 remove_ob(head); 1916 head->destroy ();
1997 free_object(head); 1917 }
1918 break;
1919 }
1998 } 1920 }
1999 }
2000 break;
2001 }
2002 }
2003} 1921}
2004
2005
2006 1922
2007/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
1924int
2008int cast_consecrate(object *op, object *caster, object *spell) { 1925cast_consecrate (object *op, object *caster, object *spell)
1926{
2009 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2010 1928
2011 object *tmp, *god=find_god(determine_god(op)); 1929 object *tmp, *god = find_god (determine_god (op));
2012 1930
2013 if(!god) { 1931 if (!god)
2014 new_draw_info(NDI_UNIQUE, 0,op, 1932 {
2015 "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2016 return 0; 1934 return 0;
2017 }
2018
2019 for(tmp=op->below;tmp;tmp=tmp->below) {
2020 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2021 if(tmp->type==HOLY_ALTAR) {
2022
2023 if(tmp->level > caster_level(caster, spell)) {
2024 new_draw_info_format(NDI_UNIQUE, 0,op,
2025 "You are not powerful enough to reconsecrate the %s", tmp->name);
2026 return 0;
2027 } else {
2028 /* If we got here, we are consecrating an altar */
2029 if(tmp->name) free_string(tmp->name);
2030 sprintf(buf,"Altar of %s",god->name);
2031 tmp->name = add_string(buf);
2032 tmp->level = caster_level(caster, spell);
2033 tmp->other_arch = god->arch;
2034 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2035 new_draw_info_format(NDI_UNIQUE,0, op,
2036 "You consecrated the altar to %s!",god->name);
2037 return 1;
2038 } 1935 }
2039 } 1936
1937 for (tmp = op->below; tmp; tmp = tmp->below)
2040 } 1938 {
2041 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1939 if (tmp->flag [FLAG_IS_FLOOR])
1940 break;
1941 if (tmp->type == HOLY_ALTAR)
1942 {
1943
1944 if (tmp->level > casting_level (caster, spell))
1945 {
1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1947 return 0;
1948 }
1949 else
1950 {
1951 /* If we got here, we are consecrating an altar */
1952 sprintf (buf, "Altar of %s", &god->name);
1953 tmp->name = buf;
1954 tmp->level = casting_level (caster, spell);
1955 tmp->other_arch = god->arch;
1956
1957 if (op->type == PLAYER)
1958 esrv_update_item (UPD_NAME, op, tmp);
1959
1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1961 return 1;
1962 }
1963 }
1964 }
1965
1966 op->failmsg ("You are not standing over an altar!");
2042 return 0; 1967 return 0;
2043} 1968}
2044 1969
2045/* animate_weapon - 1970/* animate_weapon -
2046 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2047 * The golem is based on the archetype specified, modified by the caster's level 1972 * The golem is based on the archetype specified, modified by the caster's level
2050 * This code was very odd - code early on would only let players use the spell, 1975 * This code was very odd - code early on would only let players use the spell,
2051 * yet the code wass full of player checks. I've presumed that the code 1976 * yet the code wass full of player checks. I've presumed that the code
2052 * that only let players use it was correct, and removed all the other 1977 * that only let players use it was correct, and removed all the other
2053 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2054 */ 1979 */
2055 1980int
2056int animate_weapon(object *op,object *caster,object *spell, int dir) { 1981animate_weapon (object *op, object *caster, object *spell, int dir)
1982{
2057 object *weapon, *tmp; 1983 object *weapon, *tmp;
2058 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2059 int a, i; 1985 int a, i;
2060 sint16 x, y; 1986 sint16 x, y;
2061 mapstruct *m; 1987 maptile *m;
2062 materialtype_t *mt; 1988
2063
2064 if(!spell->other_arch){ 1989 if (!spell->other_arch)
1990 {
2065 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2066 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1992 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2067 return 0; 1993 return 0;
2068 } 1994 }
2069 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2070 if(op->type!=PLAYER) return 0; 1996 if (op->type != PLAYER)
1997 return 0;
2071 1998
2072 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2073 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2000 if (object *golem = op->contr->golem)
2074 control_golem(op->contr->ranges[range_golem],dir);
2075 return 0;
2076 } 2001 {
2002 control_golem (golem, dir);
2003 return 0;
2004 }
2077 2005
2078 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2079 if(!dir) 2007 if (!dir)
2080 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2081 2009
2082 m = op->map; 2010 m = op->map;
2083 x = op->x+freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2084 y = op->y+freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2085 2013
2086 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2087 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2088 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2089 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
2090 return 0;
2091 } 2017 {
2018 op->failmsg ("There is something in the way.");
2019 return 0;
2020 }
2092 2021
2093 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2094 weapon = find_marked_object(op); 2023 weapon = find_marked_object (op);
2095 2024
2096 if (!weapon) { 2025 if (!weapon)
2097 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2098 return 0;
2099 } 2026 {
2027 op->failmsg ("You must mark a weapon to use with this spell!");
2028 return 0;
2029 }
2030
2100 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2031 if (spell->race && weapon->arch->archname != spell->race)
2101 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon.");
2102 return 0;
2103 } 2032 {
2033 op->failmsg ("The spell fails to transform your weapon.");
2034 return 0;
2035 }
2036
2104 if (weapon->type != WEAPON) { 2037 if (weapon->type != WEAPON)
2105 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it.");
2106 return 0;
2107 } 2038 {
2108 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2039 op->failmsg ("You need to wield a weapon to animate it.");
2109 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2040 return 0;
2110 query_name(weapon)); 2041 }
2111 return 0; 2042
2043 if (weapon->flag [FLAG_APPLIED])
2112 } 2044 {
2113 2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2114 if (weapon->nrof > 1) { 2046 return 0;
2115 tmp = get_split_ob(weapon, 1);
2116 esrv_send_item(op, weapon);
2117 weapon = tmp;
2118 } 2047 }
2119 2048
2049 weapon = weapon->split ();
2050
2120 /* create the golem object */ 2051 /* create the golem object */
2121 tmp=arch_to_object(spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2122 2053
2123 /* if animated by a player, give the player control of the golem */ 2054 /* if animated by a player, give the player control of the golem */
2124 CLEAR_FLAG(tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2125 SET_FLAG(tmp, FLAG_FRIENDLY);
2126 tmp->stats.exp=0; 2056 tmp->stats.exp = 0;
2127 add_friendly_object(tmp); 2057 add_friendly_object (tmp);
2128 tmp->type=GOLEM; 2058 tmp->type = GOLEM;
2129 set_owner(tmp,op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2130 set_spell_skill(op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2131 op->contr->ranges[range_golem]=tmp;
2132 op->contr->shoottype=range_golem;
2133 op->contr->golem_count = tmp->count;
2134 2062
2135 /* Give the weapon to the golem now. A bit of a hack to check the 2063 /* Give the weapon to the golem now. A bit of a hack to check the
2136 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2137 * used above. 2065 * used above.
2138 */ 2066 */
2139 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2140 remove_ob (weapon); 2068 weapon->remove ();
2141 insert_ob_in_ob (weapon, tmp); 2069
2142 esrv_send_item(op, weapon); 2070 tmp->insert (weapon);
2071
2143 /* To do everything necessary to let a golem use the weapon is a pain, 2072 /* To do everything necessary to let a golem use the weapon is a pain,
2144 * so instead, just set it as equipped (otherwise, we need to update 2073 * so instead, just set it as equipped (otherwise, we need to update
2145 * body_info, skills, etc) 2074 * body_info, skills, etc)
2146 */ 2075 */
2147 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2148 SET_FLAG(weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2149 fix_player(tmp); 2078 tmp->update_stats ();
2150 2079
2151 /* There used to be 'odd' code that basically seemed to take the absolute 2080 /* There used to be 'odd' code that basically seemed to take the absolute
2152 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2081 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2153 * if you're using a crappy weapon, it shouldn't be as good. 2082 * if you're using a crappy weapon, it shouldn't be as good.
2154 */ 2083 */
2155 2084
2156 /* modify weapon's animated wc */ 2085 /* modify weapon's animated wc */
2157 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2086 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2158 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2087 if (tmp->stats.wc < -127)
2159 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2088 tmp->stats.wc = -127;
2160 2089
2161 /* Modify hit points for weapon */ 2090 /* Modify hit points for weapon */
2162 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2091 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2163 SP_level_duration_adjust(caster, spell) + 2092 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2164 + 8 * weapon->magic + 12 * weapon->stats.Con; 2093 if (tmp->stats.maxhp < 0)
2165 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2094 tmp->stats.maxhp = 10;
2166 tmp->stats.hp = tmp->stats.maxhp; 2095 tmp->stats.hp = tmp->stats.maxhp;
2167 2096
2168 /* Modify weapon's damage */ 2097 /* Modify weapon's damage */
2169 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2170 + weapon->stats.dam 2099 if (tmp->stats.dam < 0)
2171 + weapon->magic 2100 tmp->stats.dam = 127;
2172 + 5 * weapon->stats.Str;
2173 if(tmp->stats.dam<0) tmp->stats.dam=127;
2174 2101
2175 2102
2176 /* attacktype */ 2103 /* attacktype */
2177 if ( ! tmp->attacktype) 2104 if (!tmp->attacktype)
2178 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2179 2106
2180 mt = NULL;
2181 if (op->materialname != NULL)
2182 mt = name_to_material(op->materialname);
2183 if (mt != NULL) {
2184 for (i=0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2185 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2186 a = mt->save[0]; 2109
2187 } else { 2110 a = op->material->save[0];
2188 for (i=0; i < NROFATTACKS; i++) 2111
2189 tmp->resist[i] = 5;
2190 a = 10;
2191 }
2192 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2193 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2194 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2195 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2196 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2197 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2117 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2198 tmp->resist[ATNR_FEAR] = 100; 2118 tmp->resist[ATNR_FEAR] = 100;
2199 tmp->resist[ATNR_DEPLETE] = 100; 2119 tmp->resist[ATNR_DEPLETE] = 100;
2200 tmp->resist[ATNR_DEATH] = 100; 2120 tmp->resist[ATNR_DEATH] = 100;
2201 tmp->resist[ATNR_BLIND] = 100; 2121 tmp->resist[ATNR_BLIND] = 100;
2202 2122
2203 /* Improve weapon's armour value according to best save vs. physical of its material */ 2123 /* Improve weapon's armour value according to best save vs. physical of its material */
2204 2124
2205 if (a > 14) a = 14; 2125 if (a > 14)
2126 a = 14;
2127
2206 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2128 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2207 2129
2208 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2209 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2131 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2210 2132
2211 if(tmp->speed > 3.33) tmp->speed = 3.33;
2212
2213 if (!spell->race) { 2133 if (!spell->race)
2134 {
2214 sprintf(buf, "animated %s", weapon->name); 2135 sprintf (buf, "animated %s", &weapon->name);
2215 if(tmp->name) free_string(tmp->name); 2136 tmp->name = buf;
2216 tmp->name = add_string(buf);
2217 2137
2218 tmp->face = weapon->face; 2138 tmp->face = weapon->face;
2219 tmp->animation_id = weapon->animation_id; 2139 tmp->animation_id = weapon->animation_id;
2220 tmp->anim_speed = weapon->anim_speed; 2140 tmp->anim_speed = weapon->anim_speed;
2221 tmp->last_anim = weapon->last_anim; 2141 tmp->last_anim = weapon->last_anim;
2222 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2223 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2224 SET_FLAG(tmp,FLAG_ANIMATE);
2225 } else {
2226 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2227 }
2228 update_ob_speed(tmp);
2229 } 2144 }
2230 2145
2231 /* make experience increase in proportion to the strength of the summoned creature. */ 2146 /* make experience increase in proportion to the strength of the summoned creature. */
2232 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2233 2148
2234 tmp->speed_left= -1; 2149 tmp->speed_left = -1;
2235 tmp->x=x;
2236 tmp->y=y;
2237 tmp->direction=dir; 2150 tmp->direction = dir;
2238 insert_ob_in_map(tmp,m,op,0); 2151
2152 m->insert (tmp, x, y, op);
2239 return 1; 2153 return 1;
2240} 2154}
2241 2155
2242/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2243 2157
2244/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2245 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2246 */ 2160 */
2247 2161int
2248int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2163{
2249 int success; 2164 int success;
2250 2165
2251 if(!op->map) return 0; /* shouldnt happen */ 2166 if (!op->map)
2167 return 0; /* shouldnt happen */
2252 2168
2253 success=change_map_light(op->map,spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2170
2254 if(!success) { 2171 if (!success)
2172 {
2255 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2256 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2257 else 2175 else
2258 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2259 } 2177 }
2178
2260 return success; 2179 return success;
2261} 2180}
2262
2263
2264
2265
2266 2181
2267/* create an aura spell object and put it in the player's inventory. 2182/* create an aura spell object and put it in the player's inventory.
2268 * as usual, op is player, caster is the object casting the spell, 2183 * as usual, op is player, caster is the object casting the spell,
2269 * spell is the spell object itself. 2184 * spell is the spell object itself.
2270 */ 2185 */
2186int
2271int create_aura(object *op, object *caster, object *spell) 2187create_aura (object *op, object *caster, object *spell)
2272{ 2188{
2273 int refresh=0; 2189 int refresh = 0;
2274 object *new_aura; 2190 object *new_aura;
2275 2191
2276 new_aura = present_arch_in_ob(spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2277 if (new_aura) refresh=1; 2193 if (new_aura)
2278 else new_aura = arch_to_object(spell->other_arch); 2194 refresh = 1;
2195 else
2196 new_aura = spell->other_arch->instance ();
2279 2197
2280 new_aura->duration = spell->duration + 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2281 10* SP_level_duration_adjust(caster,spell);
2282 2199
2283 new_aura->stats.dam = spell->stats.dam 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2284 +SP_level_dam_adjust(caster,spell);
2285 2201
2286 set_owner(new_aura,op);
2287 set_spell_skill(op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2288 new_aura->attacktype= spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2289 2204
2290 new_aura->level = caster_level(caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2291 if (refresh) 2207 if (refresh)
2292 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2293 else 2209 else
2294 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2211
2295 insert_ob_in_ob(new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2296 return 1; 2215 return 1;
2297} 2216}
2298
2299 2217
2300/* move aura function. An aura is a part of someone's inventory, 2218/* move aura function. An aura is a part of someone's inventory,
2301 * which he carries with him, but which acts on the map immediately 2219 * which he carries with him, but which acts on the map immediately
2302 * around him. 2220 * around him.
2303 * Aura parameters: 2221 * Aura parameters:
2304 * duration: duration counter. 2222 * duration: duration counter.
2305 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2306 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2307 */ 2225 */
2308 2226void
2309void move_aura(object *aura) { 2227move_aura (object *aura)
2310 int i, mflags; 2228{
2311 object *env;
2312 mapstruct *m;
2313
2314 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2315 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2316 2232
2317 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2318 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2319 */ 2235 */
2320 remove_ob(aura); 2236 aura->remove ();
2321 2237
2322 /* exit if we're out of gas */ 2238 /* exit if we're out of gas */
2323 if(aura->duration--< 0) { 2239 if (aura->duration-- < 0)
2324 free_object(aura);
2325 return;
2326 } 2240 {
2241 aura->destroy ();
2242 return;
2243 }
2327 2244
2328 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2329 if(env == NULL || env->map==NULL) { 2246 if (!env || !env->map)
2330 free_object(aura);
2331 return;
2332 } 2247 {
2333 aura->x = env->x; 2248 aura->destroy ();
2334 aura->y = env->y; 2249 return;
2250 }
2335 2251
2336 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2337 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2338 */ 2254 */
2339 insert_ob_in_map(aura,env->map,aura,0); 2255 aura->insert_at (env, aura);
2340 2256
2341 for(i=1;i<9;i++) { 2257 for (int i = 1; i < 9; i++)
2342 sint16 nx, ny; 2258 {
2343 nx = aura->x + freearr_x[i]; 2259 mapxy pos (env);
2344 ny = aura->y + freearr_y[i]; 2260 pos.move (i);
2345 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2346 2261
2347 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2348 * movement type of the aura. Eg, if the player is flying, the aura 2263 * movement type of the aura. Eg, if the player is flying, the aura
2349 * is flying also, if player is walking, it is on the ground, etc. 2264 * is flying also, if player is walking, it is on the ground, etc.
2350 */ 2265 */
2351 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2267 {
2352 hit_map(aura,i,aura->attacktype,0); 2268 hit_map (aura, i, aura->attacktype, 0);
2353 2269
2354 if(aura->other_arch) { 2270 if (aura->other_arch)
2355 object *new_ob; 2271 pos.insert (aura->other_arch->instance (), aura);
2356 2272 }
2357 new_ob = arch_to_object(aura->other_arch);
2358 new_ob->x = nx;
2359 new_ob->y = ny;
2360 insert_ob_in_map(new_ob,m,aura,0);
2361 } 2273 }
2362 } 2274
2363 }
2364 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2365 remove_ob(aura); 2276 env->insert (aura);
2366 insert_ob_in_ob(aura, env); 2277 aura->set_owner (owner);
2367} 2278}
2368 2279
2369/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2370 * op is the piece object. 2281 * op is the piece object.
2371 */ 2282 */
2372 2283void
2373void move_peacemaker(object *op) { 2284move_peacemaker (object *op)
2374 object *tmp; 2285{
2375 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2376 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2287 {
2377 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2378 object *victim=tmp; 2289 object *victim = tmp->head_ ();
2379 2290
2380 if (tmp->head) victim=tmp->head; 2291 if (!victim->flag [FLAG_MONSTER])
2381 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2292 continue;
2382 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2295 continue;
2296
2383 if (victim->stats.exp == 0) continue; 2297 if (victim->stats.exp == 0)
2298 continue;
2384 2299
2385 def_lev = MAX(1,victim->level); 2300 def_lev = max (1, victim->level);
2386 atk_lev = MAX(1,op->level); 2301 atk_lev = max (1, op->level);
2387 2302
2388 if (rndm(0, atk_lev-1) > def_lev) { 2303 if (rndm (0, atk_lev - 1) > def_lev)
2304 {
2389 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2390 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2391 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2392 victim->stats.exp=0; 2309 victim->stats.exp = 0;
2393#if 0 2310#if 0
2394 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2395 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2396 */ 2313 */
2397 victim->stats.dam = 0; 2314 victim->stats.dam = 0;
2398 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2399 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2400 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2401#endif 2318#endif
2402 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2403 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2404 SET_FLAG(victim,FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2405 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2406 CLEAR_FLAG(victim,FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2407 if(victim->name) { 2325 if (victim->name)
2408 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2327 }
2409 } 2328 }
2410 } 2329}
2411 }
2412}
2413
2414 2330
2415/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2416 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2417 */ 2333 */
2418 2334int
2419int write_mark(object *op, object *spell, const char *msg) { 2335write_mark (object *op, object *spell, const char *msg)
2420 char rune[HUGE_BUF]; 2336{
2421 object *tmp;
2422
2423 if (!msg || msg[0] == 0) { 2337 if (!msg || msg[0] == 0)
2424 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2425 return 0;
2426 } 2338 {
2339 op->failmsg ("Write what?");
2340 return 0;
2341 }
2427 2342
2428 if (strcasestr_local(msg, "endmsg")) { 2343 if (!msg_is_safe (msg))
2429 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2344 {
2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2430 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2347 return 0;
2348 }
2349
2350 if (!spell->other_arch)
2431 return 0; 2351 return 0;
2432 } 2352
2433 if (!spell->other_arch) return 0; 2353 object *tmp = spell->other_arch->instance ();
2434 tmp = arch_to_object(spell->other_arch); 2354
2435 strncpy(rune, msg, HUGE_BUF-2);
2436 rune[HUGE_BUF-2] = 0;
2437 strcat(rune, "\n");
2438 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2355 tmp->race = op->name; /*Save the owner of the rune */
2439 tmp->msg = add_string(rune); 2356 tmp->msg = msg;
2440 tmp->x = op->x; 2357
2441 tmp->y = op->y; 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2442 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2359
2443 return 1; 2360 return 1;
2444} 2361}
2362

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