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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.127 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 1.7 2006/09/03 00:18:42 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."); 68 {
69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 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; 85
86 tmp->x = op->x; 86 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 87 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 88
89 tmp->insert_at (op);
89 return 1; 90 return 1;
90 } 91 }
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.", 98 {
97 query_name(wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
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); 110 {
111 wand->set_flag (FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 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);
143 return 0; 145 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
249 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
242 at=at_tmp; 253 at = at_tmp;
243 } 254 }
244 } 255 }
245 } 256 }
257
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."); 262 {
263 op->failmsgf ("You don't have enough experience to create any food.");
251 return 0; 264 return 0;
252 } 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])
319 return 1; 346 return 0;
347
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;
327 /* Nothing matched above, return 0 */
328 return 0; 357 return 0;
329 } else { 358
330 /* monsters are invisible to everything */ 359 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 360 return 1;
361
362 /* Nothing matched above, return 0 */
363 return 0;
364 }
365 else
366 {
367 /* monsters are invisible to everything */
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)
385 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
349 return 0; 387 return 0;
350 } 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)
399 {
360 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
361 401
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
363 op->contr->tmp_invis=0; 403 op->contr->tmp_invis = 0;
364 else 404 else
365 op->contr->tmp_invis=1; 405 op->contr->tmp_invis = 1;
366 406
367 op->contr->hidden = 0; 407 op->contr->hidden = 0;
368 } 408 }
409
369 if (makes_invisible_to(op, op)) 410 if (makes_invisible_to (op, op))
370 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!");
371 else 412 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 414
374 update_object(op,UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
375 416
376 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
377 * harm to the player. 418 * harm to the player.
378 */ 419 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
380 if (tmp->enemy == op) 421 if (tmp->enemy == op)
381 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
382 return 1; 424 return 1;
383} 425}
384 426
385/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 428 */
429int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
388 object *tmp, *next; 431{
389 int range,i,j, mflags; 432 int range, i, j, mflags;
390 sint16 sx, sy; 433 sint16 sx, sy;
391 mapstruct *m; 434 maptile *m;
392 435
393 if(op->type!=PLAYER)
394 return 0;
395
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 437
398 for(i= -range;i<=range;i++) 438 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 439 for (j = -range; j <= range; j++)
440 {
400 sx = op->x + i; 441 sx = op->x + i;
401 sy = op->y + j; 442 sy = op->y + j;
402 m = op->map; 443 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 445
405 if (mflags & P_OUT_OF_MAP) continue; 446 if (mflags & P_OUT_OF_MAP)
447 continue;
406 448
407 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
408 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)
409 { 451 {
410 next = tmp->above; 452 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 456 }
457 }
458
415 return 1; 459 return 1;
416} 460}
417 461
418 462void
419void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
420 object *wor=op; 464{
421 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
422 op=op->env; 466 {
423 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
427 else 469 else
428 enter_exit(op,wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
429 } 471 }
430 remove_ob(wor); 472
431 free_object(wor); 473 op->destroy ();
432} 474}
433 475
434/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
435 * 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
436 * time delay effect. 478 * time delay effect.
437 */ 479 */
480int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
439 object *dummy; 483 object *dummy;
440 int time; 484 int time;
441 485
442 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
443 return 0; 487 return 0;
444 488
445 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))
446 { 490 {
447 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.");
448 return 1; 492 return 1;
449 } 493 }
450 494
451 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
452 if(dummy == NULL){ 496
497 if (!dummy)
498 {
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0; 501 return 0;
456 } 502 }
503
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
458 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
459 507
460 /* 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
461 * 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
462 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
463 */ 511 */
464 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
469 516
470 /* 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
471 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
472 */ 519 */
473 EXIT_PATH(dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
476 523
477 (void) insert_ob_in_ob(dummy,op); 524 op->insert (dummy);
525
478 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
479 return 1; 528 return 1;
480} 529}
481 530
482/* cast_wonder 531/* cast_wonder
483 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
484 * spell. 533 * spell.
485 */ 534 */
535int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 536cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537{
487 object *newspell; 538 object *newspell;
488 539
489 if(!rndm(0, 3)) 540 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 541 return cast_cone (op, caster, dir, spell_ob);
491 542
492 if (spell_ob->randomitems) { 543 if (spell_ob->randomitems)
544 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 546 if (!newspell)
547 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 549 return 0;
497 } 550 }
498 if (newspell->type != SPELL) { 551 if (newspell->type != SPELL)
552 {
499 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
500 &newspell->type, &newspell->name);
501 return 0; 554 return 0;
502 } 555 }
503 /* Prevent inifinit recursion */ 556 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 557 if (newspell->subtype == SP_WONDER)
558 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 560 return 0;
507 } 561 }
508 return cast_spell(op,caster,dir,newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
509 } 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 ())
510 return 1; 576 return 0;
511}
512 577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
513 580
514int perceive_self(object *op) { 581 if (object *god = find_god (determine_god (op)))
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 582 buf << " - You worship " << &god->name << ".\n";
516 archetype *at=find_archetype(ARCH_DEPLETION); 583 else
517 object *tmp; 584 buf << " - You worship no god.\n";
518 int i;
519 585
520 tmp=find_god(determine_god(op)); 586 object *tmp = present_arch_in_ob (at, op);
587
588 if (*cp == '\0' && !tmp)
589 buf << " - You feel very mundane. ";
590 else
591 {
592 buf << " - You have: " << cp << ".\n";
593
521 if (tmp) 594 if (tmp)
522 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
523 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
525
526 tmp=present_arch_in_ob(at,op);
527
528 if(*cp=='\0' && tmp==NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
530 else {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp);
533 if (tmp!=NULL) {
534 for (i=0; i<NUM_STATS; i++) { 595 for (int i = 0; i < NUM_STATS; i++)
535 if (get_attr_value(&tmp->stats, i)<0) { 596 if (tmp->stats.stat (i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
537 "Your %s is depleted by %d", statname[i],
538 -(get_attr_value(&tmp->stats,i)));
539 }
540 }
541 }
542 } 598 }
543 599
544 if (is_dragon_pl(op)) { 600 if (op->is_dragon ())
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 602 for (tmp = op->inv; tmp; tmp = tmp->below)
603 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 {
548 if(tmp->stats.exp == 0) { 606 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
550 } else { 608 else
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
552 } 610
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break; 611 break;
555 } 612 }
556 } 613 }
557 } 614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616
558 return 1; 617 return 1;
559} 618}
560
561/* int cast_create_town_portal (object *op, object *caster, int dir)
562 *
563 * This function cast the spell of town portal for op
564 *
565 * The spell operates in two passes. During the first one a place
566 * is marked as a destination for the portal. During the second one,
567 * 2 portals are created, one in the position the player cast it and
568 * one in the destination place. The portal are synchronized and 2 forces
569 * are inserted in the player to destruct the portal next time player
570 * creates a new portal pair.
571 * This spell has a side effect that it allows people to meet each other
572 * in a permanent, private, appartements by making a town portal from it
573 * to the town or another public place. So, check if the map is unique and if
574 * so return an error
575 *
576 * Code by Tchize (david.delbecq@usa.net)
577 */
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{
580 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap;
585 int op_level;
586
587
588 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the
590 * full pathname listed.
591 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
593 settings.create_home_portals != TRUE )
594 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
596 return 0;
597 }
598
599 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force
601 */
602 dummy=arch_to_object(spell->other_arch);
603 if(dummy == NULL){
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name);
606 return 0;
607 }
608 force=check_inv_recursive (op,dummy);
609
610 if (force==NULL) {
611 /* Here we know there is no destination marked up.
612 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked.
615 */
616 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x;
618 EXIT_Y(dummy)= op->y;
619 insert_ob_in_ob (dummy,op);
620 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
621 return 1;
622 }
623 free_object (dummy);
624
625 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals.
628 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory
632 * for easier destruction.
633 *
634 * The mark works has follow:
635 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal
637 * name : name of the portal
638 * race : map the portal is in
639 */
640
641 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race);
643 if(dummy == NULL){
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
646 return 0;
647 }
648 perm_portal = find_archetype (spell->slaying);
649
650 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal.
656 */
657 while ( (old_force=check_inv_recursive (op,dummy))) {
658 exitx=EXIT_X(old_force);
659 exity=EXIT_Y(old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity);
668 while (tmp) {
669 if (tmp->name == old_force->name) {
670 remove_ob (tmp);
671 free_object (tmp);
672 break;
673 } else {
674 tmp = tmp->above;
675 }
676 }
677 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683
684 /* Creating the portals.
685 * The very first thing to do is to ensure
686 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above.
692 */
693
694 /* Ensure exit map is loaded*/
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699
700 /* If we were unable to load (ex. random map deleted), warn player*/
701 if (exitmap==NULL) {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force);
704 free_object(force);
705 return 1;
706 }
707
708 op_level = caster_level(caster, spell);
709 if (op_level<15)
710 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name);
711 else if (op_level<30)
712 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",&op->name);
713 else if (op_level<60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
715 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name);
716
717 /* Create a portal in front of player
718 * dummy contain the portal and
719 * force contain the track to kill it later
720 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/
724 if(dummy == NULL) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
727 return 0;
728 }
729 EXIT_PATH(dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force);
731 EXIT_Y(dummy)=EXIT_Y(force);
732 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/
735 cast_create_obj (op, caster, dummy, 0);
736
737 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active
739 * town portal.
740 */
741 tmp=get_archetype(spell->race);
742 if(tmp == NULL){
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
745 return 0;
746 }
747 tmp->race=op->map->path;
748 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x;
750 EXIT_Y(tmp)=dummy->y;
751 insert_ob_in_ob (tmp,op);
752
753 /* Create a portal in the destination map
754 * dummy contain the portal and
755 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to.
758 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/
761 if(dummy == NULL) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
764 return 0;
765 }
766 EXIT_PATH(dummy) = op->map->path;
767 EXIT_X(dummy)=op->x;
768 EXIT_Y(dummy)=op->y;
769 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/
774 insert_ob_in_map(dummy,exitmap,op,0);
775
776 /* Now we create another town portal marker that
777 * points back to the one we just made
778 */
779 tmp=get_archetype(spell->race);
780 if(tmp == NULL){
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
783 return 0;
784 }
785 tmp->race=force->name;
786 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x;
788 EXIT_Y(tmp)=dummy->y;
789 insert_ob_in_ob (tmp,op);
790
791 /* Describe the player what happened
792 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/
795 free_object(force);
796 return 1;
797}
798
799 619
800/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 621 * within some reason.
802 */ 622 */
803 623int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 624magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 625{
626 object *tmp;
806 int i,posblocked,negblocked, maxrange; 627 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 628 sint16 x, y;
808 mapstruct *m; 629 maptile *m;
809 const char *name; 630 const char *name;
810 archetype *at; 631 archetype *at;
811 632
812 if(!dir) { 633 if (!dir)
634 {
813 dir=op->facing; 635 dir = op->facing;
814 x = op->x; 636 x = op->x;
815 y = op->y; 637 y = op->y;
816 } else { 638 }
639 else
640 {
817 x = op->x+freearr_x[dir]; 641 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 642 y = op->y + freearr_y[dir];
819 } 643 }
644
820 m = op->map; 645 m = op->map;
821 646
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
825 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 650 {
651 op->failmsg ("Something is in the way.");
826 return 0; 652 return 0;
827 } 653 }
654
828 if (spell_ob->other_arch) { 655 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
830 } else if (spell_ob->race) { 657 else if (spell_ob->race)
658 {
831 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
832 660
833 sprintf(buf1,spell_ob->race,dir); 661 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 662 at = archetype::find (buf1);
835 if (!at) { 663 if (!at)
664 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 667 return 0;
839 } 668 }
840 tmp = arch_to_object(at); 669
841 } else { 670 tmp = at->instance ();
671 }
672 else
673 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 675 return 0;
845 } 676 }
846 677
847 if (tmp->type == SPELL_EFFECT) { 678 if (tmp->type == SPELL_EFFECT)
679 {
848 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 683 tmp->range = 0;
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 }
855 tmp->stats.hp = spell_ob->duration + 685 else if (tmp->flag [FLAG_ALIVE])
856 SP_level_duration_adjust(caster, spell_ob); 686 {
687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op); 689 }
859 set_spell_skill(op, caster, spell_ob, tmp); 690
691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
860 } 692 {
861 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);
862 tmp->stats.food = spell_ob->duration + 694 tmp->set_flag (FLAG_IS_USED_UP);
863 SP_level_duration_adjust(caster, spell_ob); 695 }
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 696
697 if (spell_ob->flag [FLAG_TEAR_DOWN])
865 } 698 {
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
867 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);
868 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
871 } 703 }
872 704
873 /* 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,
874 * 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.
875 */ 708 */
709 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 710 tmp->set_owner (op);
711
877 set_spell_skill(op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
881 714
882 name = tmp->name; 715 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 716 if (!(tmp = m->insert (tmp, x, y, op)))
717 {
884 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);
885 return 0; 719 return 0;
886 } 720 }
721
887 /* 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 */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
890 725
891 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
895 * blocked spaces. 730 * blocked spaces.
896 */ 731 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 732 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 733 posblocked = 0;
899 negblocked=0; 734 negblocked = 0;
900 735
901 for(i=1; i<=maxrange; i++) { 736 for (i = 1; i <= maxrange; i++)
737 {
902 int dir2; 738 int dir2;
903 739
904 dir2 = (dir<4)?(dir+2):dir-2; 740 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 741
906 x = tmp->x+i*freearr_x[dir2]; 742 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 743 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 744 m = tmp->map;
909 745
910 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)) &&
911 ((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)
912 !posblocked) { 748 {
913 tmp2 = get_object(); 749 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 750 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 751
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
921 755
756 }
757 else
922 } else posblocked=1; 758 posblocked = 1;
923 759
924 x = tmp->x-i*freearr_x[dir2]; 760 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 761 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 762 m = tmp->map;
927 763
928 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)) &&
929 ((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)
930 !negblocked) { 766 {
931 tmp2 = get_object(); 767 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 768 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 769
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 771 tmp2->insert (tmp2->other_arch->instance ());
772 }
773 else
938 } else negblocked=1; 774 negblocked = 1;
939 } 775 }
940 776
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
942 update_all_los(op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
943 779
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)))
944 return 1; 889 return 1;
945}
946 890
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1049 return 1; 893 return 1;
1050} 894}
1051
1052 895
1053/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1054 * op is the caster. 897 * op is the caster.
1055 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1056 * spell is the spell object. 899 * spell is the spell object.
1057 */ 900 */
901int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 902cast_heal (object *op, object *caster, object *spell, int dir)
903{
1059 object *tmp; 904 object *tmp;
1060 archetype *at; 905 archetype *at;
1061 object *poison; 906 object *poison;
1062 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1063 908
1064 tmp = find_target_for_friendly_spell(op,dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1065 910
1066 if (tmp==NULL) return 0; 911 if (!tmp)
912 return 0;
1067 913
1068 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1070 */ 916 */
1071 heal = spell->stats.dam; 917 heal = spell->stats.dam;
1072 if (spell->stats.hp) 918 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 920
1076 if (heal) { 921 if (heal)
922 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 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.");
925 else
1079 } 926 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 929 * on amount of damage healed.
1084 */ 930 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1087 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1088 935
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 938 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 940 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 942 else if (heal > 10)
1096 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.");
1097 } else { 944 else
1098 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.");
1099 } 946
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 947 success = 1;
948 }
949 }
1106 950
951 if (spell->attacktype & AT_DISEASE)
952 if (cure_disease (tmp, op, spell))
953 success = 1;
954
1107 if (spell->attacktype & AT_POISON) { 955 if (spell->attacktype & AT_POISON)
1108 at = find_archetype("poisoning"); 956 {
957 at = archetype::find (shstr_poisoning);
1109 poison=present_arch_in_ob(at,tmp); 958 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 959 if (poison)
960 {
1111 success = 1; 961 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 963 poison->stats.food = 1;
1114 } 964 }
1115 } 965 }
966
1116 if (spell->attacktype & AT_CONFUSION) { 967 if (spell->attacktype & AT_CONFUSION)
968 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1118 if (poison) { 970 if (poison)
971 {
1119 success = 1; 972 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 974 poison->duration = 1;
1122 } 975 }
1123 } 976 }
977
1124 if (spell->attacktype & AT_BLIND) { 978 if (spell->attacktype & AT_BLIND)
1125 at=find_archetype("blindness"); 979 {
980 at = archetype::find (shstr_blindness);
1126 poison=present_arch_in_ob(at,tmp); 981 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 982 if (poison)
983 {
1128 success = 1; 984 success = 1;
1129 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.");
1130 poison->stats.food = 1; 986 poison->stats.food = 1;
1131 } 987 }
1132 } 988 }
989
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
991 {
1134 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1135 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;
1136 success = 1; 995 success = 1;
1137 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!");
1138 } 997 }
998
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1000 {
1140 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1141 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;
1142 success = 1; 1004 success = 1;
1143 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!");
1144 } 1006 }
1007
1145 if (spell->stats.food && tmp->stats.food < 999) { 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1009 {
1146 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 1011 min_it (tmp->stats.food, MAX_FOOD);
1012
1148 success = 1; 1013 success = 1;
1149 /* 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 */
1150 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");
1151 } 1016 }
1017
1152 return success; 1018 return success;
1153} 1019}
1154
1155 1020
1156/* 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
1157 * 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
1158 * good comments for those. 1023 * good comments for those.
1159 */ 1024 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1026 "You grow no stronger.",
1162"You grow no more agile.", 1027 "You grow no more agile.",
1163"You don't feel any healthier.", 1028 "You don't feel any healthier.",
1164"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."
1165"You are no easier to look at.", 1032 "You are no easier to look at.",
1166"no int",
1167"no pow"
1168}; 1033};
1169 1034
1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1170int 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)
1171 object *tmp, *tmp2=NULL; 1043{
1172 object *force=NULL; 1044 object *force = 0;
1173 int i; 1045 int i;
1174 1046
1175 /* 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. */
1176 if(dir!=0) { 1048 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1049 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1050 : op;
1179 tmp = op;
1180 }
1181 1051
1182 if(tmp==NULL) return 0; 1052 if (!tmp)
1183 1053 return 0;
1054
1184 /* 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. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1057 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1059 {
1187 if (tmp2->name == spell_ob->name) { 1060 if (tmp2->name == spell_ob->name)
1061 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1062 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1063 break;
1190 } 1064 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 {
1192 if ( !silent ) 1067 if (!silent)
1193 new_draw_info_format(NDI_UNIQUE, 0, op,
1194 "You can not cast %s while %s is in effect", 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl); 1069 &spell_ob->name, &tmp2->name_pl);
1070
1196 return 0; 1071 return 0;
1197 } 1072 }
1198 } 1073 }
1199 } 1074 }
1200 if(force==NULL) {
1201 force=get_archetype(FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race)
1204 force->name = spell_ob->race;
1205 else
1206 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name;
1208 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1209 1075
1210 } else { 1076 int duration = change_ability_duration (spell_ob, caster);
1211 int duration;
1212 1077
1213 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1078 if (force)
1079 {
1214 if (duration > force->duration) { 1080 if (duration > force->duration)
1081 {
1215 force->duration = duration; 1082 force->duration = duration;
1216 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1084 }
1217 } else { 1085 else
1218 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1219 } 1087
1220 return 1; 1088 return 1;
1221 } 1089 }
1222 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 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
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1223 force->speed = 1.0; 1106 force->speed = 1.0;
1224 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1226 1109
1227 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1111 for (i = 0; i < NROFATTACKS; i++)
1112 {
1229 if (spell_ob->resist[i]) { 1113 if (spell_ob->resist[i])
1114 {
1230 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);
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1116 if (force->resist[i] > 100)
1117 force->resist[i] = 100;
1232 } 1118 }
1233 } 1119 }
1120
1234 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1235 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);
1236 1123
1237 if (tmp->type == PLAYER) { 1124 if (tmp->type == PLAYER)
1125 {
1238 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1127 for (i = 0; i < NUM_STATS; i++)
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1128 {
1241 if (stat) { 1129 if (sint8 stat = spell_ob->stats.stat (i))
1130 {
1242 sm=0; 1131 sint8 sm = 0;
1243 for (k=0; k<stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1133 sm += rndm (1, 3);
1245 1134
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1248 if (sm<0) sm = 0; 1137
1249 } 1138 force->stats.stat (i) = sm;
1250 set_attr_value(&force->stats, i, sm); 1139
1251 if (!sm) 1140 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1142 }
1254 } 1143 }
1255 } 1144 }
1256 1145
1257 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1258 1147
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1261 1150
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1263 SET_FLAG(force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1264 1153
1265 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1155 if (spell_ob->stats.exp)
1156 {
1157 if (op->speed > 0.5f)
1267 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));
1268 else 1159 else
1269 force->stats.exp = spell_ob->stats.exp; 1160 force->stats.exp = spell_ob->stats.exp;
1270 } 1161 }
1271 1162
1272 force->stats.wc = spell_ob->stats.wc; 1163 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1164 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1275 1166
1276 insert_ob_in_ob(force,tmp); 1167 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1169 tmp->update_stats ();
1170
1279 return 1; 1171 return 1;
1280} 1172}
1281 1173
1282/* 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
1283 * 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
1284 * of the caster. 1176 * of the caster.
1285 */ 1177 */
1286 1178int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1180{
1288 int i; 1181 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1290 1183
1291 /* 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. */
1292 if(dir!=0) { 1185 if (dir != 0)
1186 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1188
1189 if (!tmp)
1190 return 0;
1191 }
1192 else
1295 tmp = op; 1193 tmp = op;
1296 }
1297 1194
1298 /* 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. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1301 if (tmp2->name == spell_ob->name) { 1200 if (tmp2->name == spell_ob->name)
1201 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1202 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1203 break;
1304 } 1204 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1206 {
1307 "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);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1208 return 0;
1310 } 1209 }
1311 } 1210 }
1312 } 1211 }
1212
1313 if(force==NULL) { 1213 if (force == NULL)
1214 {
1314 force=get_archetype(FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1217 if (spell_ob->race)
1317 force->name = spell_ob->race; 1218 force->name = spell_ob->race;
1318 else 1219 else
1319 force->name = spell_ob->name; 1220 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1221 force->name_pl = spell_ob->name;
1321 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.");
1322 } else { 1223 }
1224 else
1225 {
1323 int duration; 1226 int duration;
1324 1227
1325 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;
1326 if (duration > force->duration) { 1229 if (duration > force->duration)
1230 {
1327 force->duration = duration; 1231 force->duration = duration;
1328 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.");
1233 }
1329 } else { 1234 else
1235 {
1330 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.");
1331 } 1237 }
1332 return 0; 1238 return 0;
1333 } 1239 }
1334 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;
1335 force->speed = 1.0; 1241 force->speed = 1.0;
1336 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1338 1244
1339 if(!god) { 1245 if (!god)
1246 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1248 }
1249 else
1250 {
1342 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1252 for (i = 0; i < NROFATTACKS; i++)
1344 if (god->resist[i]>0) { 1253 if (god->resist[i] > 0)
1345 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]);
1346 } 1255
1347 }
1348 force->path_attuned|=god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1349 1257
1350 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1352 1260
1353 if (tmp != op) { 1261 if (tmp != op)
1262 {
1354 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);
1355 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);
1265 }
1356 } else { 1266 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1267 {
1268 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1269 }
1360 1270
1361 } 1271 }
1362 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1364 1274
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1276 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1277 tmp->update_stats ();
1368 return 1; 1278 return 1;
1369} 1279}
1370
1371
1372 1280
1373/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1374 * 1282 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1377 * about 90% of that of the item itself. It uses the value of the
1378 * object before charisma adjustments, because the nuggets themselves
1379 * will be will be adjusted by charisma when sold.
1380 * 1285 *
1381 * 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
1382 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1383 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1384 * to the max amount of small nuggets as you could get. 1289 * when sold.
1385 *
1386 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets.
1388 * 1290 *
1389 * 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
1390 * 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
1391 * alchemied. 1293 * alchemised.
1392 */ 1294 */
1393 1295static void
1394/* I didn't feel like passing these as arguements to the 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399static object *small, *large;
1400
1401static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403{ 1297{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1299
1406 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1407 * 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
1408 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1305 * the stuff back to town.
1412 */ 1306 */
1413 1307 if (obj->flag [FLAG_UNPAID])
1414 if (QUERY_FLAG(obj, FLAG_UNPAID))
1415 value=0; 1308 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1310 value /= 3;
1418 else 1311 else
1419 value = (value*9)/10; 1312 value = value * 9 / 10;
1420 1313
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1314 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1315 total_value += value;
1425 1316
1426 count = value / large->value; 1317 total_weight += obj->total_weight ();
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432 1318
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1319 obj->destroy ();
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446} 1320}
1447 1321
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1322int
1449 int x, int y)
1450{
1451 object *tmp;
1452 int flag=0;
1453
1454 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player
1456 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1458
1459 if (small_nuggets) {
1460 tmp = get_object();
1461 copy_object(small, tmp);
1462 tmp-> nrof = small_nuggets;
1463 tmp->x = x;
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 }
1467 if (large_nuggets) {
1468 tmp = get_object();
1469 copy_object(large, tmp);
1470 tmp-> nrof = large_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475}
1476
1477int alchemy(object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1478{ 1324{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER) 1325 if (op->type != PLAYER)
1485 return 0; 1326 return 0;
1486 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
1487 /* 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
1488 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1336 * in sight
1490 */ 1337 */
1491 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);
1492 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1340 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1341
1342 int weight = 0;
1343
1496 for(y= op->y-1;y<=op->y+1;y++) { 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1345 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1347 {
1348 uint64 value = 0;
1349
1498 nx = x; 1350 sint16 nx = x;
1499 ny = y; 1351 sint16 ny = y;
1500 1352
1501 mp = op->map; 1353 maptile *mp = op->map;
1502 1354
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1356
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1358 continue;
1507 1359
1508 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1361 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1362 * ground level effect.
1511 */ 1363 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1365 continue;
1514 1366
1515 small_nuggets=0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1368 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1369 next = tmp->above;
1370
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1373 {
1523
1524 if (tmp->inv) { 1374 if (tmp->inv)
1375 {
1525 object *next1, *tmp1; 1376 object *next1, *tmp1;
1377
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 {
1527 next1 = tmp1->below; 1380 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1383 alchemy_object (tmp1, value, weight);
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1532 &weight);
1533 } 1384 }
1534 } 1385 }
1386
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1388
1389 if (weight > weight_max)
1390 break;
1391 }
1536 1392 }
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545 1393
1546 /* Insert all the nuggets at one time. This probably saves time, but 1394 value -= rndm (value >> 4);
1547 * it also prevents us from alcheming nuggets that were just created 1395 value = min (value, value_max);
1548 * with this spell. 1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1549 */ 1399 {
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 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);
1551 } 1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1552 } 1411 }
1553 free_object(large); 1412
1554 free_object(small); 1413bailout:
1555 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly.
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1; 1414 return 1;
1560} 1415}
1561
1562 1416
1563/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1564 * items. 1418 * items.
1565 */ 1419 */
1420int
1566int remove_curse(object *op, object *caster, object *spell) { 1421remove_curse (object *op, object *caster, object *spell)
1567 object *tmp; 1422{
1568 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1569 1424
1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1426 if (tmp->flag [FLAG_APPLIED] &&
1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1429 {
1430 was_one++;
1431
1432 if (tmp->level <= casting_level (caster, spell))
1433 {
1434 success++;
1435 if (spell->flag [FLAG_DAMNED])
1436 tmp->clr_flag (FLAG_DAMNED);
1437
1438 tmp->clr_flag (FLAG_CURSED);
1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
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
1447 if (op->type == PLAYER)
1448 {
1449 if (success)
1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1451 else
1452 {
1453 if (was_one)
1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1455 else
1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1457 }
1458 }
1459
1460 return success;
1461}
1462
1463/* Identifies objects in the players inventory/on the ground */
1464int
1465cast_identify (object *op, object *caster, object *spell)
1466{
1467 object *tmp;
1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469
1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1471
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1473 {
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1475 {
1476 identify (tmp);
1574 1477
1575 was_one++;
1576 if (tmp->level <= caster_level(caster, spell)) {
1577 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED);
1580
1581 CLEAR_FLAG(tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1583 tmp->value = 0; /* Still can't sell it */
1584 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1479 {
1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481
1482 if (tmp->msg)
1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1586 } 1484 }
1587 }
1588 1485
1589 if (op->type==PLAYER) { 1486 if (!--num_ident)
1590 if (success) { 1487 break;
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1592 } else {
1593 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1595 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1597 } 1488 }
1489 }
1490
1491 /* If all the power of the spell has been used up, don't go and identify
1492 * stuff on the floor. Only identify stuff on the floor if the spell
1493 * was not fully used.
1494 */
1495 if (num_ident)
1598 } 1496 {
1599 return success; 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1600}
1601
1602/* Identifies objects in the players inventory/on the ground */
1603
1604int cast_identify(object *op, object *caster, object *spell) {
1605 object *tmp;
1606 int success = 0, num_ident;
1607
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1609
1610 if (num_ident < 1) num_ident=1;
1611
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1499 {
1615 identify(tmp); 1500 identify (tmp);
1616 if (op->type==PLAYER) { 1501
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1502 if (object *pl = tmp->visible_to ())
1618 "You have %s.", long_desc(tmp, op)); 1503 {
1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1505
1619 if (tmp->msg) { 1506 if (tmp->msg)
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1508 }
1509
1510 if (!--num_ident)
1511 break;
1512 }
1513 }
1514
1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1527 }
1528}
1529
1530int
1531cast_detection (object *op, object *caster, object *spell, object *skill)
1532{
1533 object *tmp, *last, *god, *detect;
1534 int done_one, range, mflags, floor, level;
1535 sint16 x, y, nx, ny;
1536 maptile *m;
1537
1538 /* We precompute some values here so that we don't have to keep
1539 * doing it over and over again.
1540 */
1541 god = find_god (determine_god (op));
1542 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell);
1544
1545 if (!skill)
1546 skill = caster;
1547
1548 dynbuf buf;
1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1550 {
1551 /* For most of the detections, we only detect objects above the
1552 * floor. But this is not true for show invisible.
1553 * Basically, we just go and find the top object and work
1554 * down - that is easier than working up.
1555 */
1556
1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
1560 /* Shouldn't happen, but if there are no objects on a space, this
1561 * would happen.
1562 */
1563 if (!last)
1564 continue;
1565
1566 done_one = 0;
1567 floor = 0;
1568 detect = 0;
1569 for (tmp = last; tmp; tmp = tmp->below)
1570 {
1571 /* show invisible */
1572 if (spell->flag [FLAG_MAKE_INVIS]
1573 /* Might there be other objects that we can make visible? */
1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1576 || tmp->type == T_HANDLE
1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
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
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 {
1597 tmp->invisible = 0;
1598 done_one = 1;
1622 } 1599 }
1623 } 1600 }
1624 num_ident--; 1601
1625 success=1; 1602 if (tmp->flag [FLAG_IS_FLOOR])
1626 if (!num_ident) break; 1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1627 } 1630 }
1628 }
1629 /* If all the power of the spell has been used up, don't go and identify
1630 * stuff on the floor. Only identify stuff on the floor if the spell
1631 * was not fully used.
1632 */
1633 if (num_ident) {
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1636 need_identify(tmp)) {
1637 1631
1638 identify(tmp); 1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (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 {
1639 if (op->type==PLAYER) { 1665 if (tmp->type == VEIN)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 1666 {
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) { 1667 if (tmp->other_arch)
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1668 {
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1674 done_one = 1;
1645 } 1675 }
1646 esrv_send_item(op, tmp);
1647 } 1676 }
1648 num_ident--; 1677 } /* for stack of objects on this space */
1649 success=1; 1678
1650 if (!num_ident) break; 1679 /* Code here puts an effect of the spell on the space, so you can see
1680 * where the magic is.
1681 */
1682 if (done_one)
1651 } 1683 {
1652 } 1684 object *detect_ob = spell->other_arch->instance ();
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660 1685
1661 1686 /* if this is set, we want to copy the face */
1662int cast_detection(object *op, object *caster, object *spell, object *skill) { 1687 if (done_one == 2 && detect)
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */ 1688 {
1689 1689 detect_ob->face = detect->face;
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1690 detect_ob->animation_id = detect->animation_id;
1691 /* Shouldn't happen, but if there are no objects on a space, this 1691 detect_ob->anim_speed = detect->anim_speed;
1692 * would happen. 1692 detect_ob->last_anim = 0;
1693 /* by default, the detect_ob is already animated */
1694 if (!detect->flag [FLAG_ANIMATE])
1695 detect_ob->clr_flag (FLAG_ANIMATE);
1693 */ 1696 }
1694 if (!last) continue;
1695 1697
1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1699 }
1700 } /* for processing the surrounding spaces */
1701
1702
1703 /* Now process objects in the players inventory if detect curse or magic */
1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1705 {
1696 done_one=0; 1706 done_one = 0;
1697 floor=0; 1707
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) { 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1700 1709 {
1701 /* show invisible */ 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1711 {
1703 /* Might there be other objects that we can make visibile? */ 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 } 1713 {
1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1715
1716 if (object *pl = tmp->visible_to ())
1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1718 } 1718 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720 1719
1721 /* All detections below this point don't descend beneath the floor, 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1722 * so just continue on. We could be clever and look at the type of 1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */ 1722 {
1726 if (floor) continue; 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1727 1724
1728 /* I had thought about making detect magic and detect curse 1725 if (object *pl = tmp->visible_to ())
1729 * show the flash the magic item like it does for detect monster. 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 } 1727 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 1728 } /* if item is not identified */
1808 } /* for the players inventory */ 1729 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1810 return 1; 1732 return 1;
1811} 1733}
1812 1734
1813 1735
1814/** 1736/**
1815 * 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)
1816 * level whos spell did cause the overcharge. 1738 * level whos spell did cause the overcharge.
1817 */ 1739 */
1740static void
1818static void charge_mana_effect(object *victim, int caster_level) 1741charge_mana_effect (object *victim, int caster_level)
1819{ 1742{
1820 1743
1821 /* Prevent explosions for objects without mana. Without this check, doors 1744 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 1745 * will explode, too.
1823 */ 1746 */
1824 if (victim->stats.maxsp <= 0) 1747 if (victim->stats.maxsp <= 0)
1825 return; 1748 return;
1826 1749
1827 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.");
1828 1751
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
1830 object *tmp; 1753 {
1831
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833
1834 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1837 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1838 tmp->x = victim->x;
1839 tmp->y = victim->y;
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
1842 } 1757 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 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!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1763 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 1765 confuse_player (victim, victim, 99);
1852 } 1766 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1768 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 1769}
1857 1770
1858/* cast_transfer 1771/* cast_transfer
1859 * This spell transfers sp from the player to another person. 1772 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 1773 * We let the target go above their normal maximum SP.
1861 */ 1774 */
1862 1775
1776int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 1777cast_transfer (object *op, object *caster, object *spell, int dir)
1778{
1864 object *plyr=NULL; 1779 object *plyr = NULL;
1865 sint16 x, y; 1780 sint16 x, y;
1866 mapstruct *m; 1781 maptile *m;
1867 int mflags; 1782 int mflags;
1868 1783
1869 m = op->map; 1784 m = op->map;
1870 x = op->x+freearr_x[dir]; 1785 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 1786 y = op->y + freearr_y[dir];
1872 1787
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1789
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1791 {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1878 break; 1794 break;
1879 } 1795 }
1880 1796
1881 1797
1882 /* 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
1883 * 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.
1884 */ 1800 */
1885 if(plyr==NULL) 1801 if (plyr == NULL)
1886 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)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1888 break; 1804 break;
1889 1805
1890 if (!plyr) { 1806 if (!plyr)
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1807 {
1808 op->failmsg ("There is no one there.");
1892 return 0; 1809 return 0;
1893 } 1810 }
1894 /* give sp */ 1811 /* give sp */
1895 if(spell->stats.dam > 0) { 1812 if (spell->stats.dam > 0)
1813 {
1896 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);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
1898 return 1; 1816 return 1;
1899 } 1817 }
1900 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 1819 else if (op != plyr)
1820 {
1902 /* 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 */
1903 1822
1904 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;
1905 1824
1906 if (rate > 95) rate=95; 1825 if (rate > 95)
1826 rate = 95;
1907 1827
1908 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1830 if (op->flag [FLAG_ALIVE])
1831 {
1911 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1914 if (sucked > 0) { 1835 if (sucked > 0)
1836 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
1916 } 1838 }
1917 } 1839 }
1918 return 1; 1840 return 1;
1919 } 1841 }
1920 return 0; 1842 return 0;
1921} 1843}
1922 1844
1923 1845
1924/* counterspell: nullifies spell effects. 1846/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 1847 * op is the counterspell object, dir is the direction
1926 * it was cast in. 1848 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 1849 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 1850 * this may nullify it.
1929 */ 1851 */
1852void
1930void counterspell(object *op,int dir) 1853counterspell (object *op, int dir)
1931{ 1854{
1932 object *tmp, *head, *next; 1855 object *tmp, *head, *next;
1933 int mflags; 1856 int mflags;
1934 mapstruct *m; 1857 maptile *m;
1935 sint16 sx,sy; 1858 sint16 sx, sy;
1936 1859
1937 sx = op->x + freearr_x[dir]; 1860 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 1861 sy = op->y + freearr_y[dir];
1939 m = op->map; 1862 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1863 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 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)
1942 1868 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 1869 next = tmp->above;
1945 1870
1946 /* Need to look at the head object - otherwise, if tmp 1871 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 1872 * points to a monster, we don't have all the necessary
1948 * info for it. 1873 * info for it.
1949 */ 1874 */
1875 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 1876 head = tmp->head;
1877 else
1951 else head = tmp; 1878 head = tmp;
1952 1879
1953 /* don't attack our own spells */ 1880 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 1881 if (tmp->owner && tmp->owner == op->owner)
1882 continue;
1955 1883
1956 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 1886 * monsters either.
1959 */ 1887 */
1960 1888
1961 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 1890 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 1891 && !head->flag [FLAG_MONSTER]
1964 (op->level > head->level)) { 1892 && (op->level > head->level))
1965 remove_ob(head); 1893 head->destroy ();
1966 free_object(head); 1894 else
1967 } else switch(head->type) { 1895 switch (head->type)
1896 {
1968 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1899 // about sanctuary in spell_util.C
1900 if (tmp->flag [FLAG_IS_FLOOR])
1901 continue;
1902
1969 if(op->level > head->level) { 1903 if (op->level > head->level)
1970 remove_ob(head); 1904 head->destroy ();
1971 free_object(head); 1905
1972 }
1973 break; 1906 break;
1974 1907
1975 /* I really don't get this rune code that much - that 1908 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 1909 * random chance seems really low.
1977 */ 1910 */
1978 case RUNE: 1911 case RUNE:
1979 if(rndm(0, 149) == 0) { 1912 if (rndm (0, 149) == 0)
1913 {
1980 head->stats.hp--; /* weaken the rune */ 1914 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 1915 if (!head->stats.hp)
1982 remove_ob(head); 1916 head->destroy ();
1983 free_object(head);
1984 } 1917 }
1985 }
1986 break; 1918 break;
1987 } 1919 }
1988 } 1920 }
1989} 1921}
1990
1991
1992 1922
1993/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
1924int
1994int cast_consecrate(object *op, object *caster, object *spell) { 1925cast_consecrate (object *op, object *caster, object *spell)
1926{
1995 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
1996 1928
1997 object *tmp, *god=find_god(determine_god(op)); 1929 object *tmp, *god = find_god (determine_god (op));
1998 1930
1999 if(!god) { 1931 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 1932 {
2001 "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!");
2002 return 0; 1934 return 0;
2003 } 1935 }
2004 1936
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1938 {
1939 if (tmp->flag [FLAG_IS_FLOOR])
1940 break;
2007 if(tmp->type==HOLY_ALTAR) { 1941 if (tmp->type == HOLY_ALTAR)
1942 {
2008 1943
2009 if(tmp->level > caster_level(caster, spell)) { 1944 if (tmp->level > casting_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 1945 {
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name); 1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0; 1947 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 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;
2024 } 1962 }
1963 }
2025 } 1964 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1965
1966 op->failmsg ("You are not standing over an altar!");
2027 return 0; 1967 return 0;
2028} 1968}
2029 1969
2030/* animate_weapon - 1970/* animate_weapon -
2031 * 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.
2032 * 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
2035 * 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,
2036 * 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
2037 * 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
2038 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2039 */ 1979 */
2040 1980int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 1981animate_weapon (object *op, object *caster, object *spell, int dir)
1982{
2042 object *weapon, *tmp; 1983 object *weapon, *tmp;
2043 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2044 int a, i; 1985 int a, i;
2045 sint16 x, y; 1986 sint16 x, y;
2046 mapstruct *m; 1987 maptile *m;
2047 materialtype_t *mt; 1988
2048
2049 if(!spell->other_arch){ 1989 if (!spell->other_arch)
1990 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 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);
2052 return 0; 1993 return 0;
2053 } 1994 }
2054 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 1996 if (op->type != PLAYER)
1997 return 0;
2056 1998
2057 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2000 if (object *golem = op->contr->golem)
2059 control_golem(op->contr->ranges[range_golem],dir); 2001 {
2002 control_golem (golem, dir);
2060 return 0; 2003 return 0;
2061 } 2004 }
2062 2005
2063 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2064 if(!dir) 2007 if (!dir)
2065 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);
2066 2009
2067 m = op->map; 2010 m = op->map;
2068 x = op->x+freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2070 2013
2071 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2017 {
2018 op->failmsg ("There is something in the way.");
2075 return 0; 2019 return 0;
2076 } 2020 }
2077 2021
2078 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2023 weapon = find_marked_object (op);
2080 2024
2081 if (!weapon) { 2025 if (!weapon)
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2026 {
2027 op->failmsg ("You must mark a weapon to use with this spell!");
2083 return 0; 2028 return 0;
2084 } 2029 }
2030
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2031 if (spell->race && weapon->arch->archname != spell->race)
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2032 {
2033 op->failmsg ("The spell fails to transform your weapon.");
2087 return 0; 2034 return 0;
2088 } 2035 }
2036
2089 if (weapon->type != WEAPON) { 2037 if (weapon->type != WEAPON)
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2038 {
2039 op->failmsg ("You need to wield a weapon to animate it.");
2091 return 0; 2040 return 0;
2041 }
2042
2043 if (weapon->flag [FLAG_APPLIED])
2092 } 2044 {
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2095 query_name(weapon));
2096 return 0; 2046 return 0;
2097 } 2047 }
2098 2048
2099 if (weapon->nrof > 1) { 2049 weapon = weapon->split ();
2100 tmp = get_split_ob(weapon, 1);
2101 esrv_send_item(op, weapon);
2102 weapon = tmp;
2103 }
2104 2050
2105 /* create the golem object */ 2051 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2107 2053
2108 /* 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 */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2056 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2057 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2058 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2115 set_spell_skill(op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp;
2117 op->contr->shoottype=range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2062
2120 /* 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
2121 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2122 * used above. 2065 * used above.
2123 */ 2066 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2125 remove_ob (weapon); 2068 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2069
2127 esrv_send_item(op, weapon); 2070 tmp->insert (weapon);
2071
2128 /* 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,
2129 * 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
2130 * body_info, skills, etc) 2074 * body_info, skills, etc)
2131 */ 2075 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2134 fix_player(tmp); 2078 tmp->update_stats ();
2135 2079
2136 /* 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
2137 * 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 -
2138 * 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.
2139 */ 2083 */
2140 2084
2141 /* modify weapon's animated wc */ 2085 /* modify weapon's animated wc */
2142 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;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2087 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2088 tmp->stats.wc = -127;
2145 2089
2146 /* Modify hit points for weapon */ 2090 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2091 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2092 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2093 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2094 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2095 tmp->stats.hp = tmp->stats.maxhp;
2152 2096
2153 /* Modify weapon's damage */ 2097 /* Modify weapon's damage */
2154 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;
2155 + weapon->stats.dam 2099 if (tmp->stats.dam < 0)
2156 + weapon->magic 2100 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2101
2160 2102
2161 /* attacktype */ 2103 /* attacktype */
2162 if ( ! tmp->attacktype) 2104 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2164 2106
2165 mt = NULL;
2166 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname);
2168 if (mt != NULL) {
2169 for (i=0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2171 a = mt->save[0]; 2109
2172 } else { 2110 a = op->material->save[0];
2173 for (i=0; i < NROFATTACKS; i++) 2111
2174 tmp->resist[i] = 5;
2175 a = 10;
2176 }
2177 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2117 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2118 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2119 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2120 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2121 tmp->resist[ATNR_BLIND] = 100;
2187 2122
2188 /* 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 */
2189 2124
2190 if (a > 14) a = 14; 2125 if (a > 14)
2126 a = 14;
2127
2191 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));
2192 2129
2193 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2194 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)));
2195 2132
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2133 if (!spell->race)
2134 {
2199 sprintf(buf, "animated %s", &weapon->name); 2135 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2136 tmp->name = buf;
2201 2137
2202 tmp->face = weapon->face; 2138 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2139 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2140 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2141 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 } 2144 }
2214 2145
2215 /* 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. */
2216 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));
2217 2148
2218 tmp->speed_left= -1; 2149 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2150 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2151
2152 m->insert (tmp, x, y, op);
2223 return 1; 2153 return 1;
2224} 2154}
2225 2155
2226/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2227 2157
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2230 */ 2160 */
2231 2161int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2163{
2233 int success; 2164 int success;
2234 2165
2235 if(!op->map) return 0; /* shouldnt happen */ 2166 if (!op->map)
2167 return 0; /* shouldnt happen */
2236 2168
2237 success=change_map_light(op->map,spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2170
2238 if(!success) { 2171 if (!success)
2172 {
2239 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2241 else 2175 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2243 } 2177 }
2178
2244 return success; 2179 return success;
2245} 2180}
2246
2247
2248
2249
2250 2181
2251/* 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.
2252 * 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,
2253 * spell is the spell object itself. 2184 * spell is the spell object itself.
2254 */ 2185 */
2186int
2255int create_aura(object *op, object *caster, object *spell) 2187create_aura (object *op, object *caster, object *spell)
2256{ 2188{
2257 int refresh=0; 2189 int refresh = 0;
2258 object *new_aura; 2190 object *new_aura;
2259 2191
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2193 if (new_aura)
2262 else new_aura = arch_to_object(spell->other_arch); 2194 refresh = 1;
2195 else
2196 new_aura = spell->other_arch->instance ();
2263 2197
2264 new_aura->duration = spell->duration + 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2199
2267 new_aura->stats.dam = spell->stats.dam 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2201
2270 set_owner(new_aura,op);
2271 set_spell_skill(op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2273 2204
2274 new_aura->level = caster_level(caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2275 if (refresh) 2207 if (refresh)
2276 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.");
2277 else 2209 else
2278 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
2279 insert_ob_in_ob(new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2280 return 1; 2215 return 1;
2281} 2216}
2282
2283 2217
2284/* 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,
2285 * 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
2286 * around him. 2220 * around him.
2287 * Aura parameters: 2221 * Aura parameters:
2288 * duration: duration counter. 2222 * duration: duration counter.
2289 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2291 */ 2225 */
2292 2226void
2293void move_aura(object *aura) { 2227move_aura (object *aura)
2294 int i, mflags; 2228{
2295 object *env;
2296 mapstruct *m;
2297
2298 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2299 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2300 2232
2301 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2303 */ 2235 */
2304 remove_ob(aura); 2236 aura->remove ();
2305 2237
2306 /* exit if we're out of gas */ 2238 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2239 if (aura->duration-- < 0)
2308 free_object(aura); 2240 {
2241 aura->destroy ();
2309 return; 2242 return;
2310 } 2243 }
2311 2244
2312 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2246 if (!env || !env->map)
2314 free_object(aura); 2247 {
2248 aura->destroy ();
2315 return; 2249 return;
2316 } 2250 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2251
2320 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2322 */ 2254 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2255 aura->insert_at (env, aura);
2324 2256
2325 for(i=1;i<9;i++) { 2257 for (int i = 1; i < 9; i++)
2326 sint16 nx, ny; 2258 {
2327 nx = aura->x + freearr_x[i]; 2259 mapxy pos (env);
2328 ny = aura->y + freearr_y[i]; 2260 pos.move (i);
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2330 2261
2331 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura 2263 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc. 2264 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2265 */
2335 if (!(mflags & P_OUT_OF_MAP) 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2337 { 2267 {
2338 hit_map(aura,i,aura->attacktype,0); 2268 hit_map (aura, i, aura->attacktype, 0);
2339 2269
2340 if(aura->other_arch) { 2270 if (aura->other_arch)
2341 object *new_ob; 2271 pos.insert (aura->other_arch->instance (), aura);
2342
2343 new_ob = arch_to_object(aura->other_arch);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 } 2272 }
2348 }
2349 } 2273 }
2274
2350 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2276 env->insert (aura);
2352 insert_ob_in_ob(aura, env); 2277 aura->set_owner (owner);
2353} 2278}
2354 2279
2355/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2356 * op is the piece object. 2281 * op is the piece object.
2357 */ 2282 */
2358 2283void
2359void move_peacemaker(object *op) { 2284move_peacemaker (object *op)
2360 object *tmp; 2285{
2361 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2287 {
2363 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2364 object *victim=tmp; 2289 object *victim = tmp->head_ ();
2365 2290
2366 if (tmp->head) victim=tmp->head; 2291 if (!victim->flag [FLAG_MONSTER])
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2292 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2295 continue;
2296
2369 if (victim->stats.exp == 0) continue; 2297 if (victim->stats.exp == 0)
2298 continue;
2370 2299
2371 def_lev = MAX(1,victim->level); 2300 def_lev = max (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2301 atk_lev = max (1, op->level);
2373 2302
2374 if (rndm(0, atk_lev-1) > def_lev) { 2303 if (rndm (0, atk_lev - 1) > def_lev)
2304 {
2375 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2376 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2309 victim->stats.exp = 0;
2379#if 0 2310#if 0
2380 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2382 */ 2313 */
2383 victim->stats.dam = 0; 2314 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2387#endif 2318#endif
2388 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2393 if(victim->name) { 2325 if (victim->name)
2394 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);
2395 } 2327 }
2396 }
2397 } 2328 }
2398} 2329}
2399
2400 2330
2401/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2403 */ 2333 */
2404 2334int
2405int write_mark(object *op, object *spell, const char *msg) { 2335write_mark (object *op, object *spell, const char *msg)
2406 char rune[HUGE_BUF]; 2336{
2407 object *tmp;
2408
2409 if (!msg || msg[0] == 0) { 2337 if (!msg || msg[0] == 0)
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2338 {
2339 op->failmsg ("Write what?");
2411 return 0; 2340 return 0;
2341 }
2342
2343 if (!msg_is_safe (msg))
2412 } 2344 {
2413 2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2414 if (strcasestr_local(msg, "endmsg")) {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2416 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2347 return 0;
2418 } 2348 }
2349
2419 if (!spell->other_arch) return 0; 2350 if (!spell->other_arch)
2420 tmp = arch_to_object(spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2);
2422 rune[HUGE_BUF-2] = 0;
2423 strcat(rune, "\n");
2424 tmp->race = op->name; /*Save the owner of the rune*/
2425 tmp->msg = rune;
2426 tmp->x = op->x;
2427 tmp->y = op->y;
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2351 return 0;
2352
2353 object *tmp = spell->other_arch->instance ();
2354
2355 tmp->race = op->name; /*Save the owner of the rune */
2356 tmp->msg = msg;
2357
2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2360 return 1;
2430} 2361}
2362

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