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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 1.131 by root, Fri Apr 23 04:32:47 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)
66 object *wand, *tmp; 62{
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 object *wand = op->mark ();
66
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 object *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 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
423
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
427 else 468 else
428 enter_exit(op,wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
429 } 470
430 remove_ob(wor); 471 op->destroy ();
431 free_object(wor);
432} 472}
433 473
434/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
435 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
436 * time delay effect. 476 * time delay effect.
437 */ 477 */
478int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
439 object *dummy; 480{
440 int time; 481 if (!op->is_player ())
441
442 if(op->type!=PLAYER)
443 return 0; 482 return 0;
444 483
445 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
446 { 485 {
447 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
448 return 1; 487 return 1;
449 } 488 }
450 489
451 dummy=get_archetype(FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
452 if(dummy == NULL){ 491
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0;
456 }
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
458 if (time <1 ) time=1;
459 493
460 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
461 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
462 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
463 */ 497 */
464 dummy->speed = 0.002; 498 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
502 dummy->slaying = op->contr->savebed_map;
503 dummy->stats.hp = op->contr->bed_x;
504 dummy->stats.sp = op->contr->bed_y;
469 505
470 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
471 * nice, but until the map load fails, we can't. 507
472 */
473 EXIT_PATH(dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y;
476
477 (void) insert_ob_in_ob(dummy,op);
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
509
479 return 1; 510 return 1;
480} 511}
481 512
482/* cast_wonder 513/* cast_wonder
483 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
484 * spell. 515 * spell.
485 */ 516 */
517int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 518cast_wonder (object *op, object *caster, int dir, object *spell_ob)
519{
487 object *newspell; 520 object *newspell;
488 521
489 if(!rndm(0, 3)) 522 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 523 return cast_cone (op, caster, dir, spell_ob);
491 524
492 if (spell_ob->randomitems) { 525 if (spell_ob->randomitems)
526 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 527 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 528 if (!newspell)
529 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 530 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 531 return 0;
497 } 532 }
498 if (newspell->type != SPELL) { 533 if (newspell->type != SPELL)
534 {
499 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 535 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; 536 return 0;
502 } 537 }
503 /* Prevent inifinit recursion */ 538 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 539 if (newspell->subtype == SP_WONDER)
540 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 541 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 542 return 0;
507 } 543 }
508 return cast_spell(op,caster,dir,newspell, NULL); 544 return cast_spell (op, caster, dir, newspell, NULL);
509 } 545 }
546 return 1;
547}
548
549int
550perceive_self (object *op)
551{
552 const char *cp = describe_item (op, op);
553 archetype *at = archetype::find (shstr_depletion);
554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
510 return 1; 558 return 0;
511}
512 559
560 if (object *race = archetype::find (op->race))
561 buf << " - You are a G<male|female> " << &race->name << ".\n";
513 562
514int perceive_self(object *op) { 563 if (object *god = find_god (determine_god (op)))
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 564 buf << " - You worship " << &god->name << ".\n";
516 archetype *at=find_archetype(ARCH_DEPLETION); 565 else
517 object *tmp; 566 buf << " - You worship no god.\n";
518 int i;
519 567
520 tmp=find_god(determine_god(op)); 568 object *tmp = present_arch_in_ob (at, op);
569
570 if (*cp == '\0' && !tmp)
571 buf << " - You feel very mundane. ";
572 else
573 {
574 buf << " - You have: " << cp << ".\n";
575
521 if (tmp) 576 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++) { 577 for (int i = 0; i < NUM_STATS; i++)
535 if (get_attr_value(&tmp->stats, i)<0) { 578 if (tmp->stats.stat (i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 579 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 } 580 }
543 581
544 if (is_dragon_pl(op)) { 582 if (op->is_dragon ())
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 584 for (tmp = op->inv; tmp; tmp = tmp->below)
585 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
587 {
548 if(tmp->stats.exp == 0) { 588 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
550 } else { 590 else
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
552 } 592
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break; 593 break;
555 } 594 }
556 } 595 }
557 } 596
597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
598
558 return 1; 599 return 1;
559} 600}
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
799 601
800/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 603 * within some reason.
802 */ 604 */
803 605int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 606magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 607{
608 object *tmp;
806 int i,posblocked,negblocked, maxrange; 609 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 610 sint16 x, y;
808 mapstruct *m; 611 maptile *m;
809 const char *name; 612 const char *name;
810 archetype *at; 613 archetype *at;
811 614
812 if(!dir) { 615 if (!dir)
616 {
813 dir=op->facing; 617 dir = op->facing;
814 x = op->x; 618 x = op->x;
815 y = op->y; 619 y = op->y;
816 } else { 620 }
621 else
622 {
817 x = op->x+freearr_x[dir]; 623 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 624 y = op->y + freearr_y[dir];
819 } 625 }
626
820 m = op->map; 627 m = op->map;
821 628
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 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) || 630 (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))) { 631 ((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."); 632 {
633 op->failmsg ("Something is in the way.");
826 return 0; 634 return 0;
827 } 635 }
636
828 if (spell_ob->other_arch) { 637 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
830 } else if (spell_ob->race) { 639 else if (spell_ob->race)
640 {
831 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
832 642
833 sprintf(buf1,spell_ob->race,dir); 643 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 644 at = archetype::find (buf1);
835 if (!at) { 645 if (!at)
646 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 649 return 0;
839 } 650 }
840 tmp = arch_to_object(at); 651
841 } else { 652 tmp = at->instance ();
653 }
654 else
655 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 657 return 0;
845 } 658 }
846 659
847 if (tmp->type == SPELL_EFFECT) { 660 if (tmp->type == SPELL_EFFECT)
661 {
848 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 664 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; 665 tmp->range = 0;
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 666 }
855 tmp->stats.hp = spell_ob->duration + 667 else if (tmp->flag [FLAG_ALIVE])
856 SP_level_duration_adjust(caster, spell_ob); 668 {
669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op); 671 }
859 set_spell_skill(op, caster, spell_ob, tmp); 672
673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
860 } 674 {
861 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
862 tmp->stats.food = spell_ob->duration + 676 tmp->set_flag (FLAG_IS_USED_UP);
863 SP_level_duration_adjust(caster, spell_ob); 677 }
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 678
679 if (spell_ob->flag [FLAG_TEAR_DOWN])
865 } 680 {
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
867 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
868 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
871 } 685 }
872 686
873 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
874 * these fields just won't be used. 688 * these fields just won't be used. Do not set the owner for
689 * earthwalls, though, so they survive restarts.
875 */ 690 */
691 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 692 tmp->set_owner (op);
693
877 set_spell_skill(op, caster, spell_ob, tmp); 694 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; 695 tmp->level = casting_level (caster, spell_ob) / 2;
881 696
882 name = tmp->name; 697 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 698 if (!(tmp = m->insert (tmp, x, y, op)))
699 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
885 return 0; 701 return 0;
886 } 702 }
703
887 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
890 707
891 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
895 * blocked spaces. 712 * blocked spaces.
896 */ 713 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 714 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 715 posblocked = 0;
899 negblocked=0; 716 negblocked = 0;
900 717
901 for(i=1; i<=maxrange; i++) { 718 for (i = 1; i <= maxrange; i++)
719 {
902 int dir2; 720 int dir2;
903 721
904 dir2 = (dir<4)?(dir+2):dir-2; 722 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 723
906 x = tmp->x+i*freearr_x[dir2]; 724 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 725 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 726 m = tmp->map;
909 727
910 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 728 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) && 729 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
912 !posblocked) { 730 {
913 tmp2 = get_object(); 731 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 732 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 733
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 */ 734 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 736 tmp2->insert (tmp2->other_arch->instance ());
921 737
738 }
739 else
922 } else posblocked=1; 740 posblocked = 1;
923 741
924 x = tmp->x-i*freearr_x[dir2]; 742 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 743 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 744 m = tmp->map;
927 745
928 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)) &&
929 ((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) && !negblocked)
930 !negblocked) { 748 {
931 tmp2 = get_object(); 749 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 750 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 751
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
754 }
755 else
938 } else negblocked=1; 756 negblocked = 1;
939 } 757 }
940 758
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
942 update_all_los(op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
943 761
762 return 1;
763}
764
765int
766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
767{
768 uint32 dist, maxdist;
769 int mflags;
770 maptile *m;
771 sint16 sx, sy;
772
773 if (op->type != PLAYER)
774 return 0;
775
776 if (!dir)
777 {
778 op->failmsg ("In what direction?");
779 return 0;
780 }
781
782 /* Given the new outdoor maps, can't let players dimension door for
783 * ever, so put limits in.
784 */
785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
786
787 if (spellparam)
788 {
789 int count = atoi (spellparam);
790
791 if (count > maxdist)
792 {
793 op->failmsg ("You can't dimension door that far!");
794 return 0;
795 }
796
797 for (dist = 0; dist < count; dist++)
798 {
799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
800
801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
802 break;
803
804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
805 break;
806 }
807
808 if (dist < count)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
811 return 0;
812 }
813
814 /* Remove code that puts player on random space on maps. IMO,
815 * a lot of maps probably have areas the player should not get to,
816 * but may not be marked as NO_MAGIC (as they may be bounded
817 * by such squares). Also, there are probably treasure rooms and
818 * lots of other maps that protect areas with no magic, but the
819 * areas themselves don't contain no magic spaces.
820 */
821 /* This call here is really just to normalize the coordinates */
822 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
823 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
826 return 1; /* Maybe the penalty should be more severe... */
827 }
828 }
829 else
830 {
831 /* Player didn't specify a distance, so lets see how far
832 * we can move the player. Don't know why this stopped on
833 * spaces that blocked the players view.
834 */
835
836 for (dist = 0; dist < maxdist; dist++)
837 {
838 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
839
840 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
841 break;
842
843 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
844 break;
845
846 }
847
848 /* If the destination is blocked, keep backing up until we
849 * find a place for the player.
850 */
851 for (; dist > 0; dist--)
852 {
853 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
854 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
855 continue;
856
857
858 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
859 break;
860
861 }
862 if (!dist)
863 {
864 op->failmsg ("Your spell failed!\n");
865 return 0;
866 }
867 }
868
869 /* Actually move the player now */
870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
944 return 1; 871 return 1;
945}
946 872
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 */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1049 return 1; 875 return 1;
1050} 876}
1051
1052 877
1053/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1054 * op is the caster. 879 * op is the caster.
1055 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1056 * spell is the spell object. 881 * spell is the spell object.
1057 */ 882 */
883int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 884cast_heal (object *op, object *caster, object *spell, int dir)
885{
1059 object *tmp; 886 object *tmp;
1060 archetype *at; 887 archetype *at;
1061 object *poison; 888 object *poison;
1062 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1063 890
1064 tmp = find_target_for_friendly_spell(op,dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1065 892
1066 if (tmp==NULL) return 0; 893 if (!tmp)
894 return 0;
1067 895
1068 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1070 */ 898 */
1071 heal = spell->stats.dam; 899 heal = spell->stats.dam;
1072 if (spell->stats.hp) 900 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 902
1076 if (heal) { 903 if (heal)
904 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 906 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
907 else
1079 } 908 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 911 * on amount of damage healed.
1084 */ 912 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1087 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1088 917
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 920 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 922 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 924 else if (heal > 10)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1097 } else { 926 else
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1099 } 928
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 929 success = 1;
930 }
931 }
1106 932
933 if (spell->attacktype & AT_DISEASE)
934 if (cure_disease (tmp, op, spell))
935 success = 1;
936
1107 if (spell->attacktype & AT_POISON) { 937 if (spell->attacktype & AT_POISON)
1108 at = find_archetype("poisoning"); 938 {
939 at = archetype::find (shstr_poisoning);
1109 poison=present_arch_in_ob(at,tmp); 940 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 941 if (poison)
942 {
1111 success = 1; 943 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 945 poison->stats.food = 1;
1114 } 946 }
1115 } 947 }
948
1116 if (spell->attacktype & AT_CONFUSION) { 949 if (spell->attacktype & AT_CONFUSION)
950 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1118 if (poison) { 952 if (poison)
953 {
1119 success = 1; 954 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 956 poison->duration = 1;
1122 } 957 }
1123 } 958 }
959
1124 if (spell->attacktype & AT_BLIND) { 960 if (spell->attacktype & AT_BLIND)
1125 at=find_archetype("blindness"); 961 {
962 at = archetype::find (shstr_blindness);
1126 poison=present_arch_in_ob(at,tmp); 963 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 964 if (poison)
965 {
1128 success = 1; 966 success = 1;
1129 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1130 poison->stats.food = 1; 968 poison->stats.food = 1;
1131 } 969 }
1132 } 970 }
971
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
973 {
1134 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1135 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 975 if (tmp->stats.sp > tmp->stats.maxsp)
976 tmp->stats.sp = tmp->stats.maxsp;
1136 success = 1; 977 success = 1;
1137 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1138 } 979 }
980
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
982 {
1140 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1141 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 984 if (tmp->stats.grace > tmp->stats.maxgrace)
985 tmp->stats.grace = tmp->stats.maxgrace;
1142 success = 1; 986 success = 1;
1143 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1144 } 988 }
989
1145 if (spell->stats.food && tmp->stats.food < 999) { 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
991 {
1146 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 993 min_it (tmp->stats.food, MAX_FOOD);
994
1148 success = 1; 995 success = 1;
1149 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1150 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1151 } 998 }
999
1152 return success; 1000 return success;
1153} 1001}
1154
1155 1002
1156/* This is used for the spells that gain stats. There are no spells 1003/* 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 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1158 * good comments for those. 1005 * good comments for those.
1159 */ 1006 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1008 "You grow no stronger.",
1162"You grow no more agile.", 1009 "You grow no more agile.",
1163"You don't feel any healthier.", 1010 "You don't feel any healthier.",
1164"no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1165"You are no easier to look at.", 1014 "You are no easier to look at.",
1166"no int",
1167"no pow"
1168}; 1015};
1169 1016
1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1170int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1171 object *tmp, *tmp2=NULL; 1025{
1172 object *force=NULL; 1026 object *force = 0;
1173 int i; 1027 int i;
1174 1028
1175 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1176 if(dir!=0) { 1030 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1031 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1032 : op;
1179 tmp = op;
1180 }
1181 1033
1182 if(tmp==NULL) return 0; 1034 if (!tmp)
1183 1035 return 0;
1036
1184 /* If we've already got a force of this type, don't add a new one. */ 1037 /* 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) { 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1039 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1041 {
1187 if (tmp2->name == spell_ob->name) { 1042 if (tmp2->name == spell_ob->name)
1043 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1044 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1045 break;
1190 } 1046 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1048 {
1192 if ( !silent ) 1049 if (!silent)
1193 new_draw_info_format(NDI_UNIQUE, 0, op,
1194 "You can not cast %s while %s is in effect", 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl); 1051 &spell_ob->name, &tmp2->name_pl);
1052
1196 return 0; 1053 return 0;
1197 } 1054 }
1198 } 1055 }
1199 } 1056 }
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 1057
1210 } else { 1058 int duration = change_ability_duration (spell_ob, caster);
1211 int duration;
1212 1059
1213 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1060 if (force)
1061 {
1214 if (duration > force->duration) { 1062 if (duration > force->duration)
1063 {
1215 force->duration = duration; 1064 force->duration = duration;
1216 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1066 }
1217 } else { 1067 else
1218 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1219 } 1069
1220 return 1; 1070 return 1;
1221 } 1071 }
1222 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1223 force->speed = 1.0; 1088 force->speed = 1.0;
1224 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1226 1091
1227 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1093 for (i = 0; i < NROFATTACKS; i++)
1094 {
1229 if (spell_ob->resist[i]) { 1095 if (spell_ob->resist[i])
1096 {
1230 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1098 if (force->resist[i] > 100)
1099 force->resist[i] = 100;
1232 } 1100 }
1233 } 1101 }
1102
1234 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1235 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1236 1105
1237 if (tmp->type == PLAYER) { 1106 if (tmp->type == PLAYER)
1107 {
1238 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1109 for (i = 0; i < NUM_STATS; i++)
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1110 {
1241 if (stat) { 1111 if (sint8 stat = spell_ob->stats.stat (i))
1112 {
1242 sm=0; 1113 sint8 sm = 0;
1243 for (k=0; k<stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1115 sm += rndm (1, 3);
1245 1116
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1248 if (sm<0) sm = 0; 1119
1249 } 1120 force->stats.stat (i) = sm;
1250 set_attr_value(&force->stats, i, sm); 1121
1251 if (!sm) 1122 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1124 }
1254 } 1125 }
1255 } 1126 }
1256 1127
1257 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1258 1129
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1261 1132
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1263 SET_FLAG(force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1264 1135
1265 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1137 if (spell_ob->stats.exp)
1138 {
1139 if (op->speed > 0.5f)
1267 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1140 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1268 else 1141 else
1269 force->stats.exp = spell_ob->stats.exp; 1142 force->stats.exp = spell_ob->stats.exp;
1270 } 1143 }
1271 1144
1272 force->stats.wc = spell_ob->stats.wc; 1145 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1146 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1275 1148
1276 insert_ob_in_ob(force,tmp); 1149 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1151 tmp->update_stats ();
1152
1279 return 1; 1153 return 1;
1280} 1154}
1281 1155
1282/* This used to be part of cast_change_ability, but it really didn't make 1156/* 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 1157 * a lot of sense, since most of the values it derives are from the god
1284 * of the caster. 1158 * of the caster.
1285 */ 1159 */
1286 1160int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1162{
1288 int i; 1163 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1290 1165
1291 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1292 if(dir!=0) { 1167 if (dir != 0)
1168 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1170
1171 if (!tmp)
1172 return 0;
1173 }
1174 else
1295 tmp = op; 1175 tmp = op;
1296 }
1297 1176
1298 /* If we've already got a force of this type, don't add a new one. */ 1177 /* 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) { 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1179 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1181 {
1301 if (tmp2->name == spell_ob->name) { 1182 if (tmp2->name == spell_ob->name)
1183 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1184 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1185 break;
1304 } 1186 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1187 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1188 {
1307 "You can not cast %s while %s is in effect", 1189 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; 1190 return 0;
1310 } 1191 }
1311 } 1192 }
1312 } 1193 }
1194
1313 if(force==NULL) { 1195 if (force == NULL)
1196 {
1314 force=get_archetype(FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1199 if (spell_ob->race)
1317 force->name = spell_ob->race; 1200 force->name = spell_ob->race;
1318 else 1201 else
1319 force->name = spell_ob->name; 1202 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1203 force->name_pl = spell_ob->name;
1321 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1322 } else { 1205 }
1206 else
1207 {
1323 int duration; 1208 int duration;
1324 1209
1325 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1210 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1326 if (duration > force->duration) { 1211 if (duration > force->duration)
1212 {
1327 force->duration = duration; 1213 force->duration = duration;
1328 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1215 }
1329 } else { 1216 else
1217 {
1330 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1218 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1331 } 1219 }
1332 return 0; 1220 return 0;
1333 } 1221 }
1334 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1335 force->speed = 1.0; 1223 force->speed = 1.0;
1336 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1338 1226
1339 if(!god) { 1227 if (!god)
1228 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1230 }
1231 else
1232 {
1342 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1234 for (i = 0; i < NROFATTACKS; i++)
1344 if (god->resist[i]>0) { 1235 if (god->resist[i] > 0)
1345 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1346 } 1237
1347 }
1348 force->path_attuned|=god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1349 1239
1350 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1352 1242
1353 if (tmp != op) { 1243 if (tmp != op)
1244 {
1354 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); 1245 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); 1246 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1247 }
1356 } else { 1248 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1249 {
1250 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1251 }
1360 1252
1361 } 1253 }
1362 force->stats.wc = spell_ob->stats.wc; 1254 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1255 force->stats.ac = spell_ob->stats.ac;
1364 1256
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1257 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1258 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1259 tmp->update_stats ();
1368 return 1; 1260 return 1;
1369} 1261}
1370
1371
1372 1262
1373/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1374 * 1264 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1266 * 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 * 1267 *
1381 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1382 * the maximum number of large nuggets you could get. 1269 * 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 1270 * because the nuggets themselves will be will be adjusted by charisma
1384 * to the max amount of small nuggets as you could get. 1271 * 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 * 1272 *
1389 * There is also a chance (1:30) that you will get nothing at all 1273 * 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 1274 * for the object. There is also a maximum weight that will be
1391 * alchemied. 1275 * alchemised.
1392 */ 1276 */
1393 1277static void
1394/* I didn't feel like passing these as arguements to the 1278alchemy_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{ 1279{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1281
1406 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1407 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1408 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1287 * the stuff back to town.
1412 */ 1288 */
1413 1289 if (obj->flag [FLAG_UNPAID])
1414 if (QUERY_FLAG(obj, FLAG_UNPAID))
1415 value=0; 1290 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1292 value /= 3;
1418 else 1293 else
1419 value = (value*9)/10; 1294 value = value * 9 / 10;
1420 1295
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1296 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1297 total_value += value;
1425 1298
1426 count = value / large->value; 1299 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 1300
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1301 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} 1302}
1447 1303
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1304int
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) 1305alchemy (object *op, object *caster, object *spell_ob)
1478{ 1306{
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) 1307 if (op->type != PLAYER)
1485 return 0; 1308 return 0;
1486 1309
1310 archetype *nugget[3];
1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1315
1487 /* Put a maximum weight of items that can be alchemied. Limits the power 1316 /* 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 1317 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1318 * in sight
1490 */ 1319 */
1491 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1320 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1492 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1322 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1323
1324 int weight = 0;
1325
1496 for(y= op->y-1;y<=op->y+1;y++) { 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1327 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1329 {
1330 uint64 value = 0;
1331
1498 nx = x; 1332 sint16 nx = x;
1499 ny = y; 1333 sint16 ny = y;
1500 1334
1501 mp = op->map; 1335 maptile *mp = op->map;
1502 1336
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1338
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1340 continue;
1507 1341
1508 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1343 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1344 * ground level effect.
1511 */ 1345 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1347 continue;
1514 1348
1515 small_nuggets=0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1350 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1351 next = tmp->above;
1352
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1355 {
1523
1524 if (tmp->inv) { 1356 if (tmp->inv)
1357 {
1525 object *next1, *tmp1; 1358 object *next1, *tmp1;
1359
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1361 {
1527 next1 = tmp1->below; 1362 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1365 alchemy_object (tmp1, value, weight);
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1532 &weight);
1533 } 1366 }
1534 } 1367 }
1368
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1370
1371 if (weight > weight_max)
1372 break;
1373 }
1536 1374 }
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 1375
1546 /* Insert all the nuggets at one time. This probably saves time, but 1376 value -= rndm (value >> 4);
1547 * it also prevents us from alcheming nuggets that were just created 1377 value = min (value, value_max);
1548 * with this spell. 1378
1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1380 if (int nrof = value / nugget [i]->value)
1549 */ 1381 {
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1551 } 1388 }
1389
1390 if (weight > weight_max)
1391 goto bailout;
1392 }
1552 } 1393 }
1553 free_object(large); 1394
1554 free_object(small); 1395bailout:
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; 1396 return 1;
1560} 1397}
1561
1562 1398
1563/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1564 * items. 1400 * items.
1565 */ 1401 */
1402int
1566int remove_curse(object *op, object *caster, object *spell) { 1403remove_curse (object *op, object *caster, object *spell)
1567 object *tmp; 1404{
1568 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1569 1406
1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1408 if (tmp->flag [FLAG_APPLIED] &&
1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1411 {
1412 was_one++;
1413
1414 if (tmp->level <= casting_level (caster, spell))
1415 {
1416 success++;
1417 if (spell->flag [FLAG_DAMNED])
1418 tmp->clr_flag (FLAG_DAMNED);
1419
1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1422 tmp->value = 0; /* Still can't sell it */
1423
1424 if (object *pl = tmp->visible_to ())
1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1426 }
1427 }
1428
1429 if (op->type == PLAYER)
1430 {
1431 if (success)
1432 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1433 else
1434 {
1435 if (was_one)
1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1437 else
1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1439 }
1440 }
1441
1442 return success;
1443}
1444
1445/* Identifies objects in the players inventory/on the ground */
1446int
1447cast_identify (object *op, object *caster, object *spell)
1448{
1449 object *tmp;
1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1451
1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1453
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1455 {
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1457 {
1458 identify (tmp);
1574 1459
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) 1460 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1461 {
1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1463
1464 if (tmp->msg)
1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1586 } 1466 }
1587 }
1588 1467
1589 if (op->type==PLAYER) { 1468 if (!--num_ident)
1590 if (success) { 1469 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 } 1470 }
1471 }
1472
1473 /* If all the power of the spell has been used up, don't go and identify
1474 * stuff on the floor. Only identify stuff on the floor if the spell
1475 * was not fully used.
1476 */
1477 if (num_ident)
1598 } 1478 {
1599 return success; 1479 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)) { 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1481 {
1615 identify(tmp); 1482 identify (tmp);
1616 if (op->type==PLAYER) { 1483
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1484 if (object *pl = tmp->visible_to ())
1618 "You have %s.", long_desc(tmp, op)); 1485 {
1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1487
1619 if (tmp->msg) { 1488 if (tmp->msg)
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1490 }
1491
1492 if (!--num_ident)
1493 break;
1494 }
1495 }
1496
1497 if (buf.empty ())
1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1507 spell_effect (spell, op->x, op->y, op->map, op);
1508 return 1;
1509 }
1510}
1511
1512int
1513cast_detection (object *op, object *caster, object *spell, object *skill)
1514{
1515 object *tmp, *last, *god, *detect;
1516 int done_one, range, mflags, floor, level;
1517 sint16 x, y, nx, ny;
1518 maptile *m;
1519
1520 /* We precompute some values here so that we don't have to keep
1521 * doing it over and over again.
1522 */
1523 god = find_god (determine_god (op));
1524 level = casting_level (caster, spell);
1525 range = spell->range + SP_level_range_adjust (caster, spell);
1526
1527 if (!skill)
1528 skill = caster;
1529
1530 dynbuf buf;
1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1532 {
1533 /* For most of the detections, we only detect objects above the
1534 * floor. But this is not true for show invisible.
1535 * Basically, we just go and find the top object and work
1536 * down - that is easier than working up.
1537 */
1538
1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1540 last = tmp;
1541
1542 /* Shouldn't happen, but if there are no objects on a space, this
1543 * would happen.
1544 */
1545 if (!last)
1546 continue;
1547
1548 done_one = 0;
1549 floor = 0;
1550 detect = 0;
1551 for (tmp = last; tmp; tmp = tmp->below)
1552 {
1553 /* show invisible */
1554 if (spell->flag [FLAG_MAKE_INVIS]
1555 /* Might there be other objects that we can make visible? */
1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1558 || tmp->type == T_HANDLE
1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1565 || tmp->type == LOCKED_DOOR
1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1569 || tmp->type == TRIGGER_PEDESTAL
1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1578 {
1579 tmp->invisible = 0;
1580 done_one = 1;
1622 } 1581 }
1623 } 1582 }
1624 num_ident--; 1583
1625 success=1; 1584 if (tmp->flag [FLAG_IS_FLOOR])
1626 if (!num_ident) break; 1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1627 } 1615 }
1628 } 1616
1629 /* If all the power of the spell has been used up, don't go and identify 1617 /* detect monster */
1630 * stuff on the floor. Only identify stuff on the floor if the spell 1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1631 * was not fully used. 1619 {
1632 */ 1620 done_one = 2;
1633 if (num_ident) { 1621
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1622 if (!detect)
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1636 need_identify(tmp)) { 1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1637 1648
1638 identify(tmp); 1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1639 if (op->type==PLAYER) { 1652 if (tmp->type == VEIN)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 1653 {
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) { 1654 if (tmp->other_arch)
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1655 {
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1661 done_one = 1;
1645 } 1662 }
1646 esrv_send_item(op, tmp);
1647 } 1663 }
1648 num_ident--; 1664 } /* for stack of objects on this space */
1649 success=1; 1665
1650 if (!num_ident) break; 1666 /* Code here puts an effect of the spell on the space, so you can see
1667 * where the magic is.
1668 */
1669 if (done_one)
1651 } 1670 {
1652 } 1671 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 1672
1661 1673 /* if this is set, we want to copy the face */
1662int cast_detection(object *op, object *caster, object *spell, object *skill) { 1674 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 */ 1675 {
1689 1676 detect_ob->face = detect->face;
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1677 detect_ob->animation_id = detect->animation_id;
1691 /* Shouldn't happen, but if there are no objects on a space, this 1678 detect_ob->anim_speed = detect->anim_speed;
1692 * would happen. 1679 detect_ob->last_anim = 0;
1680 /* by default, the detect_ob is already animated */
1681 if (!detect->flag [FLAG_ANIMATE])
1682 detect_ob->clr_flag (FLAG_ANIMATE);
1693 */ 1683 }
1694 if (!last) continue;
1695 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1686 }
1687 } /* for processing the surrounding spaces */
1688
1689
1690 /* Now process objects in the players inventory if detect curse or magic */
1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1692 {
1696 done_one=0; 1693 done_one = 0;
1697 floor=0; 1694
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) { 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1700 1696 {
1701 /* show invisible */ 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1698 {
1703 /* Might there be other objects that we can make visibile? */ 1699 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 } 1700 {
1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1702
1703 if (object *pl = tmp->visible_to ())
1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1718 } 1705 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720 1706
1721 /* All detections below this point don't descend beneath the floor, 1707 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 1708 (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 */ 1709 {
1726 if (floor) continue; 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1727 1711
1728 /* I had thought about making detect magic and detect curse 1712 if (object *pl = tmp->visible_to ())
1729 * show the flash the magic item like it does for detect monster. 1713 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 } 1714 }
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 */ 1715 } /* if item is not identified */
1808 } /* for the players inventory */ 1716 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1810 return 1; 1719 return 1;
1811} 1720}
1812 1721
1813 1722
1814/** 1723/**
1815 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1724 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1816 * level whos spell did cause the overcharge. 1725 * level whos spell did cause the overcharge.
1817 */ 1726 */
1727static void
1818static void charge_mana_effect(object *victim, int caster_level) 1728charge_mana_effect (object *victim, int caster_level)
1819{ 1729{
1820 1730
1821 /* Prevent explosions for objects without mana. Without this check, doors 1731 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 1732 * will explode, too.
1823 */ 1733 */
1824 if (victim->stats.maxsp <= 0) 1734 if (victim->stats.maxsp <= 0)
1825 return; 1735 return;
1826 1736
1827 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1828 1738
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1830 object *tmp; 1740 {
1831
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 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; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1842 } 1744 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1745 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."); 1746 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) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1750 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 1752 confuse_player (victim, victim, 99);
1852 } 1753 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 1756}
1857 1757
1858/* cast_transfer 1758/* cast_transfer
1859 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
1861 */ 1761 */
1862 1762
1763int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 1764cast_transfer (object *op, object *caster, object *spell, int dir)
1765{
1864 object *plyr=NULL; 1766 object *plyr = NULL;
1865 sint16 x, y; 1767 sint16 x, y;
1866 mapstruct *m; 1768 maptile *m;
1867 int mflags; 1769 int mflags;
1868 1770
1869 m = op->map; 1771 m = op->map;
1870 x = op->x+freearr_x[dir]; 1772 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 1773 y = op->y + freearr_y[dir];
1872 1774
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1776
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1778 {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1878 break; 1781 break;
1879 } 1782 }
1880 1783
1881 1784
1882 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
1883 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
1884 */ 1787 */
1885 if(plyr==NULL) 1788 if (plyr == NULL)
1886 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1888 break; 1791 break;
1889 1792
1890 if (!plyr) { 1793 if (!plyr)
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1794 {
1795 op->failmsg ("There is no one there.");
1892 return 0; 1796 return 0;
1893 } 1797 }
1894 /* give sp */ 1798 /* give sp */
1895 if(spell->stats.dam > 0) { 1799 if (spell->stats.dam > 0)
1800 {
1896 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1898 return 1; 1803 return 1;
1899 } 1804 }
1900 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 1806 else if (op != plyr)
1807 {
1902 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1808 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1903 1809
1904 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1810 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1905 1811
1906 if (rate > 95) rate=95; 1812 if (rate > 95)
1813 rate = 95;
1907 1814
1908 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1817 if (op->flag [FLAG_ALIVE])
1818 {
1911 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1914 if (sucked > 0) { 1822 if (sucked > 0)
1823 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1916 } 1825 }
1917 } 1826 }
1918 return 1; 1827 return 1;
1919 } 1828 }
1920 return 0; 1829 return 0;
1921} 1830}
1922 1831
1923 1832
1924/* counterspell: nullifies spell effects. 1833/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 1834 * op is the counterspell object, dir is the direction
1926 * it was cast in. 1835 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 1836 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 1837 * this may nullify it.
1929 */ 1838 */
1839void
1930void counterspell(object *op,int dir) 1840counterspell (object *op, int dir)
1931{ 1841{
1932 object *tmp, *head, *next; 1842 object *tmp, *head, *next;
1933 int mflags; 1843 int mflags;
1934 mapstruct *m; 1844 maptile *m;
1935 sint16 sx,sy; 1845 sint16 sx, sy;
1936 1846
1937 sx = op->x + freearr_x[dir]; 1847 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 1848 sy = op->y + freearr_y[dir];
1939 m = op->map; 1849 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 if (mflags & P_OUT_OF_MAP) return; 1851 if (mflags & P_OUT_OF_MAP)
1852 return;
1853
1854 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1942 1855 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 1856 next = tmp->above;
1945 1857
1946 /* Need to look at the head object - otherwise, if tmp 1858 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 1859 * points to a monster, we don't have all the necessary
1948 * info for it. 1860 * info for it.
1949 */ 1861 */
1862 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 1863 head = tmp->head;
1864 else
1951 else head = tmp; 1865 head = tmp;
1952 1866
1953 /* don't attack our own spells */ 1867 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 1868 if (tmp->owner && tmp->owner == op->owner)
1869 continue;
1955 1870
1956 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 1873 * monsters either.
1959 */ 1874 */
1960 1875
1961 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 1877 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 1878 && !head->flag [FLAG_MONSTER]
1964 (op->level > head->level)) { 1879 && (op->level > head->level))
1965 remove_ob(head); 1880 head->destroy ();
1966 free_object(head); 1881 else
1967 } else switch(head->type) { 1882 switch (head->type)
1883 {
1968 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1886 // about sanctuary in spell_util.C
1887 if (tmp->flag [FLAG_IS_FLOOR])
1888 continue;
1889
1969 if(op->level > head->level) { 1890 if (op->level > head->level)
1970 remove_ob(head); 1891 head->destroy ();
1971 free_object(head); 1892
1972 }
1973 break; 1893 break;
1974 1894
1975 /* I really don't get this rune code that much - that 1895 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 1896 * random chance seems really low.
1977 */ 1897 */
1978 case RUNE: 1898 case RUNE:
1979 if(rndm(0, 149) == 0) { 1899 if (rndm (0, 149) == 0)
1900 {
1980 head->stats.hp--; /* weaken the rune */ 1901 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 1902 if (!head->stats.hp)
1982 remove_ob(head); 1903 head->destroy ();
1983 free_object(head);
1984 } 1904 }
1985 }
1986 break; 1905 break;
1987 } 1906 }
1988 } 1907 }
1989} 1908}
1990
1991
1992 1909
1993/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1911int
1994int cast_consecrate(object *op, object *caster, object *spell) { 1912cast_consecrate (object *op, object *caster, object *spell)
1913{
1995 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1996 1915
1997 object *tmp, *god=find_god(determine_god(op)); 1916 object *tmp, *god = find_god (determine_god (op));
1998 1917
1999 if(!god) { 1918 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 1919 {
2001 "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2002 return 0; 1921 return 0;
2003 } 1922 }
2004 1923
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1925 {
1926 if (tmp->flag [FLAG_IS_FLOOR])
1927 break;
2007 if(tmp->type==HOLY_ALTAR) { 1928 if (tmp->type == HOLY_ALTAR)
1929 {
2008 1930
2009 if(tmp->level > caster_level(caster, spell)) { 1931 if (tmp->level > casting_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 1932 {
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0; 1934 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 } 1935 }
1936 else
1937 {
1938 /* If we got here, we are consecrating an altar */
1939 sprintf (buf, "Altar of %s", &god->name);
1940 tmp->name = buf;
1941 tmp->level = casting_level (caster, spell);
1942 tmp->other_arch = god->arch;
1943
1944 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1948 return 1;
2024 } 1949 }
1950 }
2025 } 1951 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
2027 return 0; 1954 return 0;
2028} 1955}
2029 1956
2030/* animate_weapon - 1957/* animate_weapon -
2031 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2032 * The golem is based on the archetype specified, modified by the caster's level 1959 * 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, 1962 * 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 1963 * 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 1964 * that only let players use it was correct, and removed all the other
2038 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2039 */ 1966 */
2040 1967int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2042 object *weapon, *tmp; 1969{
2043 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2044 int a, i; 1971 int a, i;
2045 sint16 x, y; 1972 sint16 x, y;
2046 mapstruct *m; 1973 maptile *m;
2047 materialtype_t *mt; 1974
2048
2049 if(!spell->other_arch){ 1975 if (!spell->other_arch)
1976 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2052 return 0; 1979 return 0;
2053 } 1980 }
2054 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 1982 if (op->type != PLAYER)
1983 return 0;
2056 1984
2057 /* if player already has a golem, abort */ 1985 /* 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) { 1986 if (object *golem = op->contr->golem)
2059 control_golem(op->contr->ranges[range_golem],dir); 1987 {
1988 control_golem (golem, dir);
2060 return 0; 1989 return 0;
2061 } 1990 }
2062 1991
2063 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2064 if(!dir) 1993 if (!dir)
2065 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2066 1995
2067 m = op->map; 1996 m = op->map;
2068 x = op->x+freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2070 1999
2071 /* if there's no place to put the golem, abort */ 2000 /* 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) || 2001 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)) { 2002 || ((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."); 2003 {
2004 op->failmsg ("There is something in the way.");
2075 return 0; 2005 return 0;
2076 } 2006 }
2077 2007
2078 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2009 object *weapon = op->mark ();
2080 2010
2081 if (!weapon) { 2011 if (!weapon)
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 {
2013 op->failmsg ("You must mark a weapon to use with this spell!");
2083 return 0; 2014 return 0;
2084 } 2015 }
2016
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2017 if (spell->race && weapon->arch->archname != spell->race)
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2018 {
2019 op->failmsg ("The spell fails to transform your weapon.");
2087 return 0; 2020 return 0;
2088 } 2021 }
2022
2089 if (weapon->type != WEAPON) { 2023 if (weapon->type != WEAPON)
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2024 {
2025 op->failmsg ("You need to wield a weapon to animate it.");
2091 return 0; 2026 return 0;
2027 }
2028
2029 if (weapon->flag [FLAG_APPLIED])
2092 } 2030 {
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2031 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; 2032 return 0;
2097 } 2033 }
2098 2034
2099 if (weapon->nrof > 1) { 2035 weapon = weapon->split ();
2100 tmp = get_split_ob(weapon, 1);
2101 esrv_send_item(op, weapon);
2102 weapon = tmp;
2103 }
2104 2036
2105 /* create the golem object */ 2037 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2107 2039
2108 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2042 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2043 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2044 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2115 set_spell_skill(op, caster, spell, tmp); 2047 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 2048
2120 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2121 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2122 * used above. 2051 * used above.
2123 */ 2052 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2125 remove_ob (weapon); 2054 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2055
2127 esrv_send_item(op, weapon); 2056 tmp->insert (weapon);
2057
2128 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2129 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2130 * body_info, skills, etc) 2060 * body_info, skills, etc)
2131 */ 2061 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2134 fix_player(tmp); 2064 tmp->update_stats ();
2135 2065
2136 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2137 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2138 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2139 */ 2069 */
2140 2070
2141 /* modify weapon's animated wc */ 2071 /* modify weapon's animated wc */
2142 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2072 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; 2073 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2074 tmp->stats.wc = -127;
2145 2075
2146 /* Modify hit points for weapon */ 2076 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2077 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2078 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2079 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2080 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2081 tmp->stats.hp = tmp->stats.maxhp;
2152 2082
2153 /* Modify weapon's damage */ 2083 /* Modify weapon's damage */
2154 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2084 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 2085 if (tmp->stats.dam < 0)
2156 + weapon->magic 2086 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2087
2160 2088
2161 /* attacktype */ 2089 /* attacktype */
2162 if ( ! tmp->attacktype) 2090 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2164 2092
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++) 2093 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2171 a = mt->save[0]; 2095
2172 } else { 2096 a = op->material->save[0];
2173 for (i=0; i < NROFATTACKS; i++) 2097
2174 tmp->resist[i] = 5;
2175 a = 10;
2176 }
2177 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2103 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2104 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2105 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2106 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2107 tmp->resist[ATNR_BLIND] = 100;
2187 2108
2188 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2189 2110
2190 if (a > 14) a = 14; 2111 if (a > 14)
2112 a = 14;
2113
2191 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2192 2115
2193 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2194 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2195 2118
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2119 if (!spell->race)
2120 {
2199 sprintf(buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2122 tmp->name = buf;
2201 2123
2202 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2129 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 } 2130 }
2214 2131
2215 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2216 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2217 2134
2218 tmp->speed_left= -1; 2135 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2136 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2137
2138 m->insert (tmp, x, y, op);
2223 return 1; 2139 return 1;
2224} 2140}
2225 2141
2226/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2227 2143
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2230 */ 2146 */
2231 2147int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2149{
2233 int success; 2150 int success;
2234 2151
2235 if(!op->map) return 0; /* shouldnt happen */ 2152 if (!op->map)
2153 return 0; /* shouldnt happen */
2236 2154
2237 success=change_map_light(op->map,spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2238 if(!success) { 2157 if (!success)
2158 {
2239 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2241 else 2161 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2243 } 2163 }
2164
2244 return success; 2165 return success;
2245} 2166}
2246
2247
2248
2249
2250 2167
2251/* create an aura spell object and put it in the player's inventory. 2168/* 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, 2169 * as usual, op is player, caster is the object casting the spell,
2253 * spell is the spell object itself. 2170 * spell is the spell object itself.
2254 */ 2171 */
2172int
2255int create_aura(object *op, object *caster, object *spell) 2173create_aura (object *op, object *caster, object *spell)
2256{ 2174{
2257 int refresh=0; 2175 int refresh = 0;
2258 object *new_aura; 2176 object *new_aura;
2259 2177
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2179 if (new_aura)
2262 else new_aura = arch_to_object(spell->other_arch); 2180 refresh = 1;
2181 else
2182 new_aura = spell->other_arch->instance ();
2263 2183
2264 new_aura->duration = spell->duration + 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2185
2267 new_aura->stats.dam = spell->stats.dam 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2187
2270 set_owner(new_aura,op);
2271 set_spell_skill(op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2273 2190
2274 new_aura->level = caster_level(caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2275 if (refresh) 2193 if (refresh)
2276 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2277 else 2195 else
2278 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2279 insert_ob_in_ob(new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2280 return 1; 2201 return 1;
2281} 2202}
2282
2283 2203
2284/* move aura function. An aura is a part of someone's inventory, 2204/* 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 2205 * which he carries with him, but which acts on the map immediately
2286 * around him. 2206 * around him.
2287 * Aura parameters: 2207 * Aura parameters:
2288 * duration: duration counter. 2208 * duration: duration counter.
2289 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2291 */ 2211 */
2292 2212void
2293void move_aura(object *aura) { 2213move_aura (object *aura)
2294 int i, mflags; 2214{
2295 object *env;
2296 mapstruct *m;
2297
2298 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2299 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2300 2218
2301 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2303 */ 2221 */
2304 remove_ob(aura); 2222 aura->remove ();
2305 2223
2306 /* exit if we're out of gas */ 2224 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2225 if (aura->duration-- < 0)
2308 free_object(aura); 2226 {
2227 aura->destroy ();
2309 return; 2228 return;
2310 } 2229 }
2311 2230
2312 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2232 if (!env || !env->map)
2314 free_object(aura); 2233 {
2234 aura->destroy ();
2315 return; 2235 return;
2316 } 2236 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2237
2320 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2322 */ 2240 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2241 aura->insert_at (env, aura);
2324 2242
2325 for(i=1;i<9;i++) { 2243 for (int i = 1; i < 9; i++)
2326 sint16 nx, ny; 2244 {
2327 nx = aura->x + freearr_x[i]; 2245 mapxy pos (env);
2328 ny = aura->y + freearr_y[i]; 2246 pos.move (i);
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2330 2247
2331 /* Consider the movement tyep of the person with the aura as 2248 /* 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 2249 * 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. 2250 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2251 */
2335 if (!(mflags & P_OUT_OF_MAP) 2252 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 { 2253 {
2338 hit_map(aura,i,aura->attacktype,0); 2254 hit_map (aura, i, aura->attacktype, 0);
2339 2255
2340 if(aura->other_arch) { 2256 if (aura->other_arch)
2341 object *new_ob; 2257 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 } 2258 }
2348 }
2349 } 2259 }
2260
2350 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2262 env->insert (aura);
2352 insert_ob_in_ob(aura, env); 2263 aura->set_owner (owner);
2353} 2264}
2354 2265
2355/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2356 * op is the piece object. 2267 * op is the piece object.
2357 */ 2268 */
2358 2269void
2359void move_peacemaker(object *op) { 2270move_peacemaker (object *op)
2360 object *tmp; 2271{
2361 2272 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) { 2273 {
2363 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2364 object *victim=tmp; 2275 object *victim = tmp->head_ ();
2365 2276
2366 if (tmp->head) victim=tmp->head; 2277 if (!victim->flag [FLAG_MONSTER])
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2278 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2281 continue;
2282
2369 if (victim->stats.exp == 0) continue; 2283 if (victim->stats.exp == 0)
2284 continue;
2370 2285
2371 def_lev = MAX(1,victim->level); 2286 def_lev = max (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2287 atk_lev = max (1, op->level);
2373 2288
2374 if (rndm(0, atk_lev-1) > def_lev) { 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 {
2375 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2376 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2295 victim->stats.exp = 0;
2379#if 0 2296#if 0
2380 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2382 */ 2299 */
2383 victim->stats.dam = 0; 2300 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2387#endif 2304#endif
2388 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2393 if(victim->name) { 2311 if (victim->name)
2394 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",&victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2395 } 2313 }
2396 }
2397 } 2314 }
2398} 2315}
2399
2400 2316
2401/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2403 */ 2319 */
2404 2320int
2405int write_mark(object *op, object *spell, const char *msg) { 2321write_mark (object *op, object *spell, const char *msg)
2406 char rune[HUGE_BUF]; 2322{
2407 object *tmp;
2408
2409 if (!msg || msg[0] == 0) { 2323 if (!msg || msg[0] == 0)
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2324 {
2325 op->failmsg ("Write what?");
2411 return 0; 2326 return 0;
2327 }
2328
2329 if (!msg_is_safe (msg))
2412 } 2330 {
2413 2331 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); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2333 return 0;
2418 } 2334 }
2335
2419 if (!spell->other_arch) return 0; 2336 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; 2337 return 0;
2338
2339 object *tmp = spell->other_arch->instance ();
2340
2341 tmp->race = op->name; /*Save the owner of the rune */
2342 tmp->msg = msg;
2343
2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2346 return 1;
2430} 2347}
2348

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