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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 UTC

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

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