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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 1.143 by root, Mon Nov 12 03:48:34 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 cast_create_obj (op, caster, missile, dir);
196 && ! was_destroyed (missile, tag)) 202
197 { 203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
198 pick_up(op, missile); 206 pick_up (op, missile);
199 } 207
200 return 1; 208 return 1;
201} 209}
202
203 210
204/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 215{
208 int food_value; 216 int food_value;
209 archetype *at=NULL; 217 archetype *at = NULL;
210 object *new_op; 218 object *new_op;
211 219
212 food_value=spell_ob->stats.food + 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 221
215 if(stringarg) { 222 if (spellparam)
223 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 225 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 228 spellparam = NULL;
229 }
230
231 if (!spellparam)
221 } 232 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 233 archetype *at_tmp;
225 234
226 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 237 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 239 * to be altered from the donor.
231 */ 240 */
232 241
233 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 243 for_all_archetypes (at_tmp)
244 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 {
236 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 249 * the item we have now, take it instead.
239 */ 250 */
240 if (at_tmp->clone.stats.food<=food_value && 251 if (at_tmp->stats.food <= food_value
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 252 && (!at
242 at=at_tmp; 253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
256 at = at_tmp;
257 }
258 }
243 } 259 }
244 } 260
245 }
246 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
247 * know 262 * know
248 */ 263 */
249 if (!at) { 264 if (!at)
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0;
252 } 265 {
266 op->failmsgf ("You don't have enough experience to create any food.");
267 return 0;
268 }
253 269
254 food_value/=at->clone.stats.food; 270 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 271 new_op = at->instance ();
256 new_op->nrof = food_value; 272 new_op->nrof = food_value;
257 273
258 new_op->value = 0; 274 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 275 if (new_op->nrof < 1)
276 new_op->nrof = 1;
260 277
261 cast_create_obj(op, caster,new_op, dir); 278 cast_create_obj (op, caster, new_op, dir);
262 return 1; 279 return 1;
263} 280}
264 281
282int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 283probe (object *op, object *caster, object *spell_ob, int dir)
284{
266 int r, mflags, maxrange; 285 int r, mflags, maxrange;
267 object *tmp; 286 object *tmp;
268 mapstruct *m; 287 maptile *m;
269 288
270
271 if(!dir) { 289 if (!dir)
290 {
272 examine_monster(op,op); 291 examine_monster (op, op);
273 return 1; 292 return 1;
274 } 293 }
294
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 296 for (r = 1; r < maxrange; r++)
297 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 299
279 m = op->map; 300 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 302
282 if (mflags & P_OUT_OF_MAP) break; 303 if (mflags & P_OUT_OF_MAP)
304 break;
283 305
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
307 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 309 return 0;
287 } 310 }
311
288 if (mflags & P_IS_ALIVE) { 312 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 313 {
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 318 if (tmp->head != NULL)
293 tmp=tmp->head; 319 tmp = tmp->head;
294 examine_monster(op,tmp); 320 examine_monster (op, tmp);
295 return 1; 321 return 1;
296 } 322 }
297 } 323 }
298 } 324 }
325
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 327 return 1;
301} 328}
302
303 329
304/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 331 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 334 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 335 * pl is invisible.
310 */ 336 */
337int
311int makes_invisible_to(object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
312{ 339{
313
314 if (!pl->invisible) return 0; 340 if (!pl->invisible)
341 return 0;
342
315 if (pl->type == PLAYER ) { 343 if (pl->type == PLAYER)
344 {
316 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 346 if (!pl->contr->invis_race)
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 347 {
348 if (mon->flag [FLAG_UNDEAD])
349 return 0;
350
319 return 1; 351 return 1;
320 } 352 }
353
321 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 356 return 1;
357
324 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 359 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1; 360 return 0;
361
362 if (mon->race.contains (pl->contr->invis_race))
363 return 1;
364
327 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
328 return 0; 366 return 0;
329 } else { 367 }
368 else
369 {
330 /* monsters are invisible to everything */ 370 /* monsters are invisible to everything */
331 return 1; 371 return 1;
332 } 372 }
333} 373}
334 374
335/* Makes the player or character invisible. 375/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 376 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 379 * 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 380 * 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/ 381 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 382 * normal applies.
343 */ 383 */
384int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 385cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 386{
346
347 if(op->invisible>1000) { 387 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 } 388 {
389 op->failmsg ("You can not extend the duration of your invisibility any further");
390 return 0;
391 }
351 392
352 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 394 * and if statement or two.
354 */ 395 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
356 /* max duration */ 398 /* limit duration */
357 if(op->invisible>1000) op->invisible = 1000; 399 min_it (op->invisible, 1000);
358 400
359 if (op->type == PLAYER) { 401 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 402 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 403 op->contr->invis_race = spell_ob->race;
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 404
405 if (spell_ob->flag [FLAG_MAKE_INVIS])
364 op->contr->tmp_invis=0; 406 op->contr->tmp_invis = 0;
365 else 407 else
366 op->contr->tmp_invis=1; 408 op->contr->tmp_invis = 1;
367 409
368 op->contr->hidden = 0; 410 op->contr->hidden = 0;
369 } 411 }
412
370 if (makes_invisible_to(op, op)) 413 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 415 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 417
375 update_object(op,UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
376 419
377 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
378 * harm to the player. 421 * harm to the player.
379 */ 422 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
381 if (tmp->enemy == op) 424 if (tmp->enemy == op)
382 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
383 return 1; 427 return 1;
384} 428}
385 429
386/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 431 */
432int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
389 object *tmp, *next; 434{
390 int range,i,j, mflags; 435 int range, i, j, mflags;
391 sint16 sx, sy; 436 sint16 sx, sy;
392 mapstruct *m; 437 maptile *m;
393 438
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 440
399 for(i= -range;i<=range;i++) 441 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 442 for (j = -range; j <= range; j++)
443 {
401 sx = op->x + i; 444 sx = op->x + i;
402 sy = op->y + j; 445 sy = op->y + j;
403 m = op->map; 446 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 448
406 if (mflags & P_OUT_OF_MAP) continue; 449 if (mflags & P_OUT_OF_MAP)
450 continue;
407 451
408 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
410 { 454 {
411 next = tmp->above; 455 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 } 459 }
415 } 460 }
461
416 return 1; 462 return 1;
417} 463}
418 464
419 465void
420void execute_word_of_recall(object *op) { 466execute_word_of_recall (object *op)
421 object *wor=op; 467{
422 while(op!=NULL && op->type!=PLAYER) 468 if (object *pl = op->in_player ())
423 op=op->env; 469 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."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 471 else
429 enter_exit(op,wor); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
430 } 473
431 remove_ob(wor); 474 op->destroy ();
432 free_object(wor);
433} 475}
434 476
435/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
437 * time delay effect. 479 * time delay effect.
438 */ 480 */
481int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
440 object *dummy; 483{
441 int time; 484 if (!op->is_player ())
442
443 if(op->type!=PLAYER)
444 return 0; 485 return 0;
445 486
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 488 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 490 return 1;
450 } 491 }
451 492
452 dummy=get_archetype(FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
453 if(dummy == NULL){ 494
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); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
459 if (time <1 ) time=1;
460 496
461 /* value of speed really doesn't make much difference, as long as it is 497 /* 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 498 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
464 */ 500 */
465 dummy->speed = 0.002; 501 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
505 dummy->slaying = op->contr->savebed_map;
506 dummy->stats.hp = op->contr->bed_x;
507 dummy->stats.sp = op->contr->bed_y;
470 508
471 /* If we could take advantage of enter_player_savebed() here, it would be 509 op->insert (dummy);
472 * nice, but until the map load fails, we can't. 510
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."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
512
480 return 1; 513 return 1;
481} 514}
482 515
483/* cast_wonder 516/* cast_wonder
484 * wonder is really just a spell that will likely cast another 517 * wonder is really just a spell that will likely cast another
485 * spell. 518 * spell.
486 */ 519 */
520int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 521cast_wonder (object *op, object *caster, int dir, object *spell_ob)
522{
488 object *newspell; 523 object *newspell;
489 524
490 if(!rndm(0, 3)) 525 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 526 return cast_cone (op, caster, dir, spell_ob);
492 527
493 if (spell_ob->randomitems) { 528 if (spell_ob->randomitems)
529 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 530 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 531 if (!newspell)
532 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 533 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
534 return 0;
535 }
536 if (newspell->type != SPELL)
537 {
538 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
539 return 0;
540 }
541 /* Prevent inifinit recursion */
542 if (newspell->subtype == SP_WONDER)
543 {
544 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
545 return 0;
546 }
547 return cast_spell (op, caster, dir, newspell, NULL);
548 }
549 return 1;
550}
551
552int
553perceive_self (object *op)
554{
555 const char *cp = describe_item (op, op);
556 archetype *at = archetype::find (shstr_depletion);
557
558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
559
560 if (!op->is_player ())
497 return 0; 561 return 0;
498 } 562
499 if (newspell->type != SPELL) { 563 if (object *race = archetype::find (op->race))
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 564 buf << " - You are a G<male|female> " << &race->name << ".\n";
501 newspell->type, newspell->name); 565
502 return 0; 566 if (object *god = find_god (determine_god (op)))
503 } 567 buf << " - You worship " << &god->name << ".\n";
504 /* Prevent inifinit recursion */ 568 else
505 if (newspell->subtype == SP_WONDER) { 569 buf << " - You worship no god.\n";
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 570
507 return 0; 571 object *tmp = present_arch_in_ob (at, op);
508 } 572
509 return cast_spell(op,caster,dir,newspell, NULL); 573 if (*cp == '\0' && !tmp)
574 buf << " - You feel very mundane. ";
575 else
510 } 576 {
511 return 1; 577 buf << " - You have: " << cp << ".\n";
512}
513 578
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) 579 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++) { 580 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 581 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 582 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 } 583 }
542 }
543 }
544 584
545 if (is_dragon_pl(op)) { 585 if (op->is_dragon ())
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 587 for (tmp = op->inv; tmp; tmp = tmp->below)
588 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
549 if(tmp->stats.exp == 0) { 590 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 591 if (tmp->stats.exp == 0)
551 } else { 592 buf << " - Your metabolism isn't focused on anything.\n";
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 else
553 } 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 595
555 break; 596 break;
556 } 597 }
557 }
558 } 598 }
599
600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
601
559 return 1; 602 return 1;
560} 603}
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
809 604
810/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
811 * within some reason. 606 * within some reason.
812 */ 607 */
813 608int
814int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 609magic_wall (object *op, object *caster, int dir, object *spell_ob)
815 object *tmp, *tmp2; 610{
611 object *tmp;
816 int i,posblocked,negblocked, maxrange; 612 int i, posblocked, negblocked, maxrange;
817 sint16 x, y; 613 sint16 x, y;
818 mapstruct *m; 614 maptile *m;
819 const char *name; 615 const char *name;
820 archetype *at; 616 archetype *at;
821 617
822 if(!dir) { 618 if (!dir)
619 {
823 dir=op->facing; 620 dir = op->facing;
824 x = op->x; 621 x = op->x;
825 y = op->y; 622 y = op->y;
826 } else { 623 }
624 else
625 {
827 x = op->x+freearr_x[dir]; 626 x = op->x + freearr_x[dir];
828 y = op->y+freearr_y[dir]; 627 y = op->y + freearr_y[dir];
829 } 628 }
629
830 m = op->map; 630 m = op->map;
831 631
832 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 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) || 633 (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))) { 634 ((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 } 635 {
636 op->failmsg ("Something is in the way.");
637 return 0;
638 }
639
838 if (spell_ob->other_arch) { 640 if (spell_ob->other_arch)
839 tmp = arch_to_object(spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
840 } else if (spell_ob->race) { 642 else if (spell_ob->race)
643 {
841 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
842 645
843 sprintf(buf1,spell_ob->race,dir); 646 sprintf (buf1, spell_ob->race, dir);
844 at = find_archetype(buf1); 647 at = archetype::find (buf1);
845 if (!at) { 648 if (!at)
649 {
846 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
847 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
652 return 0;
653 }
654
655 tmp = at->instance ();
656 }
657 else
658 {
659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
848 return 0; 660 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 } 661 }
856 662
857 if (tmp->type == SPELL_EFFECT) { 663 if (tmp->type == SPELL_EFFECT)
664 {
858 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
859 tmp->duration = spell_ob->duration + 666 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
860 SP_level_duration_adjust(caster, spell_ob); 667 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; 668 tmp->range = 0;
864 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 669 }
865 tmp->stats.hp = spell_ob->duration + 670 else if (tmp->flag [FLAG_ALIVE])
866 SP_level_duration_adjust(caster, spell_ob); 671 {
672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
867 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
868 set_owner(tmp,op); 674 }
869 set_spell_skill(op, caster, spell_ob, tmp); 675
676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
870 } 677 {
871 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 678 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
872 tmp->stats.food = spell_ob->duration + 679 tmp->set_flag (FLAG_IS_USED_UP);
873 SP_level_duration_adjust(caster, spell_ob); 680 }
874 SET_FLAG(tmp, FLAG_IS_USED_UP); 681
682 if (spell_ob->flag [FLAG_TEAR_DOWN])
875 } 683 {
876 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
877 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 684 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
878 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
879 SET_FLAG(tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
880 SET_FLAG(tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
881 } 688 }
882 689
883 /* This can't really hurt - if the object doesn't kill anything, 690 /* This can't really hurt - if the object doesn't kill anything,
884 * these fields just won't be used. 691 * these fields just won't be used. Do not set the owner for
692 * earthwalls, though, so they survive restarts.
885 */ 693 */
694 if (tmp->type != EARTHWALL) //TODO
886 set_owner(tmp,op); 695 tmp->set_owner (op);
696
887 set_spell_skill(op, caster, spell_ob, tmp); 697 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; 698 tmp->level = casting_level (caster, spell_ob) / 2;
891 699
892 name = tmp->name; 700 name = tmp->name;
893 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 701 if (!(tmp = m->insert (tmp, x, y, op)))
702 {
894 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
895 return 0; 704 return 0;
896 } 705 }
706
897 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
898 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
899 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
900 710
901 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
902 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
903 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
904 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
905 * blocked spaces. 715 * blocked spaces.
906 */ 716 */
907 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 717 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
908 posblocked=0; 718 posblocked = 0;
909 negblocked=0; 719 negblocked = 0;
910 720
911 for(i=1; i<=maxrange; i++) { 721 for (i = 1; i <= maxrange; i++)
912 int dir2; 722 {
913 723 int dir2;
724
914 dir2 = (dir<4)?(dir+2):dir-2; 725 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
915 726
916 x = tmp->x+i*freearr_x[dir2]; 727 x = tmp->x + i * freearr_x[dir2];
917 y = tmp->y+i*freearr_y[dir2]; 728 y = tmp->y + i * freearr_y[dir2];
918 m = tmp->map; 729 m = tmp->map;
919 730
920 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 731 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) && 732 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
922 !posblocked) { 733 {
923 tmp2 = get_object(); 734 object *tmp2 = tmp->clone ();
924 copy_object(tmp,tmp2); 735 m->insert (tmp2, x, y, op);
925 tmp2->x = x; 736
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 */ 737 /* If this is a spellcasting wall, need to insert the spell object */
929 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
930 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 739 tmp2->insert (tmp2->other_arch->instance ());
931 740
932 } else posblocked=1; 741 }
742 else
743 posblocked = 1;
933 744
934 x = tmp->x-i*freearr_x[dir2]; 745 x = tmp->x - i * freearr_x[dir2];
935 y = tmp->y-i*freearr_y[dir2]; 746 y = tmp->y - i * freearr_y[dir2];
936 m = tmp->map; 747 m = tmp->map;
937 748
938 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 749 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) && 750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
940 !negblocked) { 751 {
941 tmp2 = get_object(); 752 object *tmp2 = tmp->clone ();
942 copy_object(tmp,tmp2); 753 m->insert (tmp2, x, y, op);
943 tmp2->x = x; 754
944 tmp2->y = y;
945 insert_ob_in_map(tmp2,m,op,0);
946 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
947 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 756 tmp2->insert (tmp2->other_arch->instance ());
948 } else negblocked=1; 757 }
758 else
759 negblocked = 1;
949 } 760 }
950 761
951 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
952 update_all_los(op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
953 764
765 return 1;
766}
767
768int
769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
770{
771 uint32 dist, maxdist;
772 int mflags;
773 maptile *m;
774 sint16 sx, sy;
775
776 if (op->type != PLAYER)
777 return 0;
778
779 if (!dir)
780 {
781 op->failmsg ("In what direction?");
782 return 0;
783 }
784
785 /* Given the new outdoor maps, can't let players dimension door for
786 * ever, so put limits in.
787 */
788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
789
790 if (spellparam)
791 {
792 int count = atoi (spellparam);
793
794 if (count > maxdist)
795 {
796 op->failmsg ("You can't dimension door that far!");
797 return 0;
798 }
799
800 for (dist = 0; dist < count; dist++)
801 {
802 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
803
804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
805 break;
806
807 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
808 break;
809 }
810
811 if (dist < count)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
814 return 0;
815 }
816
817 /* Remove code that puts player on random space on maps. IMO,
818 * a lot of maps probably have areas the player should not get to,
819 * but may not be marked as NO_MAGIC (as they may be bounded
820 * by such squares). Also, there are probably treasure rooms and
821 * lots of other maps that protect areas with no magic, but the
822 * areas themselves don't contain no magic spaces.
823 */
824 /* This call here is really just to normalize the coordinates */
825 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
826 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
829 return 1; /* Maybe the penalty should be more severe... */
830 }
831 }
832 else
833 {
834 /* Player didn't specify a distance, so lets see how far
835 * we can move the player. Don't know why this stopped on
836 * spaces that blocked the players view.
837 */
838
839 for (dist = 0; dist < maxdist; dist++)
840 {
841 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
842
843 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
844 break;
845
846 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
847 break;
848
849 }
850
851 /* If the destination is blocked, keep backing up until we
852 * find a place for the player.
853 */
854 for (; dist > 0; dist--)
855 {
856 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
857 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
858 continue;
859
860
861 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
862 break;
863
864 }
865 if (!dist)
866 {
867 op->failmsg ("Your spell failed!\n");
868 return 0;
869 }
870 }
871
872 /* Actually move the player now */
873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
954 return 1; 874 return 1;
955}
956 875
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 */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
1059 return 1; 878 return 1;
1060} 879}
1061
1062 880
1063/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1064 * op is the caster. 882 * op is the caster.
1065 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1066 * spell is the spell object. 884 * spell is the spell object.
1067 */ 885 */
886int
1068int cast_heal(object *op,object *caster, object *spell, int dir) { 887cast_heal (object *op, object *caster, object *spell, int dir)
888{
1069 object *tmp; 889 object *tmp;
1070 archetype *at; 890 archetype *at;
1071 object *poison; 891 object *poison;
1072 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1073 893
1074 tmp = find_target_for_friendly_spell(op,dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1075 895
1076 if (tmp==NULL) return 0; 896 if (!tmp)
897 return 0;
1077 898
1078 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1079 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1080 */ 901 */
1081 heal = spell->stats.dam; 902 heal = spell->stats.dam;
1082 if (spell->stats.hp) 903 if (spell->stats.hp)
1083 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 904 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1084 spell->stats.hp;
1085 905
1086 if (heal) { 906 if (heal)
907 {
1087 if (tmp->stats.hp >= tmp->stats.maxhp) { 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1088 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 909 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1089 } 910 else
1090 else { 911 {
1091 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1092 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1093 * on amount of damage healed. 914 * on amount of damage healed.
1094 */ 915 */
1095 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1096 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1097 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1098 920
1099 if (tmp->stats.hp >= tmp->stats.maxhp) { 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1101 } else if (heal > 50) { 923 else if (heal > 50)
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1103 } else if (heal > 25) { 925 else if (heal > 25)
1104 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1105 } else if (heal > 10) { 927 else if (heal > 10)
1106 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1107 } else { 929 else
1108 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 930 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1109 } 931
1110 success=1;
1111 }
1112 }
1113 if (spell->attacktype & AT_DISEASE)
1114 if (cure_disease (tmp, op))
1115 success = 1; 932 success = 1;
933 }
934 }
1116 935
936 if (spell->attacktype & AT_DISEASE)
937 if (cure_disease (tmp, op, spell))
938 success = 1;
939
1117 if (spell->attacktype & AT_POISON) { 940 if (spell->attacktype & AT_POISON)
1118 at = find_archetype("poisoning"); 941 {
942 at = archetype::find (shstr_poisoning);
1119 poison=present_arch_in_ob(at,tmp); 943 poison = present_arch_in_ob (at, tmp);
1120 if (poison) { 944 if (poison)
945 {
1121 success = 1; 946 success = 1;
1122 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1123 poison->stats.food = 1; 948 poison->stats.food = 1;
1124 } 949 }
1125 } 950 }
951
1126 if (spell->attacktype & AT_CONFUSION) { 952 if (spell->attacktype & AT_CONFUSION)
953 {
1127 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1128 if (poison) { 955 if (poison)
956 {
1129 success = 1; 957 success = 1;
1130 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1131 poison->duration = 1; 959 poison->duration = 1;
1132 } 960 }
1133 } 961 }
962
1134 if (spell->attacktype & AT_BLIND) { 963 if (spell->attacktype & AT_BLIND)
1135 at=find_archetype("blindness"); 964 {
965 at = archetype::find (shstr_blindness);
1136 poison=present_arch_in_ob(at,tmp); 966 poison = present_arch_in_ob (at, tmp);
1137 if (poison) { 967 if (poison)
968 {
1138 success = 1; 969 success = 1;
1139 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1140 poison->stats.food = 1; 971 poison->stats.food = 1;
1141 } 972 }
1142 } 973 }
974
1143 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
976 {
1144 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1145 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 978 if (tmp->stats.sp > tmp->stats.maxsp)
979 tmp->stats.sp = tmp->stats.maxsp;
1146 success = 1; 980 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 981 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1148 } 982 }
983
1149 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
985 {
1150 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1151 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 987 if (tmp->stats.grace > tmp->stats.maxgrace)
988 tmp->stats.grace = tmp->stats.maxgrace;
1152 success = 1; 989 success = 1;
1153 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1154 } 991 }
992
1155 if (spell->stats.food && tmp->stats.food < 999) { 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
994 {
1156 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1157 if (tmp->stats.food > 999) tmp->stats.food=999; 996 min_it (tmp->stats.food, MAX_FOOD);
997
1158 success = 1; 998 success = 1;
1159 /* We could do something a bit better like the messages for healing above */ 999 /* 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"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1161 } 1001 }
1002
1162 return success; 1003 return success;
1163} 1004}
1164
1165 1005
1166/* This is used for the spells that gain stats. There are no spells 1006/* 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 1007 * right now that icnrease wis/int/pow on a temp basis, so no
1168 * good comments for those. 1008 * good comments for those.
1169 */ 1009 */
1170static const char* const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1171"You grow no stronger.", 1011 "You grow no stronger.",
1172"You grow no more agile.", 1012 "You grow no more agile.",
1173"You don't feel any healthier.", 1013 "You don't feel any healthier.",
1174"no wis", 1014 "You didn't grow any more intelligent.",
1015 "You do not feel any wiser.",
1016 "You don't feel any more powerful."
1175"You are no easier to look at.", 1017 "You are no easier to look at.",
1176"no int",
1177"no pow"
1178}; 1018};
1179 1019
1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1180int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1027cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1181 object *tmp, *tmp2=NULL; 1028{
1182 object *force=NULL; 1029 object *force = 0;
1183 int i; 1030 int i;
1184 1031
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1032 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if(dir!=0) { 1033 object *tmp = dir
1187 tmp=find_target_for_friendly_spell(op,dir); 1034 ? find_target_for_friendly_spell (op, dir)
1188 } else { 1035 : op;
1189 tmp = op;
1190 }
1191 1036
1192 if(tmp==NULL) return 0; 1037 if (!tmp)
1193 1038 return 0;
1039
1194 /* If we've already got a force of this type, don't add a new one. */ 1040 /* 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) { 1041 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1042 {
1196 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1043 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1044 {
1197 if (tmp2->name == spell_ob->name) { 1045 if (tmp2->name == spell_ob->name)
1046 {
1198 force=tmp2; /* the old effect will be "refreshed" */ 1047 force = tmp2; /* the old effect will be "refreshed" */
1199 break; 1048 break;
1200 } 1049 }
1201 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1051 {
1202 if ( !silent ) 1052 if (!silent)
1203 new_draw_info_format(NDI_UNIQUE, 0, op, 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1204 "You can not cast %s while %s is in effect", 1054 &spell_ob->name, &tmp2->name_pl);
1205 spell_ob->name, tmp2->name_pl); 1055
1206 return 0; 1056 return 0;
1057 }
1058 }
1207 } 1059 }
1208 } 1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1063 if (force)
1209 } 1064 {
1210 if(force==NULL) { 1065 if (duration > force->duration)
1066 {
1067 force->duration = duration;
1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1069 }
1070 else
1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1072
1073 return 1;
1074 }
1075
1076 new_draw_info_format (NDI_UNIQUE, 0, op,
1077 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1078 TICK2TIME (duration));
1079
1211 force=get_archetype(FORCE_NAME); 1080 force = archetype::get (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1081 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; 1082 force->duration = duration;
1228 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083
1229 } else { 1084 if (spell_ob->race)
1230 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1085 force->name = spell_ob->race;
1231 } 1086 else
1232 return 1; 1087 force->name = spell_ob->name;
1233 } 1088
1234 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1089 force->name_pl = spell_ob->name;
1090
1235 force->speed = 1.0; 1091 force->speed = 1.0;
1236 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1237 SET_FLAG(force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1238 1094
1239 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1240 for (i=0; i < NROFATTACKS; i++) { 1096 for (i = 0; i < NROFATTACKS; i++)
1241 if (spell_ob->resist[i]) { 1097 if (spell_ob->resist[i])
1242 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1098 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; 1099
1244 }
1245 }
1246 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1247 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1101 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1248 1102
1249 if (tmp->type == PLAYER) { 1103 if (tmp->type == PLAYER)
1104 {
1250 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1251 for (i=0; i < NUM_STATS; i++) { 1106 for (i = 0; i < NUM_STATS; i++)
1252 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1107 {
1253 if (stat) { 1108 if (sint8 stat = spell_ob->stats.stat (i))
1254 sm=0; 1109 {
1255 for (k=0; k<stat; k++) 1110 sint8 sm = 0;
1256 sm += rndm(1, 3); 1111 for (sint8 k = 0; k < stat; k++)
1112 sm += rndm (1, 3);
1257 1113
1258 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1259 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1260 if (sm<0) sm = 0; 1116
1261 } 1117 force->stats.stat (i) = sm;
1262 set_attr_value(&force->stats, i, sm); 1118
1263 if (!sm) 1119 if (!sm)
1264 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1121 }
1122 }
1265 } 1123 }
1266 }
1267 }
1268 1124
1269 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1270 1126
1271 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1272 SET_FLAG(force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1273 1129
1274 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1275 SET_FLAG(force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1276 1132
1277 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1278 if (spell_ob->stats.exp) { 1134 if (spell_ob->stats.exp)
1135 {
1136 if (op->speed > 0.5f)
1279 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1137 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1280 else 1138 else
1281 force->stats.exp = spell_ob->stats.exp; 1139 force->stats.exp = spell_ob->stats.exp;
1282 } 1140 }
1283 1141
1284 force->stats.wc = spell_ob->stats.wc; 1142 force->stats.wc = spell_ob->stats.wc;
1285 force->stats.ac = spell_ob->stats.ac; 1143 force->stats.ac = spell_ob->stats.ac;
1286 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1287 1145
1288 insert_ob_in_ob(force,tmp); 1146 insert_ob_in_ob (force, tmp);
1289 change_abil(tmp,force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1290 fix_player(tmp); 1148 tmp->update_stats ();
1149
1291 return 1; 1150 return 1;
1292} 1151}
1293 1152
1294/* This used to be part of cast_change_ability, but it really didn't make 1153/* 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 1154 * a lot of sense, since most of the values it derives are from the god
1296 * of the caster. 1155 * of the caster.
1297 */ 1156 */
1298 1157int
1299int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1159{
1300 int i; 1160 int i;
1301 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1302 1162
1303 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1163 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1304 if(dir!=0) { 1164 if (dir != 0)
1165 {
1305 tmp=find_target_for_friendly_spell(op,dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1306 } else { 1167
1168 if (!tmp)
1169 return 0;
1170 }
1171 else
1307 tmp = op; 1172 tmp = op;
1308 }
1309 1173
1310 /* If we've already got a force of this type, don't add a new one. */ 1174 /* 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) { 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1176 {
1312 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1178 {
1313 if (tmp2->name == spell_ob->name) { 1179 if (tmp2->name == spell_ob->name)
1180 {
1314 force=tmp2; /* the old effect will be "refreshed" */ 1181 force = tmp2; /* the old effect will be "refreshed" */
1315 break; 1182 break;
1316 } 1183 }
1317 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1184 else if (spell_ob->race && spell_ob->race == tmp2->name)
1318 new_draw_info_format(NDI_UNIQUE, 0, op, 1185 {
1319 "You can not cast %s while %s is in effect", 1186 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); 1187 return 0;
1321 return 0; 1188 }
1189 }
1322 } 1190 }
1323 } 1191
1324 }
1325 if(force==NULL) { 1192 if (force == NULL)
1326 force=get_archetype(FORCE_NAME); 1193 {
1194 force = archetype::get (FORCE_NAME);
1327 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1328 free_string(force->name);
1329 if (spell_ob->race) 1196 if (spell_ob->race)
1330 force->name = add_refcount(spell_ob->race); 1197 force->name = spell_ob->race;
1331 else 1198 else
1332 force->name = add_refcount(spell_ob->name); 1199 force->name = spell_ob->name;
1333 free_string(force->name_pl);
1334 force->name_pl = add_refcount(spell_ob->name); 1200 force->name_pl = spell_ob->name;
1335 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336 } else { 1202 }
1203 else
1204 {
1337 int duration; 1205 int duration;
1338 1206
1339 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1207 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) { 1208 if (duration > force->duration)
1209 {
1341 force->duration = duration; 1210 force->duration = duration;
1342 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1211 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } else { 1212 }
1213 else
1214 {
1344 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1215 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1216 }
1346 return 0; 1217 return 0;
1347 } 1218 }
1219
1348 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1220 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1221 force->speed = 1.0;
1350 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1351 SET_FLAG(force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1352 1224
1353 if(!god) { 1225 if (!god)
1226 {
1354 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1355 } else { 1228 }
1229 else
1230 {
1356 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1357 for (i=0; i<NROFATTACKS; i++) { 1232 for (i = 0; i < NROFATTACKS; i++)
1358 if (god->resist[i]>0) { 1233 if (god->resist[i] > 0)
1359 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1234 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1360 } 1235
1361 }
1362 force->path_attuned|=god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1237
1363 if (spell_ob->attacktype) { 1238 if (spell_ob->attacktype)
1364 force->attacktype|=god->attacktype | AT_PHYSICAL; 1239 force->slaying = god->slaying;
1365 if(god->slaying) force->slaying = add_string(god->slaying); 1240
1366 }
1367 if (tmp != op) { 1241 if (tmp != op)
1242 {
1368 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1243 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); 1244 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1370 } else { 1245 }
1371 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1246 else
1372 "You are blessed by %s!",god->name); 1247 {
1373 } 1248 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1249 }
1374 1250
1375 } 1251 }
1376 force->stats.wc = spell_ob->stats.wc; 1252 force->stats.wc = spell_ob->stats.wc;
1377 force->stats.ac = spell_ob->stats.ac; 1253 force->stats.ac = spell_ob->stats.ac;
1378 1254
1379 change_abil(tmp,force); /* Mostly to display any messages */ 1255 change_abil (tmp, force); /* Mostly to display any messages */
1380 insert_ob_in_ob(force,tmp); 1256 insert_ob_in_ob (force, tmp);
1381 fix_player(tmp); 1257 tmp->update_stats ();
1382 return 1; 1258 return 1;
1383} 1259}
1384
1385
1386 1260
1387/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1388 * 1262 *
1389 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1390 * objects to gold nuggets, the value of the gold nuggets being 1264 * 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 * 1265 *
1395 * Large nuggets are worth 25 gp each (base). You will always get 1266 * The value of the gold nuggets being about 90% of that of the item
1396 * the maximum number of large nuggets you could get. 1267 * 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 1268 * because the nuggets themselves will be will be adjusted by charisma
1398 * to the max amount of small nuggets as you could get. 1269 * 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 * 1270 *
1403 * There is also a chance (1:30) that you will get nothing at all 1271 * 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 1272 * for the object. There is also a maximum weight that will be
1405 * alchemied. 1273 * alchemised.
1406 */ 1274 */
1407 1275static void
1408/* I didn't feel like passing these as arguements to the 1276alchemy_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{ 1277{
1418 uint64 value=query_cost(obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1419 1279
1420 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1421 * make it so that it isn't worth it to alchemy money, sell 1281 * make it so that it isn't worth it to alchemy money, sell
1422 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1423 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1424 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1425 * the stuff back to town. 1285 * the stuff back to town.
1426 */ 1286 */
1427 1287 if (obj->flag [FLAG_UNPAID])
1428 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1288 value = 0;
1429 value=0;
1430 else if (obj->type==MONEY || obj->type==GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1431 value /=3; 1290 value /= 3;
1432 else 1291 else
1433 value = (value*9)/10; 1292 value = value * 9 / 10;
1434 1293
1435 value /= 4; // fix by GHJ, don't understand, pcg
1436
1437 if ((obj->value>0) && rndm(0, 29)) { 1294 if (obj->value > 0 && rndm (0, 29))
1438 int count; 1295 total_value += value;
1439 1296
1440 count = value / large->value; 1297 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 1298
1447 /* Turn 25 small nuggets into 1 large nugget. If the value 1299 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} 1300}
1461 1301
1462static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1302int
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) 1303alchemy (object *op, object *caster, object *spell_ob)
1492{ 1304{
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) 1305 if (op->type != PLAYER)
1499 return 0; 1306 return 0;
1500 1307
1308 archetype *nugget[3];
1309
1310 nugget[0] = archetype::find (shstr_pyrite3);
1311 nugget[1] = archetype::find (shstr_pyrite2);
1312 nugget[2] = archetype::find (shstr_pyrite);
1313
1501 /* Put a maximum weight of items that can be alchemied. Limits the power 1314 /* 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 1315 * some, and also prevents people from alchemising every table/chair/clock
1503 * in sight 1316 * in sight
1504 */ 1317 */
1505 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1318 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1506 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1507 small=get_archetype("smallnugget"), 1320 uint64 value_max = duration * 1000;
1508 large=get_archetype("largenugget");
1509 1321
1322 int weight = 0;
1323
1510 for(y= op->y-1;y<=op->y+1;y++) { 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1511 for(x= op->x-1;x<=op->x+1;x++) { 1325 {
1512 nx = x; 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1513 ny = y; 1327 {
1328 uint64 value = 0;
1514 1329
1515 mp = op->map; 1330 sint16 nx = x;
1331 sint16 ny = y;
1516 1332
1333 maptile *mp = op->map;
1334
1517 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1518 1336
1519 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1520 continue; 1338 continue;
1521 1339
1522 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1523 * use fly as the movement type - for alchemy, consider it 1341 * use fly as the movement type - for alchemy, consider it
1524 * ground level effect. 1342 * ground level effect.
1525 */ 1343 */
1526 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1527 continue; 1345 continue;
1528 1346
1529 small_nuggets=0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1530 large_nuggets=0; 1348 {
1349 next = tmp->above;
1531 1350
1532 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1533 next=tmp->above; 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1534 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1353 {
1535 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1354 if (tmp->inv)
1536 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1355 {
1356 object *next1, *tmp1;
1537 1357
1538 if (tmp->inv) { 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1539 object *next1, *tmp1; 1359 {
1540 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1360 next1 = tmp1->below;
1541 next1 = tmp1->below; 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1542 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1543 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1363 alchemy_object (tmp1, value, weight);
1544 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1364 }
1545 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1365 }
1546 &weight); 1366
1547 } 1367 alchemy_object (tmp, value, weight);
1368
1369 if (weight > weight_max)
1370 break;
1371 }
1372 }
1373
1374 value -= rndm (value >> 4);
1375 value = min (value, value_max);
1376
1377 for (int i = 0; i < array_length (nugget); ++i)
1378 if (int nrof = value / nugget [i]->value)
1379 {
1380 value -= nrof * nugget[i]->value;
1381
1382 object *tmp = nugget[i]->instance ();
1383 tmp->nrof = nrof;
1384 tmp->flag [FLAG_IDENTIFIED] = true;
1385 op->map->insert (tmp, x, y, op, 0);
1386 }
1387
1388 if (weight > weight_max)
1389 goto bailout;
1390 }
1548 } 1391 }
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 1392
1560 /* Insert all the nuggets at one time. This probably saves time, but 1393bailout:
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; 1394 return 1;
1574} 1395}
1575
1576 1396
1577/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1578 * items. 1398 * items.
1579 */ 1399 */
1400int
1580int remove_curse(object *op, object *caster, object *spell) { 1401remove_curse (object *op, object *caster, object *spell)
1581 object *tmp; 1402{
1582 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1583 1404
1405 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1406
1407 op->splay_marked ();
1408
1409 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1410
1584 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1585 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1586 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1413 {
1587 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1414 ++was_one;
1588 1415
1589 was_one++;
1590 if (tmp->level <= caster_level(caster, spell)) { 1416 if (tmp->level <= casting_level (caster, spell))
1591 success++; 1417 {
1592 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1418 ++success;
1593 CLEAR_FLAG(tmp, FLAG_DAMNED); 1419 --num_uncurse;
1594 1420
1595 CLEAR_FLAG(tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1596 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1597 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1425
1426 if (object *pl = tmp->visible_to ())
1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1428 }
1429 }
1430
1598 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1599 esrv_send_item(op, tmp); 1432 {
1433 if (success)
1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1435 else
1436 {
1437 if (was_one)
1438 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1439 else
1440 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1441 }
1600 } 1442 }
1601 }
1602 1443
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; 1444 return success;
1614} 1445}
1615 1446
1616/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1617 1448int
1618int cast_identify(object *op, object *caster, object *spell) { 1449cast_identify (object *op, object *caster, object *spell)
1619 object *tmp; 1450{
1620 int success = 0, num_ident; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1621 1452
1622 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1623 1454
1624 if (num_ident < 1) num_ident=1; 1455 op->splay_marked ();
1625 1456
1626
1627 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1628 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1458 {
1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1460 {
1629 identify(tmp); 1461 identify (tmp);
1462
1630 if (op->type==PLAYER) { 1463 if (op->type == PLAYER)
1631 new_draw_info_format(NDI_UNIQUE, 0, op, 1464 {
1632 "You have %s.", long_desc(tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1633 if (tmp->msg) { 1466
1634 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1467 if (tmp->msg)
1635 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1636 } 1469 }
1470
1471 if (!--num_ident)
1472 break;
1473 }
1637 } 1474 }
1638 num_ident--; 1475
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 1476 /* 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 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1645 * was not fully used. 1478 * was not fully used.
1646 */ 1479 */
1647 if (num_ident) { 1480 if (num_ident)
1648 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1481 {
1649 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1650 need_identify(tmp)) { 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1651 1484 {
1652 identify(tmp); 1485 identify (tmp);
1653 if (op->type==PLAYER) { 1486
1654 new_draw_info_format(NDI_UNIQUE, 0,op, 1487 if (object *pl = tmp->visible_to ())
1655 "On the ground is %s.", long_desc(tmp, op)); 1488 {
1656 if (tmp->msg) { 1489 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:"); 1490
1658 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1491 if (tmp->msg)
1659 } 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1660 esrv_send_item(op, tmp); 1493 }
1494
1495 if (!--num_ident)
1496 break;
1497 }
1661 } 1498 }
1662 num_ident--; 1499
1663 success=1; 1500 if (buf.empty ())
1664 if (!num_ident) break;
1665 }
1666 } 1501 {
1667 if (!success) 1502 op->failmsg ("You can't reach anything unidentified.");
1668 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1503 return 0;
1504 }
1669 else { 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1670 spell_effect(spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1511 return 1;
1671 } 1512 }
1672 return success;
1673} 1513}
1674 1514
1675 1515int
1676int cast_detection(object *op, object *caster, object *spell, object *skill) { 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1517{
1677 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1678 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1679 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1680 mapstruct *m; 1521 maptile *m;
1681 1522
1682 /* We precompute some values here so that we don't have to keep 1523 /* We precompute some values here so that we don't have to keep
1683 * doing it over and over again. 1524 * doing it over and over again.
1684 */ 1525 */
1685 god=find_god(determine_god(op)); 1526 god = find_god (determine_god (op));
1686 level=caster_level(caster, spell); 1527 level = casting_level (caster, spell);
1687 range = spell->range + SP_level_range_adjust(caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1688 1529
1689 if (!skill) skill=caster; 1530 if (!skill)
1531 skill = caster;
1690 1532
1691 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1692 for (y = op->y - range; y <= op->y + range; y++) { 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1693 1535 {
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 1536 /* For most of the detections, we only detect objects above the
1699 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1700 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1701 * down - that is easier than working up. 1539 * down - that is easier than working up.
1702 */ 1540 */
1703 1541
1704 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1543 last = tmp;
1544
1705 /* Shouldn't happen, but if there are no objects on a space, this 1545 /* Shouldn't happen, but if there are no objects on a space, this
1706 * would happen. 1546 * would happen.
1707 */ 1547 */
1708 if (!last) continue; 1548 if (!last)
1549 continue;
1709 1550
1710 done_one=0; 1551 done_one = 0;
1711 floor=0; 1552 floor = 0;
1712 detect = NULL; 1553 detect = 0;
1713 for (tmp=last; tmp; tmp=tmp->below) { 1554 for (tmp = last; tmp; tmp = tmp->below)
1714 1555 {
1715 /* show invisible */ 1556 /* show invisible */
1716 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1717 /* Might there be other objects that we can make visibile? */ 1558 /* Might there be other objects that we can make visible? */
1718 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1719 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1720 tmp->type==CF_HANDLE || 1561 || tmp->type == T_HANDLE
1721 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1562 || tmp->type == TRAPDOOR
1722 tmp->type==BUTTON || tmp->type==TELEPORTER || 1563 || tmp->type == EXIT
1723 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1564 || tmp->type == HOLE
1724 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1565 || tmp->type == BUTTON
1725 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1566 || tmp->type == TELEPORTER
1726 tmp->type==TREASURE || tmp->type==BOOK || 1567 || tmp->type == GATE
1727 tmp->type==HOLY_ALTAR))) { 1568 || tmp->type == LOCKED_DOOR
1569 || tmp->type == WEAPON
1570 || tmp->type == ALTAR
1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1572 || tmp->type == TRIGGER_PEDESTAL
1573 || tmp->type == SPECIAL_KEY
1574 || tmp->type == TREASURE
1575 || tmp->type == BOOK
1576 || tmp->type == HOLY_ALTAR
1577 || tmp->type == CONTAINER)))
1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1728 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1729 tmp->invisible=0; 1581 {
1730 done_one = 1; 1582 tmp->invisible = 0;
1731 } 1583 done_one = 1;
1732 } 1584 }
1733 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1585 }
1734 1586
1587 if (tmp->flag [FLAG_IS_FLOOR])
1588 floor = 1;
1589
1735 /* All detections below this point don't descend beneath the floor, 1590 /* 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 1591 * 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 1592 * 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. 1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1739 */ 1594 */
1740 if (floor) continue; 1595 if (floor)
1596 continue;
1741 1597
1742 /* I had thought about making detect magic and detect curse 1598 /* I had thought about making detect magic and detect curse
1743 * show the flash the magic item like it does for detect monster. 1599 * 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 1600 * however, if the object is within sight, this would then make it
1745 * difficult to see what object is magical/cursed, so the 1601 * difficult to see what object is magical/cursed, so the
1746 * effect wouldn't be as apparant. 1602 * effect wouldn't be as apparent.
1747 */ 1603 */
1748 1604
1749 /* detect magic */ 1605 /* detect magic */
1750 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1751 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1752 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1608 && !tmp->flag [FLAG_IDENTIFIED]
1753 is_magical(tmp)) { 1609 && tmp->need_identify ()
1754 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1755 /* make runes more visibile */ 1613 /* make runes more visible */
1756 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1757 tmp->stats.Cha/=4; 1615 tmp->stats.Cha /= 4;
1758 done_one = 1; 1616
1759 } 1617 done_one = 1;
1618 }
1619
1760 /* detect monster */ 1620 /* detect monster */
1761 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1762 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1622 {
1763 done_one = 2; 1623 done_one = 2;
1764 if (!detect) detect=tmp; 1624
1765 } 1625 if (!detect)
1626 detect = tmp;
1627 }
1628
1766 /* Basically, if race is set in the spell, then the creatures race must 1629 /* 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 1630 * match that. if the spell race is set to GOD, then the gods opposing
1768 * race must match. 1631 * race must match.
1769 */ 1632 */
1770 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1771 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1772 (strstr(spell->race, tmp->race)))) { 1635 spell->race.contains (tmp->race)))
1773 done_one = 2; 1636 {
1774 if (!detect) detect=tmp; 1637 done_one = 2;
1775 } 1638
1776 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1639 if (!detect)
1777 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1640 detect = tmp;
1778 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1641 }
1779 done_one = 1; 1642
1780 } 1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1647 {
1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1649 done_one = 1;
1650 }
1651
1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1655 if (tmp->type == VEIN)
1656 {
1657 if (tmp->other_arch)
1658 {
1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1664 done_one = 1;
1665 }
1666 }
1781 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1782 1668
1783 /* Code here puts an effect of the spell on the space, so you can see 1669 /* Code here puts an effect of the spell on the space, so you can see
1784 * where the magic is. 1670 * where the magic is.
1785 */ 1671 */
1786 if (done_one) { 1672 if (done_one)
1787 object *detect_ob = arch_to_object(spell->other_arch); 1673 {
1788 detect_ob->x = nx; 1674 object *detect_ob = spell->other_arch->instance ();
1789 detect_ob->y = ny; 1675
1790 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1791 if (done_one == 2 && detect) { 1677 if (done_one == 2 && detect)
1678 {
1792 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1793 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1794 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1795 detect_ob->last_anim=0; 1682 detect_ob->last_anim = 0;
1796 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1797 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1684 if (!detect->flag [FLAG_ANIMATE])
1798 } 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1799 insert_ob_in_map(detect_ob, m, op,0); 1686 }
1800 } 1687
1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1689 }
1801 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1802 1691
1803 1692
1804 /* Now process objects in the players inventory if detect curse or magic */ 1693 /* 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)) { 1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1695 {
1806 done_one = 0; 1696 done_one = 0;
1697
1807 for (tmp = op->inv; tmp; tmp = tmp->below) { 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1808 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1699 {
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1810 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1701 {
1811 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1812 if (op->type==PLAYER) 1703 {
1813 esrv_send_item (op, tmp); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1814 } 1705
1815 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1706 if (object *pl = tmp->visible_to ())
1816 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1817 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1708 }
1818 if (op->type==PLAYER) 1709
1819 esrv_send_item (op, tmp); 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1820 } 1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1821 } /* if item is not identified */ 1712 {
1822 } /* for the players inventory */ 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1714
1715 if (object *pl = tmp->visible_to ())
1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1717 }
1718 } /* if item is not identified */
1719 } /* for the players inventory */
1823 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1824 return 1; 1722 return 1;
1825} 1723}
1826 1724
1827 1725
1828/** 1726/**
1829 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1727 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1830 * level whos spell did cause the overcharge. 1728 * level whos spell did cause the overcharge.
1831 */ 1729 */
1730static void
1832static void charge_mana_effect(object *victim, int caster_level) 1731charge_mana_effect (object *victim, int caster_level)
1833{ 1732{
1834 1733
1835 /* Prevent explosions for objects without mana. Without this check, doors 1734 /* Prevent explosions for objects without mana. Without this check, doors
1836 * will explode, too. 1735 * will explode, too.
1837 */ 1736 */
1838 if (victim->stats.maxsp <= 0) 1737 if (victim->stats.maxsp <= 0)
1839 return; 1738 return;
1840 1739
1841 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1842 1741
1843 if (victim->stats.sp >= victim->stats.maxsp*2) { 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1844 object *tmp; 1743 {
1845
1846 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 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; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1856 } 1747 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1748 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."); 1749 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) { 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1861 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1862 }
1863 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1753 {
1864 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1865 confuse_player(victim, victim, 99); 1755 confuse_player (victim, victim, 99);
1866 } 1756 }
1867 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1868 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1758 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1869 }
1870} 1759}
1871 1760
1872/* cast_transfer 1761/* cast_transfer
1873 * This spell transfers sp from the player to another person. 1762 * This spell transfers sp from the player to another person.
1874 * We let the target go above their normal maximum SP. 1763 * We let the target go above their normal maximum SP.
1875 */ 1764 */
1876 1765
1766int
1877int cast_transfer(object *op,object *caster, object *spell, int dir) { 1767cast_transfer (object *op, object *caster, object *spell, int dir)
1768{
1878 object *plyr=NULL; 1769 object *plyr = NULL;
1879 sint16 x, y; 1770 sint16 x, y;
1880 mapstruct *m; 1771 maptile *m;
1881 int mflags; 1772 int mflags;
1882 1773
1883 m = op->map; 1774 m = op->map;
1884 x = op->x+freearr_x[dir]; 1775 x = op->x + freearr_x[dir];
1885 y = op->y+freearr_y[dir]; 1776 y = op->y + freearr_y[dir];
1886 1777
1887 mflags = get_map_flags(m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1888 1779
1889 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1780 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 } 1781 {
1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1784 break;
1785 }
1894 1786
1895 1787
1896 /* If we did not find a player in the specified direction, transfer 1788 /* 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. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
1898 */ 1790 */
1899 if(plyr==NULL) 1791 if (plyr == NULL)
1900 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1792 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)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1902 break; 1794 break;
1903 1795
1904 if (!plyr) { 1796 if (!plyr)
1905 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
1906 return 0;
1907 } 1797 {
1798 op->failmsg ("There is no one there.");
1799 return 0;
1800 }
1908 /* give sp */ 1801 /* give sp */
1909 if(spell->stats.dam > 0) { 1802 if (spell->stats.dam > 0)
1803 {
1910 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1804 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1911 charge_mana_effect(plyr, caster_level(caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1912 return 1; 1806 return 1;
1913 } 1807 }
1914 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1915 else if (op != plyr) { 1809 else if (op != plyr)
1810 {
1916 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1811 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1917 1812
1918 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1813 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1919 1814
1920 if (rate > 95) rate=95; 1815 if (rate > 95)
1816 rate = 95;
1921 1817
1922 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1923 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1924 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1820 if (op->flag [FLAG_ALIVE])
1821 {
1925 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1926 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1927 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1928 if (sucked > 0) { 1825 if (sucked > 0)
1826 {
1929 charge_mana_effect(op, caster_level(caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1828 }
1829 }
1830 return 1;
1930 } 1831 }
1931 }
1932 return 1;
1933 }
1934 return 0; 1832 return 0;
1935} 1833}
1936 1834
1937 1835
1938/* counterspell: nullifies spell effects. 1836/* counterspell: nullifies spell effects.
1939 * op is the counterspell object, dir is the direction 1837 * op is the counterspell object, dir is the direction
1940 * it was cast in. 1838 * it was cast in.
1941 * Basically, if the object has a magic attacktype, 1839 * Basically, if the object has a magic attacktype,
1942 * this may nullify it. 1840 * this may nullify it.
1943 */ 1841 */
1842void
1944void counterspell(object *op,int dir) 1843counterspell (object *op, int dir)
1945{ 1844{
1946 object *tmp, *head, *next; 1845 object *tmp, *head, *next;
1947 int mflags; 1846 int mflags;
1948 mapstruct *m; 1847 maptile *m;
1949 sint16 sx,sy; 1848 sint16 sx, sy;
1950 1849
1951 sx = op->x + freearr_x[dir]; 1850 sx = op->x + freearr_x[dir];
1952 sy = op->y + freearr_y[dir]; 1851 sy = op->y + freearr_y[dir];
1953 m = op->map; 1852 m = op->map;
1954 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1853 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1955 if (mflags & P_OUT_OF_MAP) return; 1854 if (mflags & P_OUT_OF_MAP)
1855 return;
1856
1857 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1956 1858 {
1957 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1958 next = tmp->above; 1859 next = tmp->above;
1959 1860
1960 /* Need to look at the head object - otherwise, if tmp 1861 /* Need to look at the head object - otherwise, if tmp
1961 * points to a monster, we don't have all the necessary 1862 * points to a monster, we don't have all the necessary
1962 * info for it. 1863 * info for it.
1963 */ 1864 */
1964 if (tmp->head) head = tmp->head; 1865 if (tmp->head)
1965 else head = tmp; 1866 head = tmp->head;
1867 else
1868 head = tmp;
1966 1869
1967 /* don't attack our own spells */ 1870 /* don't attack our own spells */
1968 if(tmp->owner && tmp->owner == op->owner) continue; 1871 if (tmp->owner && tmp->owner == op->owner)
1872 continue;
1969 1873
1970 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
1971 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
1972 * monsters either. 1876 * monsters either.
1973 */ 1877 */
1974 1878
1975 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
1976 !(head->attacktype & AT_COUNTERSPELL) && 1880 && !(head->attacktype & AT_COUNTERSPELL)
1977 !QUERY_FLAG(head,FLAG_MONSTER) && 1881 && !head->flag [FLAG_MONSTER]
1978 (op->level > head->level)) { 1882 && (op->level > head->level))
1979 remove_ob(head); 1883 head->destroy ();
1980 free_object(head); 1884 else
1981 } else switch(head->type) { 1885 switch (head->type)
1886 {
1982 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1983 if(op->level > head->level) { 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1984 remove_ob(head); 1889 // about sanctuary in spell_util.C
1985 free_object(head); 1890 if (tmp->flag [FLAG_IS_FLOOR])
1986 } 1891 continue;
1987 break;
1988 1892
1893 if (op->level > head->level)
1894 head->destroy ();
1895
1896 break;
1897
1989 /* I really don't get this rune code that much - that 1898 /* I really don't get this rune code that much - that
1990 * random chance seems really low. 1899 * random chance seems really low.
1991 */ 1900 */
1992 case RUNE: 1901 case RUNE:
1993 if(rndm(0, 149) == 0) { 1902 if (rndm (0, 149) == 0)
1903 {
1994 head->stats.hp--; /* weaken the rune */ 1904 head->stats.hp--; /* weaken the rune */
1995 if(!head->stats.hp) { 1905 if (!head->stats.hp)
1996 remove_ob(head); 1906 head->destroy ();
1997 free_object(head); 1907 }
1908 break;
1909 }
1998 } 1910 }
1999 }
2000 break;
2001 }
2002 }
2003} 1911}
2004
2005
2006 1912
2007/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1914int
2008int cast_consecrate(object *op, object *caster, object *spell) { 1915cast_consecrate (object *op, object *caster, object *spell)
1916{
2009 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2010 1918
2011 object *tmp, *god=find_god(determine_god(op)); 1919 object *tmp, *god = find_god (determine_god (op));
2012 1920
2013 if(!god) { 1921 if (!god)
2014 new_draw_info(NDI_UNIQUE, 0,op, 1922 {
2015 "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2016 return 0; 1924 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 } 1925 }
2039 } 1926
1927 for (tmp = op->below; tmp; tmp = tmp->below)
2040 } 1928 {
2041 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1929 if (tmp->flag [FLAG_IS_FLOOR])
1930 break;
1931 if (tmp->type == HOLY_ALTAR)
1932 {
1933
1934 if (tmp->level > casting_level (caster, spell))
1935 {
1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1937 return 0;
1938 }
1939 else
1940 {
1941 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf;
1944 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch;
1946
1947 if (op->type == PLAYER)
1948 esrv_update_item (UPD_NAME, op, tmp);
1949
1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1951 return 1;
1952 }
1953 }
1954 }
1955
1956 op->failmsg ("You are not standing over an altar!");
2042 return 0; 1957 return 0;
2043} 1958}
2044 1959
2045/* animate_weapon - 1960/* animate_weapon -
2046 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * 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 1962 * 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, 1965 * 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 1966 * 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 1967 * that only let players use it was correct, and removed all the other
2053 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2054 */ 1969 */
2055 1970int
2056int animate_weapon(object *op,object *caster,object *spell, int dir) { 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2057 object *weapon, *tmp; 1972{
2058 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2059 int a, i; 1974 int a, i;
2060 sint16 x, y; 1975 sint16 x, y;
2061 mapstruct *m; 1976 maptile *m;
2062 materialtype_t *mt; 1977
2063
2064 if(!spell->other_arch){ 1978 if (!spell->other_arch)
1979 {
2065 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2066 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1981 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2067 return 0; 1982 return 0;
2068 } 1983 }
2069 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2070 if(op->type!=PLAYER) return 0; 1985 if (op->type != PLAYER)
1986 return 0;
2071 1987
2072 /* if player already has a golem, abort */ 1988 /* 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) { 1989 if (object *golem = op->contr->golem)
2074 control_golem(op->contr->ranges[range_golem],dir);
2075 return 0;
2076 } 1990 {
1991 control_golem (golem, dir);
1992 return 0;
1993 }
2077 1994
2078 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2079 if(!dir) 1996 if (!dir)
2080 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1997 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2081 1998
2082 m = op->map; 1999 m = op->map;
2083 x = op->x+freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2084 y = op->y+freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2085 2002
2086 /* if there's no place to put the golem, abort */ 2003 /* 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) || 2004 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)) { 2005 || ((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 } 2006 {
2007 op->failmsg ("There is something in the way.");
2008 return 0;
2009 }
2092 2010
2093 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2094 weapon = find_marked_object(op); 2012 object *weapon = op->mark ();
2095 2013
2096 if (!weapon) { 2014 if (!weapon)
2097 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2098 return 0;
2099 } 2015 {
2016 op->failmsg ("You must mark a weapon to use with this spell!");
2017 return 0;
2018 }
2019
2100 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2020 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 } 2021 {
2022 op->failmsg ("The spell fails to transform your weapon.");
2023 return 0;
2024 }
2025
2104 if (weapon->type != WEAPON) { 2026 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 } 2027 {
2108 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2028 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", 2029 return 0;
2110 query_name(weapon)); 2030 }
2111 return 0; 2031
2032 if (weapon->flag [FLAG_APPLIED])
2112 } 2033 {
2113 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2114 if (weapon->nrof > 1) { 2035 return 0;
2115 tmp = get_split_ob(weapon, 1);
2116 esrv_send_item(op, weapon);
2117 weapon = tmp;
2118 } 2036 }
2119 2037
2038 weapon = weapon->split ();
2039
2120 /* create the golem object */ 2040 /* create the golem object */
2121 tmp=arch_to_object(spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2122 2042
2123 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2124 CLEAR_FLAG(tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2125 SET_FLAG(tmp, FLAG_FRIENDLY);
2126 tmp->stats.exp=0; 2045 tmp->stats.exp = 0;
2127 add_friendly_object(tmp); 2046 add_friendly_object (tmp);
2128 tmp->type=GOLEM; 2047 tmp->type = GOLEM;
2129 set_owner(tmp,op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2130 set_spell_skill(op, caster, spell, tmp); 2050 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 2051
2135 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* 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 2053 * removed flag - it should only be set if weapon->split was
2137 * used above. 2054 * used above.
2138 */ 2055 */
2139 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2140 remove_ob (weapon); 2057 weapon->remove ();
2141 insert_ob_in_ob (weapon, tmp); 2058
2142 esrv_send_item(op, weapon); 2059 tmp->insert (weapon);
2060
2143 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* 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 2062 * so instead, just set it as equipped (otherwise, we need to update
2145 * body_info, skills, etc) 2063 * body_info, skills, etc)
2146 */ 2064 */
2147 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2148 SET_FLAG(weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2149 fix_player(tmp); 2067 tmp->update_stats ();
2150 2068
2151 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* 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 - 2070 * 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. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2154 */ 2072 */
2155 2073
2156 /* modify weapon's animated wc */ 2074 /* modify weapon's animated wc */
2157 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2075 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; 2076 if (tmp->stats.wc < -127)
2159 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2077 tmp->stats.wc = -127;
2160 2078
2161 /* Modify hit points for weapon */ 2079 /* Modify hit points for weapon */
2162 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2080 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2163 SP_level_duration_adjust(caster, spell) + 2081 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2164 + 8 * weapon->magic + 12 * weapon->stats.Con; 2082 if (tmp->stats.maxhp < 0)
2165 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2083 tmp->stats.maxhp = 10;
2166 tmp->stats.hp = tmp->stats.maxhp; 2084 tmp->stats.hp = tmp->stats.maxhp;
2167 2085
2168 /* Modify weapon's damage */ 2086 /* Modify weapon's damage */
2169 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2087 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 2088 if (tmp->stats.dam < 0)
2171 + weapon->magic 2089 tmp->stats.dam = 127;
2172 + 5 * weapon->stats.Str;
2173 if(tmp->stats.dam<0) tmp->stats.dam=127;
2174 2090
2175 2091
2176 /* attacktype */ 2092 /* attacktype */
2177 if ( ! tmp->attacktype) 2093 if (!tmp->attacktype)
2178 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2179 2095
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++) 2096 for (i = 0; i < NROFATTACKS; i++)
2185 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2186 a = mt->save[0]; 2098
2187 } else { 2099 a = op->material->save[0];
2188 for (i=0; i < NROFATTACKS; i++) 2100
2189 tmp->resist[i] = 5;
2190 a = 10;
2191 }
2192 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2193 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2194 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2195 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2196 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2197 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2106 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2198 tmp->resist[ATNR_FEAR] = 100; 2107 tmp->resist[ATNR_FEAR] = 100;
2199 tmp->resist[ATNR_DEPLETE] = 100; 2108 tmp->resist[ATNR_DEPLETE] = 100;
2200 tmp->resist[ATNR_DEATH] = 100; 2109 tmp->resist[ATNR_DEATH] = 100;
2201 tmp->resist[ATNR_BLIND] = 100; 2110 tmp->resist[ATNR_BLIND] = 100;
2202 2111
2203 /* Improve weapon's armour value according to best save vs. physical of its material */ 2112 /* Improve weapon's armour value according to best save vs. physical of its material */
2204 2113
2205 if (a > 14) a = 14; 2114 if (a > 14)
2115 a = 14;
2116
2206 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2117 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2207 2118
2208 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2209 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2120 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2210 2121
2211 if(tmp->speed > 3.33) tmp->speed = 3.33;
2212
2213 if (!spell->race) { 2122 if (!spell->race)
2123 {
2214 sprintf(buf, "animated %s", weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2215 if(tmp->name) free_string(tmp->name); 2125 tmp->name = buf;
2216 tmp->name = add_string(buf);
2217 2126
2218 tmp->face = weapon->face; 2127 tmp->face = weapon->face;
2219 tmp->animation_id = weapon->animation_id; 2128 tmp->animation_id = weapon->animation_id;
2220 tmp->anim_speed = weapon->anim_speed; 2129 tmp->anim_speed = weapon->anim_speed;
2221 tmp->last_anim = weapon->last_anim; 2130 tmp->last_anim = weapon->last_anim;
2222 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2223 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2132 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 } 2133 }
2230 2134
2231 /* make experience increase in proportion to the strength of the summoned creature. */ 2135 /* 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)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2233 2137
2234 tmp->speed_left= -1; 2138 tmp->speed_left = -1;
2235 tmp->x=x;
2236 tmp->y=y;
2237 tmp->direction=dir; 2139 tmp->direction = dir;
2238 insert_ob_in_map(tmp,m,op,0); 2140
2141 m->insert (tmp, x, y, op);
2239 return 1; 2142 return 1;
2240} 2143}
2241 2144
2242/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2243 2146
2244/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2245 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2246 */ 2149 */
2247 2150int
2248int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{
2249 int success; 2153 int success;
2250 2154
2251 if(!op->map) return 0; /* shouldnt happen */ 2155 if (!op->map)
2156 return 0; /* shouldnt happen */
2252 2157
2253 success=change_map_light(op->map,spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2254 if(!success) { 2160 if (!success)
2161 {
2255 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2256 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2257 else 2164 else
2258 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2259 } 2166 }
2167
2260 return success; 2168 return success;
2261} 2169}
2262
2263
2264
2265
2266 2170
2267/* create an aura spell object and put it in the player's inventory. 2171/* 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, 2172 * as usual, op is player, caster is the object casting the spell,
2269 * spell is the spell object itself. 2173 * spell is the spell object itself.
2270 */ 2174 */
2175int
2271int create_aura(object *op, object *caster, object *spell) 2176create_aura (object *op, object *caster, object *spell)
2272{ 2177{
2273 int refresh=0; 2178 int refresh = 0;
2274 object *new_aura; 2179 object *new_aura;
2275 2180
2276 new_aura = present_arch_in_ob(spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2277 if (new_aura) refresh=1; 2182 if (new_aura)
2278 else new_aura = arch_to_object(spell->other_arch); 2183 refresh = 1;
2184 else
2185 new_aura = spell->other_arch->instance ();
2279 2186
2280 new_aura->duration = spell->duration + 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2281 10* SP_level_duration_adjust(caster,spell);
2282 2188
2283 new_aura->stats.dam = spell->stats.dam 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2284 +SP_level_dam_adjust(caster,spell);
2285 2190
2286 set_owner(new_aura,op);
2287 set_spell_skill(op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2288 new_aura->attacktype= spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2289 2193
2290 new_aura->level = caster_level(caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2291 if (refresh) 2196 if (refresh)
2292 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2293 else 2198 else
2294 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2200
2295 insert_ob_in_ob(new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2296 return 1; 2204 return 1;
2297} 2205}
2298
2299 2206
2300/* move aura function. An aura is a part of someone's inventory, 2207/* 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 2208 * which he carries with him, but which acts on the map immediately
2302 * around him. 2209 * around him.
2303 * Aura parameters: 2210 * Aura parameters:
2304 * duration: duration counter. 2211 * duration: duration counter.
2305 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2306 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2307 */ 2214 */
2308 2215void
2309void move_aura(object *aura) { 2216move_aura (object *aura)
2310 int i, mflags; 2217{
2311 object *env;
2312 mapstruct *m;
2313
2314 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2315 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2316 2221
2317 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2318 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2319 */ 2224 */
2320 remove_ob(aura); 2225 aura->remove ();
2321 2226
2322 /* exit if we're out of gas */ 2227 /* exit if we're out of gas */
2323 if(aura->duration--< 0) { 2228 if (aura->duration-- < 0)
2324 free_object(aura);
2325 return;
2326 } 2229 {
2230 aura->destroy ();
2231 return;
2232 }
2327 2233
2328 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2329 if(env == NULL || env->map==NULL) { 2235 if (!env || !env->map)
2330 free_object(aura);
2331 return;
2332 } 2236 {
2333 aura->x = env->x; 2237 aura->destroy ();
2334 aura->y = env->y; 2238 return;
2239 }
2335 2240
2336 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2337 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2338 */ 2243 */
2339 insert_ob_in_map(aura,env->map,aura,0); 2244 aura->insert_at (env, aura);
2340 2245
2341 for(i=1;i<9;i++) { 2246 for (int i = 1; i < 9; i++)
2342 sint16 nx, ny; 2247 {
2343 nx = aura->x + freearr_x[i]; 2248 mapxy pos (env);
2344 ny = aura->y + freearr_y[i]; 2249 pos.move (i);
2345 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2346 2250
2347 /* Consider the movement tyep of the person with the aura as 2251 /* 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 2252 * 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. 2253 * is flying also, if player is walking, it is on the ground, etc.
2350 */ 2254 */
2351 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2256 {
2352 hit_map(aura,i,aura->attacktype,0); 2257 hit_map (aura, i, aura->attacktype, 0);
2353 2258
2354 if(aura->other_arch) { 2259 if (aura->other_arch)
2355 object *new_ob; 2260 pos.insert (aura->other_arch->instance (), aura);
2356 2261 }
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 } 2262 }
2362 } 2263
2363 }
2364 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2365 remove_ob(aura); 2265 env->insert (aura);
2366 insert_ob_in_ob(aura, env); 2266 aura->set_owner (owner);
2367} 2267}
2368 2268
2369/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2370 * op is the piece object. 2270 * op is the piece object.
2371 */ 2271 */
2372 2272void
2373void move_peacemaker(object *op) { 2273move_peacemaker (object *op)
2374 object *tmp; 2274{
2375 2275 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) { 2276 {
2377 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2378 object *victim=tmp; 2278 object *victim = tmp->head_ ();
2379 2279
2380 if (tmp->head) victim=tmp->head; 2280 if (!victim->flag [FLAG_MONSTER])
2381 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2281 continue;
2382 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2284 continue;
2285
2383 if (victim->stats.exp == 0) continue; 2286 if (victim->stats.exp == 0)
2287 continue;
2384 2288
2385 def_lev = MAX(1,victim->level); 2289 def_lev = max (1, victim->level);
2386 atk_lev = MAX(1,op->level); 2290 atk_lev = max (1, op->level);
2387 2291
2388 if (rndm(0, atk_lev-1) > def_lev) { 2292 if (rndm (0, atk_lev - 1) > def_lev)
2293 {
2389 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2390 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2391 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2392 victim->stats.exp=0; 2298 victim->stats.exp = 0;
2393#if 0 2299#if 0
2394 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2395 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2396 */ 2302 */
2397 victim->stats.dam = 0; 2303 victim->stats.dam = 0;
2398 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2399 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2400 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2401#endif 2307#endif
2402 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2403 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2404 SET_FLAG(victim,FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2405 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2406 CLEAR_FLAG(victim,FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2407 if(victim->name) { 2314 if (victim->name)
2408 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2316 }
2409 } 2317 }
2410 } 2318}
2411 }
2412}
2413
2414 2319
2415/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2416 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2417 */ 2322 */
2418 2323int
2419int write_mark(object *op, object *spell, const char *msg) { 2324write_mark (object *op, object *spell, const char *msg)
2420 char rune[HUGE_BUF]; 2325{
2421 object *tmp;
2422
2423 if (!msg || msg[0] == 0) { 2326 if (!msg || msg[0] == 0)
2424 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2425 return 0;
2426 } 2327 {
2328 op->failmsg ("Write what?");
2329 return 0;
2330 }
2427 2331
2428 if (strcasestr_local(msg, "endmsg")) { 2332 if (!msg_is_safe (msg))
2429 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 {
2334 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); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2336 return 0;
2337 }
2338
2339 if (!spell->other_arch)
2431 return 0; 2340 return 0;
2432 } 2341
2433 if (!spell->other_arch) return 0; 2342 object *tmp = spell->other_arch->instance ();
2434 tmp = arch_to_object(spell->other_arch); 2343
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*/ 2344 tmp->race = op->name; /*Save the owner of the rune */
2439 tmp->msg = add_string(rune); 2345 tmp->msg = msg;
2440 tmp->x = op->x; 2346
2441 tmp->y = op->y; 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2442 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2348
2443 return 1; 2349 return 1;
2444} 2350}
2351

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