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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.143 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 1.7 2006/09/03 00:18:42 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."); 68 {
69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 74 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 77 wand->destroy ();
79 remove_ob(wand); 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; 85
86 tmp->x = op->x; 86 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 87 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 88
89 tmp->insert_at (op);
89 return 1; 90 return 1;
90 } 91 }
91 92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 {
97 query_name(wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
106 SET_FLAG(wand, FLAG_ANIMATE); 110 {
111 wand->set_flag (FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 113 }
114
110 return 1; 115 return 1;
111} 116}
112 117
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 120 * arrows.
118 * great a plus, the default is used. 123 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
122 */ 127 */
123 128int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 130{
126 int missile_plus=0, bonus_plus=0; 131 int bonus_plus = 0;
127 const char *missile_name; 132 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 133
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name=tmp->race; 136 missile_name = tmp->race;
136 }
137 137
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 139
140 if (find_archetype(missile_name)==NULL) { 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 145 return 0;
146 }
147
148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
144 } 151 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 153 if (isalpha (*spellparam))
154 {
150 artifact *al = find_artifactlist(missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
151 156
152 for ( ; al != NULL; al=al->next) 157 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 158 if (!strcasecmp (al->item->name, spellparam))
159 break;
154 160
155 if (!al) { 161 if (!al)
156 free_object(missile); 162 {
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 missile->destroy ();
158 stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
159 return 0; 165 return 0;
160 } 166 }
167
161 if (al->item->slaying) { 168 if (al->item->slaying)
162 free_object(missile); 169 {
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 missile->destroy ();
164 missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
165 return 0; 172 return 0;
166 } 173 }
174
167 give_artifact_abilities(missile, al->item); 175 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
171 */ 179 */
172 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 181 missile_plus = 0;
174 } else 182 }
175 if (atoi(stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 184 missile_plus = atoi (spellparam);
177 } 185 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 186
187 missile_plus = clamp (missile_plus, -4, 4);
188
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
185 if (missile->nrof < 1) 192 if (missile->nrof < 1)
186 missile->nrof=1; 193 missile->nrof = 1;
187 194
188 missile->magic = missile_plus; 195 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
190 missile->value=0; 197 missile->value = 0;
191 198
192 SET_FLAG(missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
193 tag = missile->count;
194 200
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 201 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
252 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
242 at=at_tmp; 256 at = at_tmp;
243 } 257 }
244 } 258 }
245 } 259 }
260
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."); 265 {
266 op->failmsgf ("You don't have enough experience to create any food.");
251 return 0; 267 return 0;
252 } 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])
319 return 1; 349 return 0;
350
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;
327 /* Nothing matched above, return 0 */
328 return 0; 360 return 0;
329 } else { 361
330 /* monsters are invisible to everything */ 362 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 363 return 1;
364
365 /* Nothing matched above, return 0 */
366 return 0;
367 }
368 else
369 {
370 /* monsters are invisible to everything */
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)
388 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
349 return 0; 390 return 0;
350 } 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)
402 {
360 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
361 404
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
363 op->contr->tmp_invis=0; 406 op->contr->tmp_invis = 0;
364 else 407 else
365 op->contr->tmp_invis=1; 408 op->contr->tmp_invis = 1;
366 409
367 op->contr->hidden = 0; 410 op->contr->hidden = 0;
368 } 411 }
412
369 if (makes_invisible_to(op, op)) 413 if (makes_invisible_to (op, op))
370 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!");
371 else 415 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 417
374 update_object(op,UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
375 419
376 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
377 * harm to the player. 421 * harm to the player.
378 */ 422 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
380 if (tmp->enemy == op) 424 if (tmp->enemy == op)
381 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
382 return 1; 427 return 1;
383} 428}
384 429
385/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 431 */
432int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
388 object *tmp, *next; 434{
389 int range,i,j, mflags; 435 int range, i, j, mflags;
390 sint16 sx, sy; 436 sint16 sx, sy;
391 mapstruct *m; 437 maptile *m;
392 438
393 if(op->type!=PLAYER)
394 return 0;
395
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 440
398 for(i= -range;i<=range;i++) 441 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 442 for (j = -range; j <= range; j++)
443 {
400 sx = op->x + i; 444 sx = op->x + i;
401 sy = op->y + j; 445 sy = op->y + j;
402 m = op->map; 446 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 448
405 if (mflags & P_OUT_OF_MAP) continue; 449 if (mflags & P_OUT_OF_MAP)
450 continue;
406 451
407 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
408 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)
409 { 454 {
410 next = tmp->above; 455 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 459 }
460 }
461
415 return 1; 462 return 1;
416} 463}
417 464
418 465void
419void execute_word_of_recall(object *op) { 466execute_word_of_recall (object *op)
420 object *wor=op; 467{
421 while(op!=NULL && op->type!=PLAYER) 468 if (object *pl = op->in_player ())
422 op=op->env; 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
423
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
427 else 471 else
428 enter_exit(op,wor); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
429 } 473
430 remove_ob(wor); 474 op->destroy ();
431 free_object(wor);
432} 475}
433 476
434/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
435 * 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
436 * time delay effect. 479 * time delay effect.
437 */ 480 */
481int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
439 object *dummy; 483{
440 int time; 484 if (!op->is_player ())
441
442 if(op->type!=PLAYER)
443 return 0; 485 return 0;
444 486
445 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))
446 { 488 {
447 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.");
448 return 1; 490 return 1;
449 } 491 }
450 492
451 dummy=get_archetype(FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
452 if(dummy == NULL){ 494
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0;
456 }
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
458 if (time <1 ) time=1;
459 496
460 /* 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
461 * 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
462 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
463 */ 500 */
464 dummy->speed = 0.002; 501 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
468 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;
469 508
470 /* If we could take advantage of enter_player_savebed() here, it would be 509 op->insert (dummy);
471 * nice, but until the map load fails, we can't. 510
472 */
473 EXIT_PATH(dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y;
476
477 (void) insert_ob_in_ob(dummy,op);
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
512
479 return 1; 513 return 1;
480} 514}
481 515
482/* cast_wonder 516/* cast_wonder
483 * wonder is really just a spell that will likely cast another 517 * wonder is really just a spell that will likely cast another
484 * spell. 518 * spell.
485 */ 519 */
520int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 521cast_wonder (object *op, object *caster, int dir, object *spell_ob)
522{
487 object *newspell; 523 object *newspell;
488 524
489 if(!rndm(0, 3)) 525 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 526 return cast_cone (op, caster, dir, spell_ob);
491 527
492 if (spell_ob->randomitems) { 528 if (spell_ob->randomitems)
529 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 530 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 531 if (!newspell)
532 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 533 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 534 return 0;
497 } 535 }
498 if (newspell->type != SPELL) { 536 if (newspell->type != SPELL)
537 {
499 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 538 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
500 &newspell->type, &newspell->name);
501 return 0; 539 return 0;
502 } 540 }
503 /* Prevent inifinit recursion */ 541 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 542 if (newspell->subtype == SP_WONDER)
543 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 544 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 545 return 0;
507 } 546 }
508 return cast_spell(op,caster,dir,newspell, NULL); 547 return cast_spell (op, caster, dir, newspell, NULL);
509 } 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 ())
510 return 1; 561 return 0;
511}
512 562
563 if (object *race = archetype::find (op->race))
564 buf << " - You are a G<male|female> " << &race->name << ".\n";
513 565
514int perceive_self(object *op) { 566 if (object *god = find_god (determine_god (op)))
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 567 buf << " - You worship " << &god->name << ".\n";
516 archetype *at=find_archetype(ARCH_DEPLETION); 568 else
517 object *tmp; 569 buf << " - You worship no god.\n";
518 int i;
519 570
520 tmp=find_god(determine_god(op)); 571 object *tmp = present_arch_in_ob (at, op);
572
573 if (*cp == '\0' && !tmp)
574 buf << " - You feel very mundane. ";
575 else
576 {
577 buf << " - You have: " << cp << ".\n";
578
521 if (tmp) 579 if (tmp)
522 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
523 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
525
526 tmp=present_arch_in_ob(at,op);
527
528 if(*cp=='\0' && tmp==NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
530 else {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp);
533 if (tmp!=NULL) {
534 for (i=0; i<NUM_STATS; i++) { 580 for (int i = 0; i < NUM_STATS; i++)
535 if (get_attr_value(&tmp->stats, i)<0) { 581 if (tmp->stats.stat (i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
537 "Your %s is depleted by %d", statname[i],
538 -(get_attr_value(&tmp->stats,i)));
539 }
540 }
541 }
542 } 583 }
543 584
544 if (is_dragon_pl(op)) { 585 if (op->is_dragon ())
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 587 for (tmp = op->inv; tmp; tmp = tmp->below)
588 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
590 {
548 if(tmp->stats.exp == 0) { 591 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
550 } else { 593 else
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
552 } 595
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break; 596 break;
555 } 597 }
556 } 598 }
557 } 599
600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
601
558 return 1; 602 return 1;
559} 603}
560
561/* int cast_create_town_portal (object *op, object *caster, int dir)
562 *
563 * This function cast the spell of town portal for op
564 *
565 * The spell operates in two passes. During the first one a place
566 * is marked as a destination for the portal. During the second one,
567 * 2 portals are created, one in the position the player cast it and
568 * one in the destination place. The portal are synchronized and 2 forces
569 * are inserted in the player to destruct the portal next time player
570 * creates a new portal pair.
571 * This spell has a side effect that it allows people to meet each other
572 * in a permanent, private, appartements by making a town portal from it
573 * to the town or another public place. So, check if the map is unique and if
574 * so return an error
575 *
576 * Code by Tchize (david.delbecq@usa.net)
577 */
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{
580 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap;
585 int op_level;
586
587
588 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the
590 * full pathname listed.
591 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
593 settings.create_home_portals != TRUE )
594 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
596 return 0;
597 }
598
599 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force
601 */
602 dummy=arch_to_object(spell->other_arch);
603 if(dummy == NULL){
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name);
606 return 0;
607 }
608 force=check_inv_recursive (op,dummy);
609
610 if (force==NULL) {
611 /* Here we know there is no destination marked up.
612 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked.
615 */
616 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x;
618 EXIT_Y(dummy)= op->y;
619 insert_ob_in_ob (dummy,op);
620 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
621 return 1;
622 }
623 free_object (dummy);
624
625 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals.
628 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory
632 * for easier destruction.
633 *
634 * The mark works has follow:
635 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal
637 * name : name of the portal
638 * race : map the portal is in
639 */
640
641 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race);
643 if(dummy == NULL){
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
646 return 0;
647 }
648 perm_portal = find_archetype (spell->slaying);
649
650 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal.
656 */
657 while ( (old_force=check_inv_recursive (op,dummy))) {
658 exitx=EXIT_X(old_force);
659 exity=EXIT_Y(old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity);
668 while (tmp) {
669 if (tmp->name == old_force->name) {
670 remove_ob (tmp);
671 free_object (tmp);
672 break;
673 } else {
674 tmp = tmp->above;
675 }
676 }
677 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683
684 /* Creating the portals.
685 * The very first thing to do is to ensure
686 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above.
692 */
693
694 /* Ensure exit map is loaded*/
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699
700 /* If we were unable to load (ex. random map deleted), warn player*/
701 if (exitmap==NULL) {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force);
704 free_object(force);
705 return 1;
706 }
707
708 op_level = caster_level(caster, spell);
709 if (op_level<15)
710 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name);
711 else if (op_level<30)
712 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",&op->name);
713 else if (op_level<60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
715 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name);
716
717 /* Create a portal in front of player
718 * dummy contain the portal and
719 * force contain the track to kill it later
720 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/
724 if(dummy == NULL) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
727 return 0;
728 }
729 EXIT_PATH(dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force);
731 EXIT_Y(dummy)=EXIT_Y(force);
732 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/
735 cast_create_obj (op, caster, dummy, 0);
736
737 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active
739 * town portal.
740 */
741 tmp=get_archetype(spell->race);
742 if(tmp == NULL){
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
745 return 0;
746 }
747 tmp->race=op->map->path;
748 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x;
750 EXIT_Y(tmp)=dummy->y;
751 insert_ob_in_ob (tmp,op);
752
753 /* Create a portal in the destination map
754 * dummy contain the portal and
755 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to.
758 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/
761 if(dummy == NULL) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
764 return 0;
765 }
766 EXIT_PATH(dummy) = op->map->path;
767 EXIT_X(dummy)=op->x;
768 EXIT_Y(dummy)=op->y;
769 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/
774 insert_ob_in_map(dummy,exitmap,op,0);
775
776 /* Now we create another town portal marker that
777 * points back to the one we just made
778 */
779 tmp=get_archetype(spell->race);
780 if(tmp == NULL){
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
783 return 0;
784 }
785 tmp->race=force->name;
786 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x;
788 EXIT_Y(tmp)=dummy->y;
789 insert_ob_in_ob (tmp,op);
790
791 /* Describe the player what happened
792 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/
795 free_object(force);
796 return 1;
797}
798
799 604
800/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 606 * within some reason.
802 */ 607 */
803 608int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 609magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 610{
611 object *tmp;
806 int i,posblocked,negblocked, maxrange; 612 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 613 sint16 x, y;
808 mapstruct *m; 614 maptile *m;
809 const char *name; 615 const char *name;
810 archetype *at; 616 archetype *at;
811 617
812 if(!dir) { 618 if (!dir)
619 {
813 dir=op->facing; 620 dir = op->facing;
814 x = op->x; 621 x = op->x;
815 y = op->y; 622 y = op->y;
816 } else { 623 }
624 else
625 {
817 x = op->x+freearr_x[dir]; 626 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 627 y = op->y + freearr_y[dir];
819 } 628 }
629
820 m = op->map; 630 m = op->map;
821 631
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 633 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
825 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 635 {
636 op->failmsg ("Something is in the way.");
826 return 0; 637 return 0;
827 } 638 }
639
828 if (spell_ob->other_arch) { 640 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
830 } else if (spell_ob->race) { 642 else if (spell_ob->race)
643 {
831 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
832 645
833 sprintf(buf1,spell_ob->race,dir); 646 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 647 at = archetype::find (buf1);
835 if (!at) { 648 if (!at)
649 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 652 return 0;
839 } 653 }
840 tmp = arch_to_object(at); 654
841 } else { 655 tmp = at->instance ();
656 }
657 else
658 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 660 return 0;
845 } 661 }
846 662
847 if (tmp->type == SPELL_EFFECT) { 663 if (tmp->type == SPELL_EFFECT)
664 {
848 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 666 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 667 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 668 tmp->range = 0;
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 669 }
855 tmp->stats.hp = spell_ob->duration + 670 else if (tmp->flag [FLAG_ALIVE])
856 SP_level_duration_adjust(caster, spell_ob); 671 {
672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op); 674 }
859 set_spell_skill(op, caster, spell_ob, tmp); 675
676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
860 } 677 {
861 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);
862 tmp->stats.food = spell_ob->duration + 679 tmp->set_flag (FLAG_IS_USED_UP);
863 SP_level_duration_adjust(caster, spell_ob); 680 }
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 681
682 if (spell_ob->flag [FLAG_TEAR_DOWN])
865 } 683 {
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
867 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);
868 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
871 } 688 }
872 689
873 /* 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,
874 * 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.
875 */ 693 */
694 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 695 tmp->set_owner (op);
696
877 set_spell_skill(op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
881 699
882 name = tmp->name; 700 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 701 if (!(tmp = m->insert (tmp, x, y, op)))
702 {
884 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);
885 return 0; 704 return 0;
886 } 705 }
706
887 /* 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 */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
890 710
891 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
895 * blocked spaces. 715 * blocked spaces.
896 */ 716 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 717 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 718 posblocked = 0;
899 negblocked=0; 719 negblocked = 0;
900 720
901 for(i=1; i<=maxrange; i++) { 721 for (i = 1; i <= maxrange; i++)
722 {
902 int dir2; 723 int dir2;
903 724
904 dir2 = (dir<4)?(dir+2):dir-2; 725 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 726
906 x = tmp->x+i*freearr_x[dir2]; 727 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 728 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 729 m = tmp->map;
909 730
910 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)) &&
911 ((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)
912 !posblocked) { 733 {
913 tmp2 = get_object(); 734 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 735 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 736
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 739 tmp2->insert (tmp2->other_arch->instance ());
921 740
741 }
742 else
922 } else posblocked=1; 743 posblocked = 1;
923 744
924 x = tmp->x-i*freearr_x[dir2]; 745 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 746 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 747 m = tmp->map;
927 748
928 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)) &&
929 ((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)
930 !negblocked) { 751 {
931 tmp2 = get_object(); 752 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 753 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 754
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 756 tmp2->insert (tmp2->other_arch->instance ());
757 }
758 else
938 } else negblocked=1; 759 negblocked = 1;
939 } 760 }
940 761
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
942 update_all_los(op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
943 764
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)))
944 return 1; 874 return 1;
945}
946 875
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
1049 return 1; 878 return 1;
1050} 879}
1051
1052 880
1053/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1054 * op is the caster. 882 * op is the caster.
1055 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1056 * spell is the spell object. 884 * spell is the spell object.
1057 */ 885 */
886int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 887cast_heal (object *op, object *caster, object *spell, int dir)
888{
1059 object *tmp; 889 object *tmp;
1060 archetype *at; 890 archetype *at;
1061 object *poison; 891 object *poison;
1062 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1063 893
1064 tmp = find_target_for_friendly_spell(op,dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1065 895
1066 if (tmp==NULL) return 0; 896 if (!tmp)
897 return 0;
1067 898
1068 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1070 */ 901 */
1071 heal = spell->stats.dam; 902 heal = spell->stats.dam;
1072 if (spell->stats.hp) 903 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 904 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 905
1076 if (heal) { 906 if (heal)
907 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 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.");
910 else
1079 } 911 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 914 * on amount of damage healed.
1084 */ 915 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1087 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1088 920
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 923 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 925 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 927 else if (heal > 10)
1096 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.");
1097 } else { 929 else
1098 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.");
1099 } 931
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 932 success = 1;
933 }
934 }
1106 935
936 if (spell->attacktype & AT_DISEASE)
937 if (cure_disease (tmp, op, spell))
938 success = 1;
939
1107 if (spell->attacktype & AT_POISON) { 940 if (spell->attacktype & AT_POISON)
1108 at = find_archetype("poisoning"); 941 {
942 at = archetype::find (shstr_poisoning);
1109 poison=present_arch_in_ob(at,tmp); 943 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 944 if (poison)
945 {
1111 success = 1; 946 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 948 poison->stats.food = 1;
1114 } 949 }
1115 } 950 }
951
1116 if (spell->attacktype & AT_CONFUSION) { 952 if (spell->attacktype & AT_CONFUSION)
953 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1118 if (poison) { 955 if (poison)
956 {
1119 success = 1; 957 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 959 poison->duration = 1;
1122 } 960 }
1123 } 961 }
962
1124 if (spell->attacktype & AT_BLIND) { 963 if (spell->attacktype & AT_BLIND)
1125 at=find_archetype("blindness"); 964 {
965 at = archetype::find (shstr_blindness);
1126 poison=present_arch_in_ob(at,tmp); 966 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 967 if (poison)
968 {
1128 success = 1; 969 success = 1;
1129 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.");
1130 poison->stats.food = 1; 971 poison->stats.food = 1;
1131 } 972 }
1132 } 973 }
974
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
976 {
1134 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1135 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;
1136 success = 1; 980 success = 1;
1137 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!");
1138 } 982 }
983
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
985 {
1140 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1141 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;
1142 success = 1; 989 success = 1;
1143 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!");
1144 } 991 }
992
1145 if (spell->stats.food && tmp->stats.food < 999) { 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
994 {
1146 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 996 min_it (tmp->stats.food, MAX_FOOD);
997
1148 success = 1; 998 success = 1;
1149 /* 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 */
1150 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");
1151 } 1001 }
1002
1152 return success; 1003 return success;
1153} 1004}
1154
1155 1005
1156/* 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
1157 * 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
1158 * good comments for those. 1008 * good comments for those.
1159 */ 1009 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1011 "You grow no stronger.",
1162"You grow no more agile.", 1012 "You grow no more agile.",
1163"You don't feel any healthier.", 1013 "You don't feel any healthier.",
1164"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."
1165"You are no easier to look at.", 1017 "You are no easier to look at.",
1166"no int",
1167"no pow"
1168}; 1018};
1169 1019
1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1170int 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)
1171 object *tmp, *tmp2=NULL; 1028{
1172 object *force=NULL; 1029 object *force = 0;
1173 int i; 1030 int i;
1174 1031
1175 /* 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. */
1176 if(dir!=0) { 1033 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1034 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1035 : op;
1179 tmp = op;
1180 }
1181 1036
1182 if(tmp==NULL) return 0; 1037 if (!tmp)
1183 1038 return 0;
1039
1184 /* 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. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1041 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1042 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1043 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1044 {
1187 if (tmp2->name == spell_ob->name) { 1045 if (tmp2->name == spell_ob->name)
1046 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1047 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1048 break;
1190 } 1049 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1051 {
1192 if ( !silent ) 1052 if (!silent)
1193 new_draw_info_format(NDI_UNIQUE, 0, op,
1194 "You can not cast %s while %s is in effect", 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl); 1054 &spell_ob->name, &tmp2->name_pl);
1055
1196 return 0; 1056 return 0;
1197 } 1057 }
1198 } 1058 }
1199 } 1059 }
1200 if(force==NULL) {
1201 force=get_archetype(FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race)
1204 force->name = spell_ob->race;
1205 else
1206 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name;
1208 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1209 1060
1210 } else { 1061 int duration = change_ability_duration (spell_ob, caster);
1211 int duration;
1212 1062
1213 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1063 if (force)
1064 {
1214 if (duration > force->duration) { 1065 if (duration > force->duration)
1066 {
1215 force->duration = duration; 1067 force->duration = duration;
1216 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1069 }
1217 } else { 1070 else
1218 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1219 } 1072
1220 return 1; 1073 return 1;
1221 } 1074 }
1222 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 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
1080 force = archetype::get (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 force->duration = duration;
1083
1084 if (spell_ob->race)
1085 force->name = spell_ob->race;
1086 else
1087 force->name = spell_ob->name;
1088
1089 force->name_pl = spell_ob->name;
1090
1223 force->speed = 1.0; 1091 force->speed = 1.0;
1224 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1226 1094
1227 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1096 for (i = 0; i < NROFATTACKS; i++)
1229 if (spell_ob->resist[i]) { 1097 if (spell_ob->resist[i])
1230 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));
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1099
1232 }
1233 }
1234 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1235 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);
1236 1102
1237 if (tmp->type == PLAYER) { 1103 if (tmp->type == PLAYER)
1104 {
1238 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1106 for (i = 0; i < NUM_STATS; i++)
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1107 {
1241 if (stat) { 1108 if (sint8 stat = spell_ob->stats.stat (i))
1109 {
1242 sm=0; 1110 sint8 sm = 0;
1243 for (k=0; k<stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1112 sm += rndm (1, 3);
1245 1113
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1248 if (sm<0) sm = 0; 1116
1249 } 1117 force->stats.stat (i) = sm;
1250 set_attr_value(&force->stats, i, sm); 1118
1251 if (!sm) 1119 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1121 }
1254 } 1122 }
1255 } 1123 }
1256 1124
1257 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1258 1126
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1261 1129
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1263 SET_FLAG(force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1264 1132
1265 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1134 if (spell_ob->stats.exp)
1135 {
1136 if (op->speed > 0.5f)
1267 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));
1268 else 1138 else
1269 force->stats.exp = spell_ob->stats.exp; 1139 force->stats.exp = spell_ob->stats.exp;
1270 } 1140 }
1271 1141
1272 force->stats.wc = spell_ob->stats.wc; 1142 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1143 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1275 1145
1276 insert_ob_in_ob(force,tmp); 1146 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1148 tmp->update_stats ();
1149
1279 return 1; 1150 return 1;
1280} 1151}
1281 1152
1282/* 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
1283 * 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
1284 * of the caster. 1155 * of the caster.
1285 */ 1156 */
1286 1157int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1159{
1288 int i; 1160 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1290 1162
1291 /* 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. */
1292 if(dir!=0) { 1164 if (dir != 0)
1165 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1167
1168 if (!tmp)
1169 return 0;
1170 }
1171 else
1295 tmp = op; 1172 tmp = op;
1296 }
1297 1173
1298 /* 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. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1176 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1178 {
1301 if (tmp2->name == spell_ob->name) { 1179 if (tmp2->name == spell_ob->name)
1180 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1181 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1182 break;
1304 } 1183 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1184 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1185 {
1307 "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);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1187 return 0;
1310 } 1188 }
1311 } 1189 }
1312 } 1190 }
1191
1313 if(force==NULL) { 1192 if (force == NULL)
1193 {
1314 force=get_archetype(FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1196 if (spell_ob->race)
1317 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1318 else 1198 else
1319 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1200 force->name_pl = spell_ob->name;
1321 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.");
1322 } else { 1202 }
1203 else
1204 {
1323 int duration; 1205 int duration;
1324 1206
1325 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;
1326 if (duration > force->duration) { 1208 if (duration > force->duration)
1209 {
1327 force->duration = duration; 1210 force->duration = duration;
1328 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.");
1212 }
1329 } else { 1213 else
1214 {
1330 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.");
1331 } 1216 }
1332 return 0; 1217 return 0;
1333 } 1218 }
1219
1334 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;
1335 force->speed = 1.0; 1221 force->speed = 1.0;
1336 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1338 1224
1339 if(!god) { 1225 if (!god)
1226 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1228 }
1229 else
1230 {
1342 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1232 for (i = 0; i < NROFATTACKS; i++)
1344 if (god->resist[i]>0) { 1233 if (god->resist[i] > 0)
1345 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]);
1346 } 1235
1347 }
1348 force->path_attuned|=god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1349 1237
1350 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1352 1240
1353 if (tmp != op) { 1241 if (tmp != op)
1242 {
1354 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);
1355 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);
1245 }
1356 } else { 1246 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1247 {
1248 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1249 }
1360 1250
1361 } 1251 }
1362 force->stats.wc = spell_ob->stats.wc; 1252 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1253 force->stats.ac = spell_ob->stats.ac;
1364 1254
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1255 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1256 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1257 tmp->update_stats ();
1368 return 1; 1258 return 1;
1369} 1259}
1370
1371
1372 1260
1373/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1374 * 1262 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1377 * about 90% of that of the item itself. It uses the value of the
1378 * object before charisma adjustments, because the nuggets themselves
1379 * will be will be adjusted by charisma when sold.
1380 * 1265 *
1381 * 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
1382 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1383 * Small nuggets are worth 1 gp each (base). You will get from 0 1268 * because the nuggets themselves will be will be adjusted by charisma
1384 * to the max amount of small nuggets as you could get. 1269 * when sold.
1385 *
1386 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets.
1388 * 1270 *
1389 * 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
1390 * 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
1391 * alchemied. 1273 * alchemised.
1392 */ 1274 */
1393 1275static void
1394/* I didn't feel like passing these as arguements to the 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399static object *small, *large;
1400
1401static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403{ 1277{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1279
1406 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1407 * 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
1408 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1285 * the stuff back to town.
1412 */ 1286 */
1413 1287 if (obj->flag [FLAG_UNPAID])
1414 if (QUERY_FLAG(obj, FLAG_UNPAID))
1415 value=0; 1288 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1290 value /= 3;
1418 else 1291 else
1419 value = (value*9)/10; 1292 value = value * 9 / 10;
1420 1293
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1294 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1295 total_value += value;
1425 1296
1426 count = value / large->value; 1297 total_weight += obj->total_weight ();
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432 1298
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1299 obj->destroy ();
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446} 1300}
1447 1301
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1302int
1449 int x, int y)
1450{
1451 object *tmp;
1452 int flag=0;
1453
1454 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player
1456 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1458
1459 if (small_nuggets) {
1460 tmp = get_object();
1461 copy_object(small, tmp);
1462 tmp-> nrof = small_nuggets;
1463 tmp->x = x;
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 }
1467 if (large_nuggets) {
1468 tmp = get_object();
1469 copy_object(large, tmp);
1470 tmp-> nrof = large_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475}
1476
1477int alchemy(object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1478{ 1304{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER) 1305 if (op->type != PLAYER)
1485 return 0; 1306 return 0;
1486 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
1487 /* 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
1488 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1316 * in sight
1490 */ 1317 */
1491 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);
1492 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1320 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1321
1322 int weight = 0;
1323
1496 for(y= op->y-1;y<=op->y+1;y++) { 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1325 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1327 {
1328 uint64 value = 0;
1329
1498 nx = x; 1330 sint16 nx = x;
1499 ny = y; 1331 sint16 ny = y;
1500 1332
1501 mp = op->map; 1333 maptile *mp = op->map;
1502 1334
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1336
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1338 continue;
1507 1339
1508 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1341 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1342 * ground level effect.
1511 */ 1343 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1345 continue;
1514 1346
1515 small_nuggets=0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1348 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1349 next = tmp->above;
1350
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1353 {
1523
1524 if (tmp->inv) { 1354 if (tmp->inv)
1355 {
1525 object *next1, *tmp1; 1356 object *next1, *tmp1;
1357
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1359 {
1527 next1 = tmp1->below; 1360 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1363 alchemy_object (tmp1, value, weight);
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1532 &weight);
1533 } 1364 }
1534 } 1365 }
1366
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1368
1369 if (weight > weight_max)
1370 break;
1371 }
1536 1372 }
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545 1373
1546 /* Insert all the nuggets at one time. This probably saves time, but 1374 value -= rndm (value >> 4);
1547 * it also prevents us from alcheming nuggets that were just created 1375 value = min (value, value_max);
1548 * with this spell. 1376
1377 for (int i = 0; i < array_length (nugget); ++i)
1378 if (int nrof = value / nugget [i]->value)
1549 */ 1379 {
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 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);
1551 } 1386 }
1387
1388 if (weight > weight_max)
1389 goto bailout;
1390 }
1552 } 1391 }
1553 free_object(large); 1392
1554 free_object(small); 1393bailout:
1555 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly.
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1; 1394 return 1;
1560} 1395}
1561
1562 1396
1563/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1564 * items. 1398 * items.
1565 */ 1399 */
1400int
1566int remove_curse(object *op, object *caster, object *spell) { 1401remove_curse (object *op, object *caster, object *spell)
1567 object *tmp; 1402{
1568 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1569 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
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1413 {
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1574
1575 was_one++; 1414 ++was_one;
1415
1576 if (tmp->level <= caster_level(caster, spell)) { 1416 if (tmp->level <= casting_level (caster, spell))
1417 {
1577 success++; 1418 ++success;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1419 --num_uncurse;
1579 CLEAR_FLAG(tmp, FLAG_DAMNED);
1580 1420
1581 CLEAR_FLAG(tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1583 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
1431 if (op->type == PLAYER)
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 }
1442 }
1443
1444 return success;
1445}
1446
1447/* Identifies objects in the players inventory/on the ground */
1448int
1449cast_identify (object *op, object *caster, object *spell)
1450{
1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1452
1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1454
1455 op->splay_marked ();
1456
1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1458 {
1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1460 {
1461 identify (tmp);
1462
1584 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1464 {
1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1466
1467 if (tmp->msg)
1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1586 } 1469 }
1587 }
1588 1470
1589 if (op->type==PLAYER) { 1471 if (!--num_ident)
1590 if (success) { 1472 break;
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1592 } else {
1593 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1595 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1597 } 1473 }
1474 }
1475
1476 /* If all the power of the spell has been used up, don't go and identify
1477 * stuff on the floor. Only identify stuff on the floor if the spell
1478 * was not fully used.
1479 */
1480 if (num_ident)
1598 } 1481 {
1599 return success; 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1600}
1601
1602/* Identifies objects in the players inventory/on the ground */
1603
1604int cast_identify(object *op, object *caster, object *spell) {
1605 object *tmp;
1606 int success = 0, num_ident;
1607
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1609
1610 if (num_ident < 1) num_ident=1;
1611
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1484 {
1615 identify(tmp); 1485 identify (tmp);
1616 if (op->type==PLAYER) { 1486
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1487 if (object *pl = tmp->visible_to ())
1618 "You have %s.", long_desc(tmp, op)); 1488 {
1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1490
1619 if (tmp->msg) { 1491 if (tmp->msg)
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1493 }
1494
1495 if (!--num_ident)
1496 break;
1497 }
1498 }
1499
1500 if (buf.empty ())
1501 {
1502 op->failmsg ("You can't reach anything unidentified.");
1503 return 0;
1504 }
1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1510 spell_effect (spell, op->x, op->y, op->map, op);
1511 return 1;
1512 }
1513}
1514
1515int
1516cast_detection (object *op, object *caster, object *spell, object *skill)
1517{
1518 object *tmp, *last, *god, *detect;
1519 int done_one, range, floor, level;
1520 sint16 x, y, nx, ny;
1521 maptile *m;
1522
1523 /* We precompute some values here so that we don't have to keep
1524 * doing it over and over again.
1525 */
1526 god = find_god (determine_god (op));
1527 level = casting_level (caster, spell);
1528 range = spell->range + SP_level_range_adjust (caster, spell);
1529
1530 if (!skill)
1531 skill = caster;
1532
1533 dynbuf buf;
1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1535 {
1536 /* For most of the detections, we only detect objects above the
1537 * floor. But this is not true for show invisible.
1538 * Basically, we just go and find the top object and work
1539 * down - that is easier than working up.
1540 */
1541
1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1543 last = tmp;
1544
1545 /* Shouldn't happen, but if there are no objects on a space, this
1546 * would happen.
1547 */
1548 if (!last)
1549 continue;
1550
1551 done_one = 0;
1552 floor = 0;
1553 detect = 0;
1554 for (tmp = last; tmp; tmp = tmp->below)
1555 {
1556 /* show invisible */
1557 if (spell->flag [FLAG_MAKE_INVIS]
1558 /* Might there be other objects that we can make visible? */
1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1561 || tmp->type == T_HANDLE
1562 || tmp->type == TRAPDOOR
1563 || tmp->type == EXIT
1564 || tmp->type == HOLE
1565 || tmp->type == BUTTON
1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
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
1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1581 {
1582 tmp->invisible = 0;
1583 done_one = 1;
1622 } 1584 }
1623 } 1585 }
1624 num_ident--; 1586
1625 success=1; 1587 if (tmp->flag [FLAG_IS_FLOOR])
1626 if (!num_ident) break; 1588 floor = 1;
1589
1590 /* All detections below this point don't descend beneath the floor,
1591 * so just continue on. We could be clever and look at the type of
1592 * detection to completely break out if we don't care about objects beneath
1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1594 */
1595 if (floor)
1596 continue;
1597
1598 /* I had thought about making detect magic and detect curse
1599 * show the flash the magic item like it does for detect monster.
1600 * however, if the object is within sight, this would then make it
1601 * difficult to see what object is magical/cursed, so the
1602 * effect wouldn't be as apparent.
1603 */
1604
1605 /* detect magic */
1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1613 /* make runes more visible */
1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1615 tmp->stats.Cha /= 4;
1616
1617 done_one = 1;
1627 } 1618 }
1628 } 1619
1629 /* If all the power of the spell has been used up, don't go and identify 1620 /* detect monster */
1630 * stuff on the floor. Only identify stuff on the floor if the spell 1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1631 * was not fully used. 1622 {
1632 */ 1623 done_one = 2;
1633 if (num_ident) { 1624
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1625 if (!detect)
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1626 detect = tmp;
1627 }
1628
1629 /* Basically, if race is set in the spell, then the creatures race must
1630 * match that. if the spell race is set to GOD, then the gods opposing
1631 * race must match.
1632 */
1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1635 spell->race.contains (tmp->race)))
1636 {
1637 done_one = 2;
1638
1639 if (!detect)
1640 detect = tmp;
1641 }
1642
1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1636 need_identify(tmp)) { 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 }
1637 1651
1638 identify(tmp); 1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1639 if (op->type==PLAYER) { 1655 if (tmp->type == VEIN)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 1656 {
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) { 1657 if (tmp->other_arch)
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1658 {
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1664 done_one = 1;
1645 } 1665 }
1646 esrv_send_item(op, tmp);
1647 } 1666 }
1648 num_ident--; 1667 } /* for stack of objects on this space */
1649 success=1; 1668
1650 if (!num_ident) break; 1669 /* Code here puts an effect of the spell on the space, so you can see
1670 * where the magic is.
1671 */
1672 if (done_one)
1651 } 1673 {
1652 } 1674 object *detect_ob = spell->other_arch->instance ();
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660 1675
1661 1676 /* if this is set, we want to copy the face */
1662int cast_detection(object *op, object *caster, object *spell, object *skill) { 1677 if (done_one == 2 && detect)
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */ 1678 {
1689 1679 detect_ob->face = detect->face;
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1680 detect_ob->animation_id = detect->animation_id;
1691 /* Shouldn't happen, but if there are no objects on a space, this 1681 detect_ob->anim_speed = detect->anim_speed;
1692 * would happen. 1682 detect_ob->last_anim = 0;
1683 /* by default, the detect_ob is already animated */
1684 if (!detect->flag [FLAG_ANIMATE])
1685 detect_ob->clr_flag (FLAG_ANIMATE);
1693 */ 1686 }
1694 if (!last) continue;
1695 1687
1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1689 }
1690 } /* for processing the surrounding spaces */
1691
1692
1693 /* Now process objects in the players inventory if detect curse or magic */
1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1695 {
1696 done_one=0; 1696 done_one = 0;
1697 floor=0; 1697
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) { 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1700 1699 {
1701 /* show invisible */ 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1701 {
1703 /* Might there be other objects that we can make visibile? */ 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 } 1703 {
1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1705
1706 if (object *pl = tmp->visible_to ())
1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1718 } 1708 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720 1709
1721 /* All detections below this point don't descend beneath the floor, 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1722 * so just continue on. We could be clever and look at the type of 1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */ 1712 {
1726 if (floor) continue; 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1727 1714
1728 /* I had thought about making detect magic and detect curse 1715 if (object *pl = tmp->visible_to ())
1729 * show the flash the magic item like it does for detect monster. 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 } 1717 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 1718 } /* if item is not identified */
1808 } /* for the players inventory */ 1719 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1810 return 1; 1722 return 1;
1811} 1723}
1812 1724
1813 1725
1814/** 1726/**
1815 * 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)
1816 * level whos spell did cause the overcharge. 1728 * level whos spell did cause the overcharge.
1817 */ 1729 */
1730static void
1818static void charge_mana_effect(object *victim, int caster_level) 1731charge_mana_effect (object *victim, int caster_level)
1819{ 1732{
1820 1733
1821 /* Prevent explosions for objects without mana. Without this check, doors 1734 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 1735 * will explode, too.
1823 */ 1736 */
1824 if (victim->stats.maxsp <= 0) 1737 if (victim->stats.maxsp <= 0)
1825 return; 1738 return;
1826 1739
1827 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.");
1828 1741
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1830 object *tmp; 1743 {
1831
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833
1834 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1837 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1838 tmp->x = victim->x;
1839 tmp->y = victim->y;
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1842 } 1747 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 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!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1753 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 1755 confuse_player (victim, victim, 99);
1852 } 1756 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1758 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 1759}
1857 1760
1858/* cast_transfer 1761/* cast_transfer
1859 * This spell transfers sp from the player to another person. 1762 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 1763 * We let the target go above their normal maximum SP.
1861 */ 1764 */
1862 1765
1766int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 1767cast_transfer (object *op, object *caster, object *spell, int dir)
1768{
1864 object *plyr=NULL; 1769 object *plyr = NULL;
1865 sint16 x, y; 1770 sint16 x, y;
1866 mapstruct *m; 1771 maptile *m;
1867 int mflags; 1772 int mflags;
1868 1773
1869 m = op->map; 1774 m = op->map;
1870 x = op->x+freearr_x[dir]; 1775 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 1776 y = op->y + freearr_y[dir];
1872 1777
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1779
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1781 {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1878 break; 1784 break;
1879 } 1785 }
1880 1786
1881 1787
1882 /* 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
1883 * 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.
1884 */ 1790 */
1885 if(plyr==NULL) 1791 if (plyr == NULL)
1886 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)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1888 break; 1794 break;
1889 1795
1890 if (!plyr) { 1796 if (!plyr)
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1797 {
1798 op->failmsg ("There is no one there.");
1892 return 0; 1799 return 0;
1893 } 1800 }
1894 /* give sp */ 1801 /* give sp */
1895 if(spell->stats.dam > 0) { 1802 if (spell->stats.dam > 0)
1803 {
1896 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);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1898 return 1; 1806 return 1;
1899 } 1807 }
1900 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 1809 else if (op != plyr)
1810 {
1902 /* 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 */
1903 1812
1904 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;
1905 1814
1906 if (rate > 95) rate=95; 1815 if (rate > 95)
1816 rate = 95;
1907 1817
1908 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1820 if (op->flag [FLAG_ALIVE])
1821 {
1911 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1914 if (sucked > 0) { 1825 if (sucked > 0)
1826 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1916 } 1828 }
1917 } 1829 }
1918 return 1; 1830 return 1;
1919 } 1831 }
1920 return 0; 1832 return 0;
1921} 1833}
1922 1834
1923 1835
1924/* counterspell: nullifies spell effects. 1836/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 1837 * op is the counterspell object, dir is the direction
1926 * it was cast in. 1838 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 1839 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 1840 * this may nullify it.
1929 */ 1841 */
1842void
1930void counterspell(object *op,int dir) 1843counterspell (object *op, int dir)
1931{ 1844{
1932 object *tmp, *head, *next; 1845 object *tmp, *head, *next;
1933 int mflags; 1846 int mflags;
1934 mapstruct *m; 1847 maptile *m;
1935 sint16 sx,sy; 1848 sint16 sx, sy;
1936 1849
1937 sx = op->x + freearr_x[dir]; 1850 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 1851 sy = op->y + freearr_y[dir];
1939 m = op->map; 1852 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1853 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 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)
1942 1858 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 1859 next = tmp->above;
1945 1860
1946 /* Need to look at the head object - otherwise, if tmp 1861 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 1862 * points to a monster, we don't have all the necessary
1948 * info for it. 1863 * info for it.
1949 */ 1864 */
1865 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 1866 head = tmp->head;
1867 else
1951 else head = tmp; 1868 head = tmp;
1952 1869
1953 /* don't attack our own spells */ 1870 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 1871 if (tmp->owner && tmp->owner == op->owner)
1872 continue;
1955 1873
1956 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 1876 * monsters either.
1959 */ 1877 */
1960 1878
1961 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 1880 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 1881 && !head->flag [FLAG_MONSTER]
1964 (op->level > head->level)) { 1882 && (op->level > head->level))
1965 remove_ob(head); 1883 head->destroy ();
1966 free_object(head); 1884 else
1967 } else switch(head->type) { 1885 switch (head->type)
1886 {
1968 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1889 // about sanctuary in spell_util.C
1890 if (tmp->flag [FLAG_IS_FLOOR])
1891 continue;
1892
1969 if(op->level > head->level) { 1893 if (op->level > head->level)
1970 remove_ob(head); 1894 head->destroy ();
1971 free_object(head); 1895
1972 }
1973 break; 1896 break;
1974 1897
1975 /* I really don't get this rune code that much - that 1898 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 1899 * random chance seems really low.
1977 */ 1900 */
1978 case RUNE: 1901 case RUNE:
1979 if(rndm(0, 149) == 0) { 1902 if (rndm (0, 149) == 0)
1903 {
1980 head->stats.hp--; /* weaken the rune */ 1904 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 1905 if (!head->stats.hp)
1982 remove_ob(head); 1906 head->destroy ();
1983 free_object(head);
1984 } 1907 }
1985 }
1986 break; 1908 break;
1987 } 1909 }
1988 } 1910 }
1989} 1911}
1990
1991
1992 1912
1993/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1914int
1994int cast_consecrate(object *op, object *caster, object *spell) { 1915cast_consecrate (object *op, object *caster, object *spell)
1916{
1995 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
1996 1918
1997 object *tmp, *god=find_god(determine_god(op)); 1919 object *tmp, *god = find_god (determine_god (op));
1998 1920
1999 if(!god) { 1921 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 1922 {
2001 "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!");
2002 return 0; 1924 return 0;
2003 } 1925 }
2004 1926
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1928 {
1929 if (tmp->flag [FLAG_IS_FLOOR])
1930 break;
2007 if(tmp->type==HOLY_ALTAR) { 1931 if (tmp->type == HOLY_ALTAR)
1932 {
2008 1933
2009 if(tmp->level > caster_level(caster, spell)) { 1934 if (tmp->level > casting_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 1935 {
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0; 1937 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 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;
2024 } 1952 }
1953 }
2025 } 1954 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
2027 return 0; 1957 return 0;
2028} 1958}
2029 1959
2030/* animate_weapon - 1960/* animate_weapon -
2031 * 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.
2032 * 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
2035 * 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,
2036 * 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
2037 * 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
2038 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2039 */ 1969 */
2040 1970int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2042 object *weapon, *tmp; 1972{
2043 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2044 int a, i; 1974 int a, i;
2045 sint16 x, y; 1975 sint16 x, y;
2046 mapstruct *m; 1976 maptile *m;
2047 materialtype_t *mt; 1977
2048
2049 if(!spell->other_arch){ 1978 if (!spell->other_arch)
1979 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 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);
2052 return 0; 1982 return 0;
2053 } 1983 }
2054 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 1985 if (op->type != PLAYER)
1986 return 0;
2056 1987
2057 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1989 if (object *golem = op->contr->golem)
2059 control_golem(op->contr->ranges[range_golem],dir); 1990 {
1991 control_golem (golem, dir);
2060 return 0; 1992 return 0;
2061 } 1993 }
2062 1994
2063 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2064 if(!dir) 1996 if (!dir)
2065 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);
2066 1998
2067 m = op->map; 1999 m = op->map;
2068 x = op->x+freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2070 2002
2071 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2006 {
2007 op->failmsg ("There is something in the way.");
2075 return 0; 2008 return 0;
2076 } 2009 }
2077 2010
2078 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2012 object *weapon = op->mark ();
2080 2013
2081 if (!weapon) { 2014 if (!weapon)
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 {
2016 op->failmsg ("You must mark a weapon to use with this spell!");
2083 return 0; 2017 return 0;
2084 } 2018 }
2019
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2020 if (spell->race && weapon->arch->archname != spell->race)
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2021 {
2022 op->failmsg ("The spell fails to transform your weapon.");
2087 return 0; 2023 return 0;
2088 } 2024 }
2025
2089 if (weapon->type != WEAPON) { 2026 if (weapon->type != WEAPON)
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2027 {
2028 op->failmsg ("You need to wield a weapon to animate it.");
2091 return 0; 2029 return 0;
2030 }
2031
2032 if (weapon->flag [FLAG_APPLIED])
2092 } 2033 {
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2095 query_name(weapon));
2096 return 0; 2035 return 0;
2097 } 2036 }
2098 2037
2099 if (weapon->nrof > 1) { 2038 weapon = weapon->split ();
2100 tmp = get_split_ob(weapon, 1);
2101 esrv_send_item(op, weapon);
2102 weapon = tmp;
2103 }
2104 2039
2105 /* create the golem object */ 2040 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2107 2042
2108 /* 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 */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2045 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2046 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2047 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2115 set_spell_skill(op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp;
2117 op->contr->shoottype=range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2051
2120 /* 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
2121 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2122 * used above. 2054 * used above.
2123 */ 2055 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2125 remove_ob (weapon); 2057 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2058
2127 esrv_send_item(op, weapon); 2059 tmp->insert (weapon);
2060
2128 /* 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,
2129 * 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
2130 * body_info, skills, etc) 2063 * body_info, skills, etc)
2131 */ 2064 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2134 fix_player(tmp); 2067 tmp->update_stats ();
2135 2068
2136 /* 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
2137 * 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 -
2138 * 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.
2139 */ 2072 */
2140 2073
2141 /* modify weapon's animated wc */ 2074 /* modify weapon's animated wc */
2142 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;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2076 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2077 tmp->stats.wc = -127;
2145 2078
2146 /* Modify hit points for weapon */ 2079 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2080 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2081 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2082 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2083 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2084 tmp->stats.hp = tmp->stats.maxhp;
2152 2085
2153 /* Modify weapon's damage */ 2086 /* Modify weapon's damage */
2154 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;
2155 + weapon->stats.dam 2088 if (tmp->stats.dam < 0)
2156 + weapon->magic 2089 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2090
2160 2091
2161 /* attacktype */ 2092 /* attacktype */
2162 if ( ! tmp->attacktype) 2093 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2164 2095
2165 mt = NULL;
2166 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname);
2168 if (mt != NULL) {
2169 for (i=0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2171 a = mt->save[0]; 2098
2172 } else { 2099 a = op->material->save[0];
2173 for (i=0; i < NROFATTACKS; i++) 2100
2174 tmp->resist[i] = 5;
2175 a = 10;
2176 }
2177 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2106 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2107 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2108 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2109 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2110 tmp->resist[ATNR_BLIND] = 100;
2187 2111
2188 /* 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 */
2189 2113
2190 if (a > 14) a = 14; 2114 if (a > 14)
2115 a = 14;
2116
2191 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));
2192 2118
2193 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2194 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)));
2195 2121
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2122 if (!spell->race)
2123 {
2199 sprintf(buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2125 tmp->name = buf;
2201 2126
2202 tmp->face = weapon->face; 2127 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2128 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2129 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2130 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 } 2133 }
2214 2134
2215 /* 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. */
2216 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));
2217 2137
2218 tmp->speed_left= -1; 2138 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2139 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2140
2141 m->insert (tmp, x, y, op);
2223 return 1; 2142 return 1;
2224} 2143}
2225 2144
2226/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2227 2146
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2230 */ 2149 */
2231 2150int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{
2233 int success; 2153 int success;
2234 2154
2235 if(!op->map) return 0; /* shouldnt happen */ 2155 if (!op->map)
2156 return 0; /* shouldnt happen */
2236 2157
2237 success=change_map_light(op->map,spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2238 if(!success) { 2160 if (!success)
2161 {
2239 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2241 else 2164 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2243 } 2166 }
2167
2244 return success; 2168 return success;
2245} 2169}
2246
2247
2248
2249
2250 2170
2251/* 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.
2252 * 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,
2253 * spell is the spell object itself. 2173 * spell is the spell object itself.
2254 */ 2174 */
2175int
2255int create_aura(object *op, object *caster, object *spell) 2176create_aura (object *op, object *caster, object *spell)
2256{ 2177{
2257 int refresh=0; 2178 int refresh = 0;
2258 object *new_aura; 2179 object *new_aura;
2259 2180
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2182 if (new_aura)
2262 else new_aura = arch_to_object(spell->other_arch); 2183 refresh = 1;
2184 else
2185 new_aura = spell->other_arch->instance ();
2263 2186
2264 new_aura->duration = spell->duration + 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2188
2267 new_aura->stats.dam = spell->stats.dam 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2190
2270 set_owner(new_aura,op);
2271 set_spell_skill(op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2273 2193
2274 new_aura->level = caster_level(caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2275 if (refresh) 2196 if (refresh)
2276 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.");
2277 else 2198 else
2278 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
2279 insert_ob_in_ob(new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2280 return 1; 2204 return 1;
2281} 2205}
2282
2283 2206
2284/* 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,
2285 * 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
2286 * around him. 2209 * around him.
2287 * Aura parameters: 2210 * Aura parameters:
2288 * duration: duration counter. 2211 * duration: duration counter.
2289 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2291 */ 2214 */
2292 2215void
2293void move_aura(object *aura) { 2216move_aura (object *aura)
2294 int i, mflags; 2217{
2295 object *env;
2296 mapstruct *m;
2297
2298 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2299 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2300 2221
2301 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2303 */ 2224 */
2304 remove_ob(aura); 2225 aura->remove ();
2305 2226
2306 /* exit if we're out of gas */ 2227 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2228 if (aura->duration-- < 0)
2308 free_object(aura); 2229 {
2230 aura->destroy ();
2309 return; 2231 return;
2310 } 2232 }
2311 2233
2312 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2235 if (!env || !env->map)
2314 free_object(aura); 2236 {
2237 aura->destroy ();
2315 return; 2238 return;
2316 } 2239 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2240
2320 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2322 */ 2243 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2244 aura->insert_at (env, aura);
2324 2245
2325 for(i=1;i<9;i++) { 2246 for (int i = 1; i < 9; i++)
2326 sint16 nx, ny; 2247 {
2327 nx = aura->x + freearr_x[i]; 2248 mapxy pos (env);
2328 ny = aura->y + freearr_y[i]; 2249 pos.move (i);
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2330 2250
2331 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2254 */
2335 if (!(mflags & P_OUT_OF_MAP) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2337 { 2256 {
2338 hit_map(aura,i,aura->attacktype,0); 2257 hit_map (aura, i, aura->attacktype, 0);
2339 2258
2340 if(aura->other_arch) { 2259 if (aura->other_arch)
2341 object *new_ob; 2260 pos.insert (aura->other_arch->instance (), aura);
2342
2343 new_ob = arch_to_object(aura->other_arch);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 } 2261 }
2348 }
2349 } 2262 }
2263
2350 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2265 env->insert (aura);
2352 insert_ob_in_ob(aura, env); 2266 aura->set_owner (owner);
2353} 2267}
2354 2268
2355/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2356 * op is the piece object. 2270 * op is the piece object.
2357 */ 2271 */
2358 2272void
2359void move_peacemaker(object *op) { 2273move_peacemaker (object *op)
2360 object *tmp; 2274{
2361 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2276 {
2363 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2364 object *victim=tmp; 2278 object *victim = tmp->head_ ();
2365 2279
2366 if (tmp->head) victim=tmp->head; 2280 if (!victim->flag [FLAG_MONSTER])
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2281 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2284 continue;
2285
2369 if (victim->stats.exp == 0) continue; 2286 if (victim->stats.exp == 0)
2287 continue;
2370 2288
2371 def_lev = MAX(1,victim->level); 2289 def_lev = max (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2290 atk_lev = max (1, op->level);
2373 2291
2374 if (rndm(0, atk_lev-1) > def_lev) { 2292 if (rndm (0, atk_lev - 1) > def_lev)
2293 {
2375 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2376 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2298 victim->stats.exp = 0;
2379#if 0 2299#if 0
2380 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2382 */ 2302 */
2383 victim->stats.dam = 0; 2303 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2387#endif 2307#endif
2388 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2393 if(victim->name) { 2314 if (victim->name)
2394 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);
2395 } 2316 }
2396 }
2397 } 2317 }
2398} 2318}
2399
2400 2319
2401/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2403 */ 2322 */
2404 2323int
2405int write_mark(object *op, object *spell, const char *msg) { 2324write_mark (object *op, object *spell, const char *msg)
2406 char rune[HUGE_BUF]; 2325{
2407 object *tmp;
2408
2409 if (!msg || msg[0] == 0) { 2326 if (!msg || msg[0] == 0)
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2327 {
2328 op->failmsg ("Write what?");
2411 return 0; 2329 return 0;
2330 }
2331
2332 if (!msg_is_safe (msg))
2412 } 2333 {
2413 2334 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2414 if (strcasestr_local(msg, "endmsg")) {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2416 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2336 return 0;
2418 } 2337 }
2338
2419 if (!spell->other_arch) return 0; 2339 if (!spell->other_arch)
2420 tmp = arch_to_object(spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2);
2422 rune[HUGE_BUF-2] = 0;
2423 strcat(rune, "\n");
2424 tmp->race = op->name; /*Save the owner of the rune*/
2425 tmp->msg = rune;
2426 tmp->x = op->x;
2427 tmp->y = op->y;
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2340 return 0;
2341
2342 object *tmp = spell->other_arch->instance ();
2343
2344 tmp->race = op->name; /*Save the owner of the rune */
2345 tmp->msg = msg;
2346
2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2349 return 1;
2430} 2350}
2351

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