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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 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 1.6 2006/08/29 11:58:02 elmex Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
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 25
30#include <global.h> 26#include <global.h>
31#include <object.h> 27#include <object.h>
32#include <living.h> 28#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 29#include <sproto.h>
35#endif
36#include <spells.h> 30#include <spells.h>
37#include <sounds.h> 31#include <sounds.h>
38 32
39/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 35 * op is what is casting this.
42 */ 36 */
37void
43void cast_magic_storm(object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
44{ 39{
45 if (!tmp) return; /* error */ 40 if (!tmp)
41 return; /* error */
42
46 tmp->level=op->level; 43 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 45 tmp->duration += lvl / 5;
51 46
52 /* Put a cap on duration for this - if the player fails in their 47 /* 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 48 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
56 */ 51 */
57 if (tmp->duration>=40) tmp->duration=40; 52 if (tmp->duration >= 40)
53 tmp->duration = 40;
54
58 tmp->stats.dam=lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 57
58 tmp->insert_at (op, op);
62} 59}
63 60
64 61int
65int recharge(object *op, object *caster, object *spell_ob) { 62recharge (object *op, object *caster, object *spell_ob)
66 object *wand, *tmp; 63{
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 object *wand = op->mark ();
67
70 if(wand == NULL || wand->type != WAND) { 68 if (!wand || wand->type != WAND)
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 {
70 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 71 return 0;
73 } 72 }
73
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 75 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 78 wand->destroy ();
79 remove_ob(wand); 79 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; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 81
82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84
84 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 86
86 tmp->x = op->x; 87 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 88 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 89
90 tmp->insert_at (op);
89 return 1; 91 return 1;
90 } 92 }
91 93
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
93 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
95 else { 98 else
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 99 {
97 query_name(wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 101 return 0;
99 } 102 }
100 if (!ncharges) ncharges = 1;
101 103
104 if (!ncharges)
105 ncharges = 1;
106
102 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 108 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)); 109
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
106 SET_FLAG(wand, FLAG_ANIMATE); 111 {
112 wand->set_flag (FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 114 }
115
110 return 1; 116 return 1;
111} 117}
112 118
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* 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 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 121 * arrows.
118 * great a plus, the default is used. 124 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 125 * 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 126 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
122 */ 128 */
123 129int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 131{
126 int missile_plus=0, bonus_plus=0; 132 int bonus_plus = 0;
127 const char *missile_name; 133 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 134
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name=tmp->race; 137 missile_name = tmp->race;
136 }
137 138
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 140
140 if (find_archetype(missile_name)==NULL) { 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
144 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 146 return 0;
147 }
148
149 object *missile = missile_arch->instance ();
150
151 if (spellparam)
144 } 152 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 154 if (isalpha (*spellparam))
155 {
150 artifact *al = find_artifactlist(missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
151 157
152 for ( ; al != NULL; al=al->next) 158 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 159 if (!strcasecmp (al->item->name, spellparam))
160 break;
154 161
155 if (!al) { 162 if (!al)
156 free_object(missile); 163 {
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 164 missile->destroy ();
158 stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
159 return 0; 166 return 0;
160 } 167 }
168
161 if (al->item->slaying) { 169 if (al->item->slaying)
162 free_object(missile); 170 {
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 171 missile->destroy ();
164 missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
165 return 0; 173 return 0;
166 } 174 }
175
167 give_artifact_abilities(missile, al->item); 176 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 177 /* 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 178 * 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. 179 * the parsing of having to do both plus and type.
171 */ 180 */
172 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 182 missile_plus = 0;
174 } else 183 }
175 if (atoi(stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 185 missile_plus = atoi (spellparam);
177 } 186 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 187
188 missile_plus = clamp (missile_plus, -4, 4);
189
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
192
185 if (missile->nrof < 1) 193 if (missile->nrof < 1)
186 missile->nrof=1; 194 missile->nrof = 1;
187 195
188 missile->magic = missile_plus; 196 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
190 missile->value=0; 198 missile->value = 0;
191 199
192 SET_FLAG(missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
193 tag = missile->count;
194 201
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 202 cast_create_obj (op, caster, missile, dir);
196 && ! was_destroyed (missile, tag)) 203
197 { 204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
198 pick_up(op, missile); 207 pick_up (op, missile);
199 } 208
200 return 1; 209 return 1;
201} 210}
202
203 211
204/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
214int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 216{
208 int food_value; 217 int food_value;
209 archetype *at=NULL; 218 archetype *at = NULL;
210 object *new_op; 219 object *new_op;
211 220
212 food_value=spell_ob->stats.food + 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 222
215 if(stringarg) { 223 if (spellparam)
224 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 226 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 229 spellparam = NULL;
230 }
231
232 if (!spellparam)
221 } 233 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 234 archetype *at_tmp;
225 235
226 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 238 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 240 * to be altered from the donor.
231 */ 241 */
232 242
233 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 244 for_all_archetypes (at_tmp)
245 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
247 {
236 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 250 * the item we have now, take it instead.
239 */ 251 */
240 if (at_tmp->clone.stats.food<=food_value && 252 if (at_tmp->stats.food <= food_value
253 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
242 at=at_tmp; 257 at = at_tmp;
243 } 258 }
244 } 259 }
245 } 260 }
261
246 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
247 * know 263 * know
248 */ 264 */
249 if (!at) { 265 if (!at)
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 {
267 op->failmsgf ("You don't have enough experience to create any food.");
251 return 0; 268 return 0;
252 } 269 }
253 270
254 food_value/=at->clone.stats.food; 271 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 272 new_op = at->instance ();
256 new_op->nrof = food_value; 273 new_op->nrof = food_value;
257 274
258 new_op->value = 0; 275 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 276 if (new_op->nrof < 1)
277 new_op->nrof = 1;
260 278
261 cast_create_obj(op, caster,new_op, dir); 279 cast_create_obj (op, caster, new_op, dir);
262 return 1; 280 return 1;
263} 281}
264 282
283int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 284probe (object *op, object *caster, object *spell_ob, int dir)
285{
266 int r, mflags, maxrange; 286 int r, mflags, maxrange;
267 object *tmp; 287 object *tmp;
268 mapstruct *m; 288 maptile *m;
269 289
270
271 if(!dir) { 290 if (!dir)
291 {
272 examine_monster(op,op); 292 examine_monster (op, op);
273 return 1; 293 return 1;
274 } 294 }
295
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 297 for (r = 1; r < maxrange; r++)
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 298 {
299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
278 300
279 m = op->map; 301 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 303
282 if (mflags & P_OUT_OF_MAP) break; 304 if (mflags & P_OUT_OF_MAP)
305 break;
283 306
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 310 return 0;
287 } 311 }
312
288 if (mflags & P_IS_ALIVE) { 313 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 314 {
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 315 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
317 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 319 if (tmp->head != NULL)
293 tmp=tmp->head; 320 tmp = tmp->head;
294 examine_monster(op,tmp); 321 examine_monster (op, tmp);
295 return 1; 322 return 1;
296 } 323 }
297 } 324 }
298 } 325 }
326
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 328 return 1;
301} 329}
302
303 330
304/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 332 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 335 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 336 * pl is invisible.
310 */ 337 */
338int
311int makes_invisible_to(object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
312{ 340{
313
314 if (!pl->invisible) return 0; 341 if (!pl->invisible)
342 return 0;
343
315 if (pl->type == PLAYER ) { 344 if (pl->type == PLAYER)
345 {
316 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 347 if (!pl->contr->invis_race)
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 348 {
349 if (mon->flag [FLAG_UNDEAD])
319 return 1; 350 return 0;
351
352 return 1;
320 } 353 }
354
321 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 357 return 1;
358
324 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 360 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 361 return 0;
329 } else { 362
330 /* monsters are invisible to everything */ 363 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 364 return 1;
365
366 /* Nothing matched above, return 0 */
367 return 0;
368 }
369 else
370 {
371 /* monsters are invisible to everything */
372 return 1;
332 } 373 }
333} 374}
334 375
335/* Makes the player or character invisible. 376/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 377 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 380 * 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 381 * 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/ 382 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 383 * normal applies.
343 */ 384 */
385int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 386cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 387{
346
347 if(op->invisible>1000) { 388 if (op->invisible > 1000)
389 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
349 return 0; 391 return 0;
350 } 392 }
351 393
352 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 395 * and if statement or two.
354 */ 396 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
356 /* max duration */ 399 /* limit duration */
357 if(op->invisible>1000) op->invisible = 1000; 400 min_it (op->invisible, 1000);
358 401
359 if (op->type == PLAYER) { 402 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 403 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 404 op->contr->invis_race = spell_ob->race;
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 405
406 if (spell_ob->flag [FLAG_MAKE_INVIS])
364 op->contr->tmp_invis=0; 407 op->contr->tmp_invis = 0;
365 else 408 else
366 op->contr->tmp_invis=1; 409 op->contr->tmp_invis = 1;
367
368 op->contr->hidden = 0;
369 } 410 }
411
370 if (makes_invisible_to(op, op)) 412 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 414 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 416
375 update_object(op,UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
376 418
377 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
378 * harm to the player. 420 * harm to the player.
379 */ 421 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
381 if (tmp->enemy == op) 423 if (tmp->enemy == op)
382 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
383 return 1; 426 return 1;
384} 427}
385 428
386/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 430 */
431int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
389 object *tmp, *next; 433{
390 int range,i,j, mflags; 434 int range, i, j, mflags;
391 sint16 sx, sy; 435 sint16 sx, sy;
392 mapstruct *m; 436 maptile *m;
393 437
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 439
399 for(i= -range;i<=range;i++) 440 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 441 for (j = -range; j <= range; j++)
442 {
401 sx = op->x + i; 443 sx = op->x + i;
402 sy = op->y + j; 444 sy = op->y + j;
403 m = op->map; 445 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 447
406 if (mflags & P_OUT_OF_MAP) continue; 448 if (mflags & P_OUT_OF_MAP)
449 continue;
407 450
408 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
410 { 453 {
411 next = tmp->above; 454 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 458 }
459 }
460
416 return 1; 461 return 1;
417} 462}
418 463
419 464void
420void execute_word_of_recall(object *op) { 465execute_word_of_recall (object *op)
421 object *wor=op; 466{
422 while(op!=NULL && op->type!=PLAYER) 467 if (object *pl = op->in_player ())
423 op=op->env; 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
424
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 470 else
429 enter_exit(op,wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
430 } 472
431 remove_ob(wor); 473 op->destroy ();
432 free_object(wor);
433} 474}
434 475
435/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
437 * time delay effect. 478 * time delay effect.
438 */ 479 */
480int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
440 object *dummy; 482{
441 int time; 483 if (!op->is_player ())
442
443 if(op->type!=PLAYER)
444 return 0; 484 return 0;
445 485
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 487 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 489 return 1;
450 } 490 }
451 491
452 dummy=get_archetype(FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
453 if(dummy == NULL){ 493
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0;
457 }
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
459 if (time <1 ) time=1;
460 495
461 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
464 */ 499 */
465 dummy->speed = 0.002; 500 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
504 dummy->slaying = op->contr->savebed_map;
505 dummy->stats.hp = op->contr->bed_x;
506 dummy->stats.sp = op->contr->bed_y;
470 507
471 /* If we could take advantage of enter_player_savebed() here, it would be 508 op->insert (dummy);
472 * nice, but until the map load fails, we can't. 509
473 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map);
475 EXIT_X(dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y;
477
478 (void) insert_ob_in_ob(dummy,op);
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
480 return 1; 512 return 1;
481} 513}
482 514
483/* cast_wonder 515/* cast_wonder
484 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
485 * spell. 517 * spell.
486 */ 518 */
519int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 520cast_wonder (object *op, object *caster, int dir, object *spell_ob)
521{
488 object *newspell; 522 object *newspell;
489 523
490 if(!rndm(0, 3)) 524 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 525 return cast_cone (op, caster, dir, spell_ob);
492 526
493 if (spell_ob->randomitems) { 527 if (spell_ob->randomitems)
528 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 529 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 530 if (!newspell)
531 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 532 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 533 return 0;
498 } 534 }
499 if (newspell->type != SPELL) { 535 if (newspell->type != SPELL)
536 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 537 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
501 newspell->type, newspell->name);
502 return 0; 538 return 0;
503 } 539 }
504 /* Prevent inifinit recursion */ 540 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 541 if (newspell->subtype == SP_WONDER)
542 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 543 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 544 return 0;
508 } 545 }
509 return cast_spell(op,caster,dir,newspell, NULL); 546 return cast_spell (op, caster, dir, newspell, NULL);
510 } 547 }
548 return 1;
549}
550
551int
552perceive_self (object *op)
553{
554 const char *cp = describe_item (op, op);
555 archetype *at = archetype::find (shstr_depletion);
556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
511 return 1; 560 return 0;
512}
513 561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
514 564
515int perceive_self(object *op) { 565 if (object *god = find_god (determine_god (op)))
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 566 buf << " - You worship " << &god->name << ".\n";
517 archetype *at=find_archetype(ARCH_DEPLETION); 567 else
518 object *tmp; 568 buf << " - You worship no god.\n";
519 int i;
520 569
521 tmp=find_god(determine_god(op)); 570 object *tmp = present_arch_in_ob (at, op);
571
572 if (*cp == '\0' && !tmp)
573 buf << " - You feel very mundane. ";
574 else
575 {
576 buf << " - You have: " << cp << ".\n";
577
522 if (tmp) 578 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
524 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
526
527 tmp=present_arch_in_ob(at,op);
528
529 if(*cp=='\0' && tmp==NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
531 else {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp);
534 if (tmp!=NULL) {
535 for (i=0; i<NUM_STATS; i++) { 579 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 580 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
538 "Your %s is depleted by %d", statname[i],
539 -(get_attr_value(&tmp->stats,i)));
540 }
541 }
542 }
543 } 582 }
544 583
545 if (is_dragon_pl(op)) { 584 if (op->is_dragon ())
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 586 for (tmp = op->inv; tmp; tmp = tmp->below)
587 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
589 {
549 if(tmp->stats.exp == 0) { 590 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
551 } else { 592 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 594
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 595 break;
556 } 596 }
557 } 597 }
558 } 598
599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
600
559 return 1; 601 return 1;
560} 602}
561
562/* int cast_create_town_portal (object *op, object *caster, int dir)
563 *
564 * This function cast the spell of town portal for op
565 *
566 * The spell operates in two passes. During the first one a place
567 * is marked as a destination for the portal. During the second one,
568 * 2 portals are created, one in the position the player cast it and
569 * one in the destination place. The portal are synchronized and 2 forces
570 * are inserted in the player to destruct the portal next time player
571 * creates a new portal pair.
572 * This spell has a side effect that it allows people to meet each other
573 * in a permanent, private, appartements by making a town portal from it
574 * to the town or another public place. So, check if the map is unique and if
575 * so return an error
576 *
577 * Code by Tchize (david.delbecq@usa.net)
578 */
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{
581 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap;
586 int op_level;
587
588
589 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the
591 * full pathname listed.
592 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
594 settings.create_home_portals != TRUE )
595 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
597 return 0;
598 }
599
600 /* The first thing to do is to check if we have a marked destination
601 * dummy is used to make a check inventory for the force
602 */
603 dummy=arch_to_object(spell->other_arch);
604 if(dummy == NULL){
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
606 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
607 return 0;
608 }
609 force=check_inv_recursive (op,dummy);
610
611 if (force==NULL) {
612 /* Here we know there is no destination marked up.
613 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked.
616 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path);
619 EXIT_X(dummy)= op->x;
620 EXIT_Y(dummy)= op->y;
621 insert_ob_in_ob (dummy,op);
622 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.");
623 return 1;
624 }
625 free_object (dummy);
626
627 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals.
630 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory
634 * for easier destruction.
635 *
636 * The mark works has follow:
637 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal
639 * name : name of the portal
640 * race : map the portal is in
641 */
642
643 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race);
645 if(dummy == NULL){
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
647 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
648 return 0;
649 }
650 perm_portal = find_archetype (spell->slaying);
651
652 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal.
658 */
659 while ( (old_force=check_inv_recursive (op,dummy))) {
660 exitx=EXIT_X(old_force);
661 exity=EXIT_Y(old_force);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
663
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
666 else exitmap = ready_map_name(old_force->race, 0);
667
668 if (exitmap) {
669 tmp=present_arch (perm_portal,exitmap,exitx,exity);
670 while (tmp) {
671 if (tmp->name == old_force->name) {
672 remove_ob (tmp);
673 free_object (tmp);
674 break;
675 } else {
676 tmp = tmp->above;
677 }
678 }
679 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685
686 /* Creating the portals.
687 * The very first thing to do is to ensure
688 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above.
694 */
695
696 /* Ensure exit map is loaded*/
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701
702 /* If we were unable to load (ex. random map deleted), warn player*/
703 if (exitmap==NULL) {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force);
706 free_object(force);
707 return 1;
708 }
709
710 op_level = caster_level(caster, spell);
711 if (op_level<15)
712 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);
713 else if (op_level<30)
714 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);
715 else if (op_level<60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
717 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);
718
719 /* Create a portal in front of player
720 * dummy contain the portal and
721 * force contain the track to kill it later
722 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/
726 if(dummy == NULL) {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
728 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
729 return 0;
730 }
731 EXIT_PATH(dummy) = add_string (force->name);
732 EXIT_X(dummy)=EXIT_X(force);
733 EXIT_Y(dummy)=EXIT_Y(force);
734 FREE_AND_COPY(dummy->name, portal_name);
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message);
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/
738 cast_create_obj (op, caster, dummy, 0);
739
740 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active
742 * town portal.
743 */
744 tmp=get_archetype(spell->race);
745 if(tmp == NULL){
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
747 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
748 return 0;
749 }
750 tmp->race=add_string (op->map->path);
751 FREE_AND_COPY(tmp->name, portal_name);
752 EXIT_X(tmp)=dummy->x;
753 EXIT_Y(tmp)=dummy->y;
754 insert_ob_in_ob (tmp,op);
755
756 /* Create a portal in the destination map
757 * dummy contain the portal and
758 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to.
761 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/
764 if(dummy == NULL) {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
766 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
767 return 0;
768 }
769 EXIT_PATH(dummy) = add_string (op->map->path);
770 EXIT_X(dummy)=op->x;
771 EXIT_Y(dummy)=op->y;
772 FREE_AND_COPY(dummy->name, portal_name);
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message);
775 dummy->x=EXIT_X(force);
776 dummy->y=EXIT_Y(force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/
778 insert_ob_in_map(dummy,exitmap,op,0);
779
780 /* Now we create another town portal marker that
781 * points back to the one we just made
782 */
783 tmp=get_archetype(spell->race);
784 if(tmp == NULL){
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
786 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
787 return 0;
788 }
789 tmp->race=add_string(force->name);
790 FREE_AND_COPY(tmp->name, portal_name);
791 EXIT_X(tmp)=dummy->x;
792 EXIT_Y(tmp)=dummy->y;
793 insert_ob_in_ob (tmp,op);
794
795 /* Describe the player what happened
796 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
798 remove_ob(force); /* Delete the force inside the player*/
799 free_object(force);
800 return 1;
801}
802
803 603
804/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 605 * within some reason.
806 */ 606 */
807 607int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 608magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 609{
610 object *tmp;
810 int i,posblocked,negblocked, maxrange; 611 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 612 sint16 x, y;
812 mapstruct *m; 613 maptile *m;
813 const char *name; 614 const char *name;
814 archetype *at; 615 archetype *at;
815 616
816 if(!dir) { 617 if (!dir)
618 {
817 dir=op->facing; 619 dir = op->facing;
818 x = op->x; 620 x = op->x;
819 y = op->y; 621 y = op->y;
820 } else { 622 }
821 x = op->x+freearr_x[dir]; 623 else
822 y = op->y+freearr_y[dir];
823 } 624 {
625 x = op->x + DIRX (dir);
626 y = op->y + DIRY (dir);
627 }
628
824 m = op->map; 629 m = op->map;
825 630
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
827 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
828 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 634 {
635 op->failmsg ("Something is in the way.");
830 return 0; 636 return 0;
831 } 637 }
638
832 if (spell_ob->other_arch) { 639 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
834 } else if (spell_ob->race) { 641 else if (spell_ob->race)
642 {
835 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
836 644
837 sprintf(buf1,spell_ob->race,dir); 645 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 646 at = archetype::find (buf1);
839 if (!at) { 647 if (!at)
648 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 651 return 0;
843 } 652 }
844 tmp = arch_to_object(at); 653
845 } else { 654 tmp = at->instance ();
655 }
656 else
657 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 659 return 0;
849 } 660 }
850 661
851 if (tmp->type == SPELL_EFFECT) { 662 if (tmp->type == SPELL_EFFECT)
663 {
852 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
855 tmp->stats.dam = spell_ob->stats.dam +
856 SP_level_dam_adjust(caster, spell_ob);
857 tmp->range = 0; 667 tmp->range = 0;
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 668 }
859 tmp->stats.hp = spell_ob->duration + 669 else if (tmp->flag [FLAG_ALIVE])
860 SP_level_duration_adjust(caster, spell_ob); 670 {
671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op); 673 }
863 set_spell_skill(op, caster, spell_ob, tmp); 674
675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
864 } 676 {
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
866 tmp->stats.food = spell_ob->duration + 678 tmp->set_flag (FLAG_IS_USED_UP);
867 SP_level_duration_adjust(caster, spell_ob); 679 }
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 680
681 if (spell_ob->flag [FLAG_TEAR_DOWN])
869 } 682 {
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
875 } 687 }
876 688
877 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 690 * these fields just won't be used. Do not set the owner for
691 * earthwalls, though, so they survive restarts.
879 */ 692 */
693 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 694 tmp->set_owner (op);
695
881 set_spell_skill(op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x;
883 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
885 698
886 name = tmp->name; 699 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 700 if (!(tmp = m->insert (tmp, x, y, op)))
701 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 703 return 0;
890 } 704 }
705
891 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
894 709
895 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
899 * blocked spaces. 714 * blocked spaces.
900 */ 715 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 717 posblocked = 0;
903 negblocked=0; 718 negblocked = 0;
904 719
905 for(i=1; i<=maxrange; i++) { 720 for (i = 1; i <= maxrange; i++)
721 {
906 int dir2; 722 int dir2;
907 723
908 dir2 = (dir<4)?(dir+2):dir-2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 725
910 x = tmp->x+i*freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
911 y = tmp->y+i*freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
912 m = tmp->map; 728 m = tmp->map;
913 729
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
915 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 732 {
917 tmp2 = get_object(); 733 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 734 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 735
920 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 738 tmp2->insert (tmp2->other_arch->instance ());
925 739
740 }
741 else
926 } else posblocked=1; 742 posblocked = 1;
927 743
928 x = tmp->x-i*freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
929 y = tmp->y-i*freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
930 m = tmp->map; 746 m = tmp->map;
931 747
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
933 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 750 {
935 tmp2 = get_object(); 751 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 752 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 753
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 755 tmp2->insert (tmp2->other_arch->instance ());
756 }
757 else
942 } else negblocked=1; 758 negblocked = 1;
943 } 759 }
944 760
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
946 update_all_los(op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
947 763
764 return 1;
765}
766
767int
768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
769{
770 uint32 dist, maxdist;
771 int mflags;
772 maptile *m;
773 sint16 sx, sy;
774
775 if (op->type != PLAYER)
776 return 0;
777
778 if (!dir)
779 {
780 op->failmsg ("In what direction?");
781 return 0;
782 }
783
784 /* Given the new outdoor maps, can't let players dimension door for
785 * ever, so put limits in.
786 */
787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
788
789 if (spellparam)
790 {
791 int count = atoi (spellparam);
792
793 if (count > maxdist)
794 {
795 op->failmsg ("You can't dimension door that far!");
796 return 0;
797 }
798
799 for (dist = 0; dist < count; dist++)
800 {
801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
802
803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
804 break;
805
806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
807 break;
808 }
809
810 if (dist < count)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
813 return 0;
814 }
815
816 /* Remove code that puts player on random space on maps. IMO,
817 * a lot of maps probably have areas the player should not get to,
818 * but may not be marked as NO_MAGIC (as they may be bounded
819 * by such squares). Also, there are probably treasure rooms and
820 * lots of other maps that protect areas with no magic, but the
821 * areas themselves don't contain no magic spaces.
822 */
823 /* This call here is really just to normalize the coordinates */
824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
828 return 1; /* Maybe the penalty should be more severe... */
829 }
830 }
831 else
832 {
833 /* Player didn't specify a distance, so lets see how far
834 * we can move the player. Don't know why this stopped on
835 * spaces that blocked the players view.
836 */
837
838 for (dist = 0; dist < maxdist; dist++)
839 {
840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
841
842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
843 break;
844
845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
846 break;
847
848 }
849
850 /* If the destination is blocked, keep backing up until we
851 * find a place for the player.
852 */
853 for (; dist > 0; dist--)
854 {
855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
857 continue;
858
859
860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864 if (!dist)
865 {
866 op->failmsg ("Your spell failed!\n");
867 return 0;
868 }
869 }
870
871 /* Actually move the player now */
872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
948 return 1; 873 return 1;
949}
950 874
951int dimension_door(object *op,object *caster, object *spob, int dir) {
952 uint32 dist, maxdist;
953 int mflags;
954 mapstruct *m;
955 sint16 sx, sy;
956
957 if(op->type!=PLAYER)
958 return 0;
959
960 if(!dir) {
961 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
962 return 0;
963 }
964
965 /* Given the new outdoor maps, can't let players dimension door for
966 * ever, so put limits in.
967 */
968 maxdist = spob->range +
969 SP_level_range_adjust(caster, spob);
970
971 if(op->contr->count) {
972 if (op->contr->count > maxdist) {
973 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
974 return 0;
975 }
976
977 for(dist=0;dist<op->contr->count; dist++) {
978 mflags = get_map_flags(op->map, &m,
979 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
980 &sx, &sy);
981
982 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
983
984 if ((mflags & P_BLOCKSVIEW) &&
985 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
986 }
987
988 if(dist<op->contr->count) {
989 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
990 op->contr->count=0;
991 return 0;
992 }
993 op->contr->count=0;
994
995 /* Remove code that puts player on random space on maps. IMO,
996 * a lot of maps probably have areas the player should not get to,
997 * but may not be marked as NO_MAGIC (as they may be bounded
998 * by such squares). Also, there are probably treasure rooms and
999 * lots of other maps that protect areas with no magic, but the
1000 * areas themselves don't contain no magic spaces.
1001 */
1002 /* This call here is really just to normalize the coordinates */
1003 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1004 &sx, &sy);
1005 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1006 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1007 return 1; /* Maybe the penalty should be more severe... */
1008 }
1009 } else {
1010 /* Player didn't specify a distance, so lets see how far
1011 * we can move the player. Don't know why this stopped on
1012 * spaces that blocked the players view.
1013 */
1014
1015 for(dist=0; dist < maxdist; dist++) {
1016 mflags = get_map_flags(op->map, &m,
1017 op->x+freearr_x[dir] * (dist+1),
1018 op->y+freearr_y[dir] * (dist+1),
1019 &sx, &sy);
1020
1021 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1022
1023 if ((mflags & P_BLOCKSVIEW) &&
1024 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1025
1026 }
1027
1028 /* If the destination is blocked, keep backing up until we
1029 * find a place for the player.
1030 */
1031 for(;dist>0; dist--) {
1032 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1033 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1034
1035
1036 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1037
1038 }
1039 if(!dist) {
1040 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1041 return 0;
1042 }
1043 }
1044
1045 /* Actually move the player now */
1046 remove_ob(op);
1047 op->x+=freearr_x[dir]*dist;
1048 op->y+=freearr_y[dir]*dist;
1049 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1050 return 1;
1051
1052 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
1053 return 1; 877 return 1;
1054} 878}
1055
1056 879
1057/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1058 * op is the caster. 881 * op is the caster.
1059 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1060 * spell is the spell object. 883 * spell is the spell object.
1061 */ 884 */
885int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 886cast_heal (object *op, object *caster, object *spell, int dir)
887{
1063 object *tmp; 888 object *tmp;
1064 archetype *at; 889 archetype *at;
1065 object *poison; 890 object *poison;
1066 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1067 892
1068 tmp = find_target_for_friendly_spell(op,dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1069 894
1070 if (tmp==NULL) return 0; 895 if (!tmp)
896 return 0;
1071 897
1072 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1074 */ 900 */
1075 heal = spell->stats.dam; 901 heal = spell->stats.dam;
1076 if (spell->stats.hp) 902 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 903 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 904
1080 if (heal) { 905 if (heal)
906 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 908 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
909 else
1083 } 910 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 913 * on amount of damage healed.
1088 */ 914 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1091 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1092 919
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 922 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 924 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 926 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 928 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 930
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 931 success = 1;
932 }
933 }
1110 934
935 if (spell->attacktype & AT_DISEASE)
936 if (cure_disease (tmp, op, spell))
937 success = 1;
938
1111 if (spell->attacktype & AT_POISON) { 939 if (spell->attacktype & AT_POISON)
1112 at = find_archetype("poisoning"); 940 {
941 at = archetype::find (shstr_poisoning);
1113 poison=present_arch_in_ob(at,tmp); 942 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 943 if (poison)
944 {
1115 success = 1; 945 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 947 poison->stats.food = 1;
1118 } 948 }
1119 } 949 }
950
1120 if (spell->attacktype & AT_CONFUSION) { 951 if (spell->attacktype & AT_CONFUSION)
952 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1122 if (poison) { 954 if (poison)
955 {
1123 success = 1; 956 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 958 poison->duration = 1;
1126 } 959 }
1127 } 960 }
961
1128 if (spell->attacktype & AT_BLIND) { 962 if (spell->attacktype & AT_BLIND)
1129 at=find_archetype("blindness"); 963 {
964 at = archetype::find (shstr_blindness);
1130 poison=present_arch_in_ob(at,tmp); 965 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 966 if (poison)
967 {
1132 success = 1; 968 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 970 poison->stats.food = 1;
1135 } 971 }
1136 } 972 }
973
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
975 {
1138 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 977 if (tmp->stats.sp > tmp->stats.maxsp)
978 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 979 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 980 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 981 }
982
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
984 {
1144 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 986 if (tmp->stats.grace > tmp->stats.maxgrace)
987 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 988 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 990 }
991
1149 if (spell->stats.food && tmp->stats.food < 999) { 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
993 {
1150 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 995 min_it (tmp->stats.food, MAX_FOOD);
996
1152 success = 1; 997 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 998 /* We could do something a bit better like the messages for healing above */
1154 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1000 }
1001
1156 return success; 1002 return success;
1157} 1003}
1158
1159 1004
1160/* This is used for the spells that gain stats. There are no spells 1005/* This is used for the spells that gain stats. There are no spells
1161 * right now that icnrease wis/int/pow on a temp basis, so no 1006 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1007 * good comments for those.
1163 */ 1008 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1010 "You grow no stronger.",
1166"You grow no more agile.", 1011 "You grow no more agile.",
1167"You don't feel any healthier.", 1012 "You don't feel any healthier.",
1168"no wis", 1013 "You didn't grow any more intelligent.",
1014 "You do not feel any wiser.",
1015 "You don't feel any more powerful."
1169"You are no easier to look at.", 1016 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1017};
1173 1018
1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1027{
1176 object *force=NULL; 1028 object *force = 0;
1177 int i; 1029 int i;
1178 1030
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1032 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1033 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1034 : op;
1183 tmp = op;
1184 }
1185 1035
1186 if(tmp==NULL) return 0; 1036 if (!tmp)
1187 1037 return 0;
1038
1188 /* If we've already got a force of this type, don't add a new one. */ 1039 /* If we've already got a force of this type, don't add a new one. */
1189 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1040 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1041 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1042 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1043 {
1191 if (tmp2->name == spell_ob->name) { 1044 if (tmp2->name == spell_ob->name)
1045 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1046 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1047 break;
1194 } 1048 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1050 {
1196 if ( !silent ) 1051 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op,
1198 "You can not cast %s while %s is in effect", 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl); 1053 &spell_ob->name, &tmp2->name_pl);
1054
1200 return 0; 1055 return 0;
1201 } 1056 }
1202 } 1057 }
1203 } 1058 }
1204 if(force==NULL) {
1205 force=get_archetype(FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race);
1210 else
1211 force->name = add_refcount(spell_ob->name);
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name);
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1059
1216 } else { 1060 int duration = change_ability_duration (spell_ob, caster);
1217 int duration;
1218 1061
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1062 if (force)
1063 {
1220 if (duration > force->duration) { 1064 if (duration > force->duration)
1065 {
1221 force->duration = duration; 1066 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1068 }
1223 } else { 1069 else
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1071
1226 return 1; 1072 return 1;
1227 } 1073 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1074
1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1229 force->speed = 1.0; 1090 force->speed = 1.0;
1230 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1232 1093
1233 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1095 for (i = 0; i < NROFATTACKS; i++)
1235 if (spell_ob->resist[i]) { 1096 if (spell_ob->resist[i])
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1098
1238 }
1239 }
1240 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1101
1243 if (tmp->type == PLAYER) { 1102 if (tmp->type == PLAYER)
1103 {
1244 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1105 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1106 {
1247 if (stat) { 1107 if (sint8 stat = spell_ob->stats.stat (i))
1108 {
1248 sm=0; 1109 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1111 sm += rndm (1, 3);
1251 1112
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1115
1255 } 1116 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1117
1257 if (!sm) 1118 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1120 }
1260 } 1121 }
1261 } 1122 }
1262 1123
1263 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1264 1125
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1267 1128
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1269 SET_FLAG(force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1270 1131
1271 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1133 if (spell_ob->stats.exp)
1134 {
1135 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1136 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1137 else
1275 force->stats.exp = spell_ob->stats.exp; 1138 force->stats.exp = spell_ob->stats.exp;
1276 } 1139 }
1277 1140
1278 force->stats.wc = spell_ob->stats.wc; 1141 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1142 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1281 1144
1282 insert_ob_in_ob(force,tmp); 1145 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1147 tmp->update_stats ();
1148
1285 return 1; 1149 return 1;
1286} 1150}
1287 1151
1288/* This used to be part of cast_change_ability, but it really didn't make 1152/* This used to be part of cast_change_ability, but it really didn't make
1289 * a lot of sense, since most of the values it derives are from the god 1153 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1154 * of the caster.
1291 */ 1155 */
1292 1156int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1158{
1294 int i; 1159 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1296 1161
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1163 if (dir != 0)
1164 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1166
1167 if (!tmp)
1168 return 0;
1169 }
1170 else
1301 tmp = op; 1171 tmp = op;
1302 }
1303 1172
1304 /* If we've already got a force of this type, don't add a new one. */ 1173 /* If we've already got a force of this type, don't add a new one. */
1305 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1175 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1177 {
1307 if (tmp2->name == spell_ob->name) { 1178 if (tmp2->name == spell_ob->name)
1179 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1180 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1181 break;
1310 } 1182 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1183 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1184 {
1313 "You can not cast %s while %s is in effect", 1185 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1314 spell_ob->name, tmp2->name_pl);
1315 return 0; 1186 return 0;
1316 } 1187 }
1317 } 1188 }
1318 } 1189 }
1190
1319 if(force==NULL) { 1191 if (force == NULL)
1192 {
1320 force=get_archetype(FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1195 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1196 force->name = spell_ob->race;
1325 else 1197 else
1326 force->name = add_refcount(spell_ob->name); 1198 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1199 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1201 }
1202 else
1203 {
1331 int duration; 1204 int duration;
1332 1205
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1206 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1207 if (duration > force->duration)
1208 {
1335 force->duration = duration; 1209 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1210 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1211 }
1337 } else { 1212 else
1213 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1215 }
1340 return 0; 1216 return 0;
1341 } 1217 }
1218
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1220 force->speed = 1.0;
1344 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1346 1223
1347 if(!god) { 1224 if (!god)
1225 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1227 }
1228 else
1229 {
1350 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1231 for (i = 0; i < NROFATTACKS; i++)
1352 if (god->resist[i]>0) { 1232 if (god->resist[i] > 0)
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1234
1355 }
1356 force->path_attuned|=god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1236
1357 if (spell_ob->attacktype) { 1237 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1238 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1239
1360 }
1361 if (tmp != op) { 1240 if (tmp != op)
1241 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1363 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1243 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1244 }
1364 } else { 1245 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1246 {
1247 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1248 }
1368 1249
1369 } 1250 }
1370 force->stats.wc = spell_ob->stats.wc; 1251 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1252 force->stats.ac = spell_ob->stats.ac;
1372 1253
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1254 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1255 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1256 tmp->update_stats ();
1376 return 1; 1257 return 1;
1377} 1258}
1378
1379
1380 1259
1381/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1382 * 1261 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1385 * about 90% of that of the item itself. It uses the value of the
1386 * object before charisma adjustments, because the nuggets themselves
1387 * will be will be adjusted by charisma when sold.
1388 * 1264 *
1389 * Large nuggets are worth 25 gp each (base). You will always get 1265 * The value of the gold nuggets being about 90% of that of the item
1390 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1391 * Small nuggets are worth 1 gp each (base). You will get from 0 1267 * because the nuggets themselves will be will be adjusted by charisma
1392 * to the max amount of small nuggets as you could get. 1268 * when sold.
1393 *
1394 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1269 *
1397 * There is also a chance (1:30) that you will get nothing at all 1270 * There is also a chance (1:30) that you will get nothing at all
1398 * for the object. There is also a maximum weight that will be 1271 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1272 * alchemised.
1400 */ 1273 */
1401 1274static void
1402/* I didn't feel like passing these as arguements to the 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1403 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell
1405 * is finished.
1406 */
1407static object *small, *large;
1408
1409static void alchemy_object(object *obj, int *small_nuggets,
1410 int *large_nuggets, int *weight)
1411{ 1276{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1278
1414 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1280 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1284 * the stuff back to town.
1420 */ 1285 */
1421 1286 if (obj->flag [FLAG_UNPAID])
1422 if (QUERY_FLAG(obj, FLAG_UNPAID))
1423 value=0; 1287 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1289 value /= 3;
1426 else 1290 else
1427 value = (value*9)/10; 1291 value = value * 9 / 10;
1428 1292
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1293 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1294 total_value += value;
1433 1295
1434 count = value / large->value; 1296 total_weight += obj->total_weight ();
1435 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value;
1437 count = value / small->value;
1438 *small_nuggets += count;
1439 }
1440 1297
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1298 obj->destroy ();
1442 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */
1445 if (*small_nuggets * small->value >= large->value) {
1446 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--;
1450 }
1451 weight += obj->weight;
1452 remove_ob(obj);
1453 free_object(obj);
1454} 1299}
1455 1300
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1301int
1457 int x, int y)
1458{
1459 object *tmp;
1460 int flag=0;
1461
1462 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player
1464 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1466
1467 if (small_nuggets) {
1468 tmp = get_object();
1469 copy_object(small, tmp);
1470 tmp-> nrof = small_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475 if (large_nuggets) {
1476 tmp = get_object();
1477 copy_object(large, tmp);
1478 tmp-> nrof = large_nuggets;
1479 tmp->x = x;
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 }
1483}
1484
1485int alchemy(object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1486{ 1303{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1488 sint16 nx, ny;
1489 object *next,*tmp;
1490 mapstruct *mp;
1491
1492 if(op->type!=PLAYER) 1304 if (op->type != PLAYER)
1493 return 0; 1305 return 0;
1494 1306
1307 archetype *nugget[3];
1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1312
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1496 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1315 * in sight
1498 */ 1316 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1317 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1319 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1320
1321 int weight = 0;
1322
1504 for(y= op->y-1;y<=op->y+1;y++) { 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1324 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1326 {
1327 uint64 value = 0;
1328
1506 nx = x; 1329 sint16 nx = x;
1507 ny = y; 1330 sint16 ny = y;
1508 1331
1509 mp = op->map; 1332 maptile *mp = op->map;
1510 1333
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1335
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1337 continue;
1515 1338
1516 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1340 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1341 * ground level effect.
1519 */ 1342 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1344 continue;
1522 1345
1523 small_nuggets=0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1347 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1348 next = tmp->above;
1349
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1352 {
1531
1532 if (tmp->inv) { 1353 if (tmp->inv)
1354 {
1533 object *next1, *tmp1; 1355 object *next1, *tmp1;
1356
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1358 {
1535 next1 = tmp1->below; 1359 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1362 alchemy_object (tmp1, value, weight);
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1540 &weight);
1541 } 1363 }
1542 } 1364 }
1365
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1367
1368 if (weight > weight_max)
1369 break;
1370 }
1544 1371 }
1545 if (weight>weight_max) {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large);
1548 free_object(small);
1549 return 1;
1550 }
1551 } /* is alchemable object */
1552 } /* process all objects on this space */
1553 1372
1554 /* Insert all the nuggets at one time. This probably saves time, but 1373 value -= rndm (value >> 4);
1555 * it also prevents us from alcheming nuggets that were just created 1374 value = min (value, value_max);
1556 * with this spell. 1375
1376 for (int i = 0; i < array_length (nugget); ++i)
1377 if (int nrof = value / nugget [i]->value)
1557 */ 1378 {
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1379 value -= nrof * nugget[i]->value;
1380
1381 object *tmp = nugget[i]->instance ();
1382 tmp->nrof = nrof;
1383 tmp->flag [FLAG_IDENTIFIED] = true;
1384 op->map->insert (tmp, x, y, op, 0);
1559 } 1385 }
1386
1387 if (weight > weight_max)
1388 goto bailout;
1389 }
1560 } 1390 }
1561 free_object(large); 1391
1562 free_object(small); 1392bailout:
1563 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly.
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1393 return 1;
1568} 1394}
1569
1570 1395
1571/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1572 * items. 1397 * items.
1573 */ 1398 */
1399int
1574int remove_curse(object *op, object *caster, object *spell) { 1400remove_curse (object *op, object *caster, object *spell)
1575 object *tmp; 1401{
1576 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1577 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1412 {
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1582
1583 was_one++; 1413 ++was_one;
1414
1584 if (tmp->level <= caster_level(caster, spell)) { 1415 if (tmp->level <= casting_level (caster, spell))
1416 {
1585 success++; 1417 ++success;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1418 --num_uncurse;
1587 CLEAR_FLAG(tmp, FLAG_DAMNED);
1588 1419
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1424
1425 if (object *pl = tmp->visible_to ())
1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1427 }
1428 }
1429
1430 if (op->type == PLAYER)
1431 {
1432 if (success)
1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1434 else
1435 {
1436 if (was_one)
1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1438 else
1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1440 }
1441 }
1442
1443 return success;
1444}
1445
1446/* Identifies objects in the players inventory/on the ground */
1447int
1448cast_identify (object *op, object *caster, object *spell)
1449{
1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1451
1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1453
1454 op->splay_marked ();
1455
1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 {
1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1459 {
1460 identify (tmp);
1461
1592 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1463 {
1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1465
1466 if (tmp->msg)
1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1594 } 1468 }
1595 }
1596 1469
1597 if (op->type==PLAYER) { 1470 if (!--num_ident)
1598 if (success) { 1471 break;
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1600 } else {
1601 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1603 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1605 } 1472 }
1473 }
1474
1475 /* If all the power of the spell has been used up, don't go and identify
1476 * stuff on the floor. Only identify stuff on the floor if the spell
1477 * was not fully used.
1478 */
1479 if (num_ident)
1606 } 1480 {
1607 return success; 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1608}
1609
1610/* Identifies objects in the players inventory/on the ground */
1611
1612int cast_identify(object *op, object *caster, object *spell) {
1613 object *tmp;
1614 int success = 0, num_ident;
1615
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1617
1618 if (num_ident < 1) num_ident=1;
1619
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1483 {
1623 identify(tmp); 1484 identify (tmp);
1624 if (op->type==PLAYER) { 1485
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1486 if (object *pl = tmp->visible_to ())
1626 "You have %s.", long_desc(tmp, op)); 1487 {
1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1489
1627 if (tmp->msg) { 1490 if (tmp->msg)
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1492 }
1493
1494 if (!--num_ident)
1495 break;
1496 }
1497 }
1498
1499 if (buf.empty ())
1500 {
1501 op->failmsg ("You can't reach anything unidentified.");
1502 return 0;
1503 }
1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1509 spell_effect (spell, op->x, op->y, op->map, op);
1510 return 1;
1511 }
1512}
1513
1514int
1515cast_detection (object *op, object *caster, object *spell, object *skill)
1516{
1517 object *tmp, *last, *god, *detect;
1518 int done_one, range, floor, level;
1519 sint16 x, y, nx, ny;
1520 maptile *m;
1521
1522 /* We precompute some values here so that we don't have to keep
1523 * doing it over and over again.
1524 */
1525 god = find_god (determine_god (op));
1526 level = casting_level (caster, spell);
1527 range = spell->range + SP_level_range_adjust (caster, spell);
1528
1529 if (!skill)
1530 skill = caster;
1531
1532 dynbuf buf;
1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1534 {
1535 /* For most of the detections, we only detect objects above the
1536 * floor. But this is not true for show invisible.
1537 * Basically, we just go and find the top object and work
1538 * down - that is easier than working up.
1539 */
1540
1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1542 last = tmp;
1543
1544 /* Shouldn't happen, but if there are no objects on a space, this
1545 * would happen.
1546 */
1547 if (!last)
1548 continue;
1549
1550 done_one = 0;
1551 floor = 0;
1552 detect = 0;
1553 for (tmp = last; tmp; tmp = tmp->below)
1554 {
1555 /* show invisible */
1556 if (spell->flag [FLAG_MAKE_INVIS]
1557 /* Might there be other objects that we can make visible? */
1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1560 || tmp->type == T_HANDLE
1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1567 || tmp->type == LOCKED_DOOR
1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1571 || tmp->type == TRIGGER_PEDESTAL
1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1580 {
1581 tmp->invisible = 0;
1582 done_one = 1;
1630 } 1583 }
1631 } 1584 }
1632 num_ident--; 1585
1633 success=1; 1586 if (tmp->flag [FLAG_IS_FLOOR])
1634 if (!num_ident) break; 1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1635 } 1617 }
1636 } 1618
1637 /* If all the power of the spell has been used up, don't go and identify 1619 /* detect monster */
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1639 * was not fully used. 1621 {
1640 */ 1622 done_one = 2;
1641 if (num_ident) { 1623
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1624 if (!detect)
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 need_identify(tmp)) { 1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1645 1650
1646 identify(tmp); 1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1647 if (op->type==PLAYER) { 1654 if (tmp->type == VEIN)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1655 {
1649 "On the ground is %s.", long_desc(tmp, op));
1650 if (tmp->msg) { 1656 if (tmp->other_arch)
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1657 {
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1663 done_one = 1;
1653 } 1664 }
1654 esrv_send_item(op, tmp);
1655 } 1665 }
1656 num_ident--; 1666 } /* for stack of objects on this space */
1657 success=1; 1667
1658 if (!num_ident) break; 1668 /* Code here puts an effect of the spell on the space, so you can see
1669 * where the magic is.
1670 */
1671 if (done_one)
1659 } 1672 {
1660 } 1673 object *detect_ob = spell->other_arch->instance ();
1661 if (!success)
1662 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1663 else {
1664 spell_effect(spell, op->x, op->y, op->map, op);
1665 }
1666 return success;
1667}
1668 1674
1669 1675 /* if this is set, we want to copy the face */
1670int cast_detection(object *op, object *caster, object *spell, object *skill) { 1676 if (done_one == 2 && detect)
1671 object *tmp, *last, *god, *detect;
1672 int done_one, range, mflags, floor, level;
1673 sint16 x, y, nx, ny;
1674 mapstruct *m;
1675
1676 /* We precompute some values here so that we don't have to keep
1677 * doing it over and over again.
1678 */
1679 god=find_god(determine_god(op));
1680 level=caster_level(caster, spell);
1681 range = spell->range + SP_level_range_adjust(caster, spell);
1682
1683 if (!skill) skill=caster;
1684
1685 for (x = op->x - range; x <= op->x + range; x++)
1686 for (y = op->y - range; y <= op->y + range; y++) {
1687
1688 m = op->map;
1689 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1690 if (mflags & P_OUT_OF_MAP) continue;
1691
1692 /* For most of the detections, we only detect objects above the
1693 * floor. But this is not true for show invisible.
1694 * Basically, we just go and find the top object and work
1695 * down - that is easier than working up.
1696 */ 1677 {
1697 1678 detect_ob->face = detect->face;
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1679 detect_ob->animation_id = detect->animation_id;
1699 /* Shouldn't happen, but if there are no objects on a space, this 1680 detect_ob->anim_speed = detect->anim_speed;
1700 * would happen. 1681 detect_ob->last_anim = 0;
1682 /* by default, the detect_ob is already animated */
1683 if (!detect->flag [FLAG_ANIMATE])
1684 detect_ob->clr_flag (FLAG_ANIMATE);
1701 */ 1685 }
1702 if (!last) continue;
1703 1686
1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1688 }
1689 } /* for processing the surrounding spaces */
1690
1691
1692 /* Now process objects in the players inventory if detect curse or magic */
1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1694 {
1704 done_one=0; 1695 done_one = 0;
1705 floor=0; 1696
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) { 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1708 1698 {
1709 /* show invisible */ 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1700 {
1711 /* Might there be other objects that we can make visibile? */ 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1712 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1713 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1714 tmp->type==CF_HANDLE ||
1715 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1716 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1717 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1718 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1719 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1720 tmp->type==TREASURE || tmp->type==BOOK ||
1721 tmp->type==HOLY_ALTAR))) {
1722 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1723 tmp->invisible=0;
1724 done_one = 1;
1725 } 1702 {
1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1704
1705 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1726 } 1707 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728 1708
1729 /* All detections below this point don't descend beneath the floor, 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1730 * so just continue on. We could be clever and look at the type of 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1731 * detection to completely break out if we don't care about objects beneath
1732 * the floor, but once we get to the floor, not likely a very big issue anyways.
1733 */ 1711 {
1734 if (floor) continue; 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1735 1713
1736 /* I had thought about making detect magic and detect curse 1714 if (object *pl = tmp->visible_to ())
1737 * show the flash the magic item like it does for detect monster. 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1738 * however, if the object is within sight, this would then make it
1739 * difficult to see what object is magical/cursed, so the
1740 * effect wouldn't be as apparant.
1741 */
1742
1743 /* detect magic */
1744 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1745 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1746 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1747 is_magical(tmp)) {
1748 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1749 /* make runes more visibile */
1750 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1751 tmp->stats.Cha/=4;
1752 done_one = 1;
1753 } 1716 }
1754 /* detect monster */
1755 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1756 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1757 done_one = 2;
1758 if (!detect) detect=tmp;
1759 }
1760 /* Basically, if race is set in the spell, then the creatures race must
1761 * match that. if the spell race is set to GOD, then the gods opposing
1762 * race must match.
1763 */
1764 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1765 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1766 (strstr(spell->race, tmp->race)))) {
1767 done_one = 2;
1768 if (!detect) detect=tmp;
1769 }
1770 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1771 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1772 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1773 done_one = 1;
1774 }
1775 } /* for stack of objects on this space */
1776
1777 /* Code here puts an effect of the spell on the space, so you can see
1778 * where the magic is.
1779 */
1780 if (done_one) {
1781 object *detect_ob = arch_to_object(spell->other_arch);
1782 detect_ob->x = nx;
1783 detect_ob->y = ny;
1784 /* if this is set, we want to copy the face */
1785 if (done_one == 2 && detect) {
1786 detect_ob->face = detect->face;
1787 detect_ob->animation_id = detect->animation_id;
1788 detect_ob->anim_speed = detect->anim_speed;
1789 detect_ob->last_anim=0;
1790 /* by default, the detect_ob is already animated */
1791 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1792 }
1793 insert_ob_in_map(detect_ob, m, op,0);
1794 }
1795 } /* for processing the surrounding spaces */
1796
1797
1798 /* Now process objects in the players inventory if detect curse or magic */
1799 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1800 done_one = 0;
1801 for (tmp = op->inv; tmp; tmp = tmp->below) {
1802 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1803 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1804 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1805 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1806 if (op->type==PLAYER)
1807 esrv_send_item (op, tmp);
1808 }
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1810 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1811 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1812 if (op->type==PLAYER)
1813 esrv_send_item (op, tmp);
1814 }
1815 } /* if item is not identified */ 1717 } /* if item is not identified */
1816 } /* for the players inventory */ 1718 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1818 return 1; 1721 return 1;
1819} 1722}
1820 1723
1821 1724
1822/** 1725/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1726 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1727 * level whos spell did cause the overcharge.
1825 */ 1728 */
1729static void
1826static void charge_mana_effect(object *victim, int caster_level) 1730charge_mana_effect (object *victim, int caster_level)
1827{ 1731{
1828 1732
1829 /* Prevent explosions for objects without mana. Without this check, doors 1733 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1734 * will explode, too.
1831 */ 1735 */
1832 if (victim->stats.maxsp <= 0) 1736 if (victim->stats.maxsp <= 0)
1833 return; 1737 return;
1834 1738
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1740
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1838 object *tmp; 1742 {
1839
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841
1842 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1845 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1846 tmp->x = victim->x;
1847 tmp->y = victim->y;
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1850 } 1746 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1853 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1752 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1754 confuse_player (victim, victim, 99);
1860 } 1755 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1756 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1757 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1758}
1865 1759
1866/* cast_transfer 1760/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1761 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1762 * We let the target go above their normal maximum SP.
1869 */ 1763 */
1870 1764
1765int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1766cast_transfer (object *op, object *caster, object *spell, int dir)
1767{
1872 object *plyr=NULL; 1768 object *plyr = NULL;
1873 sint16 x, y; 1769 sint16 x, y;
1874 mapstruct *m; 1770 maptile *m;
1875 int mflags; 1771 int mflags;
1876 1772
1877 m = op->map; 1773 m = op->map;
1878 x = op->x+freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1879 y = op->y+freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1880 1776
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1778
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1780 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1886 break; 1783 break;
1887 } 1784 }
1888 1785
1889 1786
1890 /* If we did not find a player in the specified direction, transfer 1787 /* If we did not find a player in the specified direction, transfer
1891 * to anyone on top of us. This is used for the rune of transference mostly. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 1789 */
1893 if(plyr==NULL) 1790 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1895 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1896 break; 1793 break;
1897 1794
1898 if (!plyr) { 1795 if (!plyr)
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1796 {
1797 op->failmsg ("There is no one there.");
1900 return 0; 1798 return 0;
1901 } 1799 }
1902 /* give sp */ 1800 /* give sp */
1903 if(spell->stats.dam > 0) { 1801 if (spell->stats.dam > 0)
1802 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1906 return 1; 1805 return 1;
1907 } 1806 }
1908 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1808 else if (op != plyr)
1809 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1810 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 1811
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1812 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 1813
1914 if (rate > 95) rate=95; 1814 if (rate > 95)
1815 rate = 95;
1915 1816
1916 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1819 if (op->flag [FLAG_ALIVE])
1820 {
1919 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1922 if (sucked > 0) { 1824 if (sucked > 0)
1825 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1924 } 1827 }
1925 } 1828 }
1926 return 1; 1829 return 1;
1927 } 1830 }
1928 return 0; 1831 return 0;
1929} 1832}
1930 1833
1931 1834
1932/* counterspell: nullifies spell effects. 1835/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1836 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1837 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1838 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1839 * this may nullify it.
1937 */ 1840 */
1841void
1938void counterspell(object *op,int dir) 1842counterspell (object *op, int dir)
1939{ 1843{
1940 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1941 int mflags; 1845 int mflags;
1942 mapstruct *m; 1846 maptile *m;
1943 sint16 sx,sy; 1847 sint16 sx, sy;
1944 1848
1945 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1946 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1947 m = op->map; 1851 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 1853 if (mflags & P_OUT_OF_MAP)
1854 return;
1855
1856 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 1857 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1858 next = tmp->above;
1953 1859
1954 /* Need to look at the head object - otherwise, if tmp 1860 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1861 * points to a monster, we don't have all the necessary
1956 * info for it. 1862 * info for it.
1957 */ 1863 */
1864 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1865 head = tmp->head;
1866 else
1959 else head = tmp; 1867 head = tmp;
1960 1868
1961 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1870 if (tmp->owner && tmp->owner == op->owner)
1871 continue;
1963 1872
1964 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1875 * monsters either.
1967 */ 1876 */
1968 1877
1969 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1879 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1880 && !head->flag [FLAG_MONSTER]
1972 (op->level > head->level)) { 1881 && (op->level > head->level))
1973 remove_ob(head); 1882 head->destroy ();
1974 free_object(head); 1883 else
1975 } else switch(head->type) { 1884 switch (head->type)
1885 {
1976 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1888 // about sanctuary in spell_util.C
1889 if (tmp->flag [FLAG_IS_FLOOR])
1890 continue;
1891
1977 if(op->level > head->level) { 1892 if (op->level > head->level)
1978 remove_ob(head); 1893 head->destroy ();
1979 free_object(head); 1894
1980 }
1981 break; 1895 break;
1982 1896
1983 /* I really don't get this rune code that much - that 1897 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1898 * random chance seems really low.
1985 */ 1899 */
1986 case RUNE: 1900 case RUNE:
1987 if(rndm(0, 149) == 0) { 1901 if (rndm (0, 149) == 0)
1902 {
1988 head->stats.hp--; /* weaken the rune */ 1903 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1904 if (!head->stats.hp)
1990 remove_ob(head); 1905 head->destroy ();
1991 free_object(head);
1992 } 1906 }
1993 }
1994 break; 1907 break;
1995 } 1908 }
1996 } 1909 }
1997} 1910}
1998
1999
2000 1911
2001/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
1913int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1914cast_consecrate (object *op, object *caster, object *spell)
1915{
2003 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2004 1917
2005 object *tmp, *god=find_god(determine_god(op)); 1918 object *tmp, *god = find_god (determine_god (op));
2006 1919
2007 if(!god) { 1920 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1921 {
2009 "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2010 return 0; 1923 return 0;
2011 } 1924 }
2012 1925
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1927 {
1928 if (tmp->flag [FLAG_IS_FLOOR])
1929 break;
2015 if(tmp->type==HOLY_ALTAR) { 1930 if (tmp->type == HOLY_ALTAR)
1931 {
2016 1932
2017 if(tmp->level > caster_level(caster, spell)) { 1933 if (tmp->level > casting_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1934 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1936 return 0;
2021 } else {
2022 /* If we got here, we are consecrating an altar */
2023 if(tmp->name) free_string(tmp->name);
2024 sprintf(buf,"Altar of %s",god->name);
2025 tmp->name = add_string(buf);
2026 tmp->level = caster_level(caster, spell);
2027 tmp->other_arch = god->arch;
2028 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2029 new_draw_info_format(NDI_UNIQUE,0, op,
2030 "You consecrated the altar to %s!",god->name);
2031 return 1;
2032 } 1937 }
1938 else
1939 {
1940 /* If we got here, we are consecrating an altar */
1941 sprintf (buf, "Altar of %s", &god->name);
1942 tmp->name = buf;
1943 tmp->level = casting_level (caster, spell);
1944 tmp->other_arch = god->arch;
1945
1946 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp);
1948
1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1950 return 1;
2033 } 1951 }
1952 }
2034 } 1953 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
2036 return 0; 1956 return 0;
2037} 1957}
2038 1958
2039/* animate_weapon - 1959/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2041 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
2042 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
2043 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
2044 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
2045 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
2046 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2048 */ 1968 */
2049 1969int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2051 object *weapon, *tmp; 1971{
2052 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2053 int a, i; 1973 int a, i;
2054 sint16 x, y; 1974 sint16 x, y;
2055 mapstruct *m; 1975 maptile *m;
2056 materialtype_t *mt; 1976
2057
2058 if(!spell->other_arch){ 1977 if (!spell->other_arch)
1978 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1980 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 1981 return 0;
2062 } 1982 }
2063 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 1984 if (op->type != PLAYER)
1985 return 0;
2065 1986
2066 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2067 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1988 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 1989 {
1990 control_golem (golem, dir);
2069 return 0; 1991 return 0;
2070 } 1992 }
2071 1993
2072 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2073 if(!dir) 1995 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2075 1997
2076 m = op->map; 1998 m = op->map;
2077 x = op->x+freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2078 y = op->y+freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2079 2001
2080 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2081 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2082 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2005 {
2006 op->failmsg ("There is something in the way.");
2084 return 0; 2007 return 0;
2085 } 2008 }
2086 2009
2087 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2011 object *weapon = op->mark ();
2089 2012
2090 if (!weapon) { 2013 if (!weapon)
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 {
2015 op->failmsg ("You must mark a weapon to use with this spell!");
2092 return 0; 2016 return 0;
2093 } 2017 }
2018
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2019 if (spell->race && weapon->arch->archname != spell->race)
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2020 {
2021 op->failmsg ("The spell fails to transform your weapon.");
2096 return 0; 2022 return 0;
2097 } 2023 }
2024
2098 if (weapon->type != WEAPON) { 2025 if (weapon->type != WEAPON)
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2026 {
2027 op->failmsg ("You need to wield a weapon to animate it.");
2100 return 0; 2028 return 0;
2029 }
2030
2031 if (weapon->flag [FLAG_APPLIED])
2101 } 2032 {
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2104 query_name(weapon));
2105 return 0; 2034 return 0;
2106 } 2035 }
2107 2036
2108 if (weapon->nrof > 1) { 2037 weapon = weapon->split ();
2109 tmp = get_split_ob(weapon, 1);
2110 esrv_send_item(op, weapon);
2111 weapon = tmp;
2112 }
2113 2038
2114 /* create the golem object */ 2039 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2116 2041
2117 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2044 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2045 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2046 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp;
2126 op->contr->shoottype=range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2050
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2130 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2131 * used above. 2053 * used above.
2132 */ 2054 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2134 remove_ob (weapon); 2056 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2057
2136 esrv_send_item(op, weapon); 2058 tmp->insert (weapon);
2059
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2138 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2062 * body_info, skills, etc)
2140 */ 2063 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2143 fix_player(tmp); 2066 tmp->update_stats ();
2144 2067
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2146 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2147 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2071 */
2149 2072
2150 /* modify weapon's animated wc */ 2073 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2074 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2152 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2075 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2076 tmp->stats.wc = -127;
2154 2077
2155 /* Modify hit points for weapon */ 2078 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2079 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2080 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2081 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2082 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2083 tmp->stats.hp = tmp->stats.maxhp;
2161 2084
2162 /* Modify weapon's damage */ 2085 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2086 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2164 + weapon->stats.dam 2087 if (tmp->stats.dam < 0)
2165 + weapon->magic 2088 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2089
2169 2090
2170 /* attacktype */ 2091 /* attacktype */
2171 if ( ! tmp->attacktype) 2092 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2173 2094
2174 mt = NULL;
2175 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname);
2177 if (mt != NULL) {
2178 for (i=0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2180 a = mt->save[0]; 2097
2181 } else { 2098 a = op->material->save[0];
2182 for (i=0; i < NROFATTACKS; i++) 2099
2183 tmp->resist[i] = 5;
2184 a = 10;
2185 }
2186 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2105 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2106 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2107 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2108 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2109 tmp->resist[ATNR_BLIND] = 100;
2196 2110
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2112
2199 if (a > 14) a = 14; 2113 if (a > 14)
2114 a = 14;
2115
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2201 2117
2202 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2204 2120
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2121 if (!spell->race)
2122 {
2208 sprintf(buf, "animated %s", weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2124 tmp->name = buf;
2211 2125
2212 tmp->face = weapon->face; 2126 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2127 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2128 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2129 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2218 SET_FLAG(tmp,FLAG_ANIMATE);
2219 } else {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2221 }
2222 update_ob_speed(tmp);
2223 } 2132 }
2224 2133
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2226 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2227 2136
2228 tmp->speed_left= -1; 2137 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2138 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2139
2140 m->insert (tmp, x, y, op);
2233 return 1; 2141 return 1;
2234} 2142}
2235 2143
2236/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2237 2145
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2240 */ 2148 */
2241 2149int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2151{
2243 int success; 2152 int success;
2244 2153
2245 if(!op->map) return 0; /* shouldnt happen */ 2154 if (!op->map)
2155 return 0; /* shouldnt happen */
2246 2156
2247 success=change_map_light(op->map,spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2158
2248 if(!success) { 2159 if (!success)
2160 {
2249 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2251 else 2163 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2253 } 2165 }
2166
2254 return success; 2167 return success;
2255} 2168}
2256
2257
2258
2259
2260 2169
2261/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2262 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2172 * spell is the spell object itself.
2264 */ 2173 */
2174int
2265int create_aura(object *op, object *caster, object *spell) 2175create_aura (object *op, object *caster, object *spell)
2266{ 2176{
2267 int refresh=0; 2177 int refresh = 0;
2268 object *new_aura; 2178 object *new_aura;
2269 2179
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2181 if (new_aura)
2272 else new_aura = arch_to_object(spell->other_arch); 2182 refresh = 1;
2183 else
2184 new_aura = spell->other_arch->instance ();
2273 2185
2274 new_aura->duration = spell->duration + 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2187
2277 new_aura->stats.dam = spell->stats.dam 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2189
2280 set_owner(new_aura,op);
2281 set_spell_skill(op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2283 2192
2284 new_aura->level = caster_level(caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2285 if (refresh) 2195 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2197 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2289 insert_ob_in_ob(new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2290 return 1; 2203 return 1;
2291} 2204}
2292
2293 2205
2294/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2295 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2296 * around him. 2208 * around him.
2297 * Aura parameters: 2209 * Aura parameters:
2298 * duration: duration counter. 2210 * duration: duration counter.
2299 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2301 */ 2213 */
2302 2214void
2303void move_aura(object *aura) { 2215move_aura (object *aura)
2304 int i, mflags; 2216{
2305 object *env;
2306 mapstruct *m;
2307
2308 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2309 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2310 2220
2311 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2313 */ 2223 */
2314 remove_ob(aura); 2224 aura->remove ();
2315 2225
2316 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2227 if (aura->duration-- < 0)
2318 free_object(aura); 2228 {
2229 aura->destroy ();
2319 return; 2230 return;
2320 } 2231 }
2321 2232
2322 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2234 if (!env || !env->map)
2324 free_object(aura); 2235 {
2236 aura->destroy ();
2325 return; 2237 return;
2326 } 2238 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2239
2330 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2332 */ 2242 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2243 aura->insert_at (env, aura);
2334 2244
2335 for(i=1;i<9;i++) { 2245 for (int i = 1; i < 9; i++)
2336 sint16 nx, ny; 2246 {
2337 nx = aura->x + freearr_x[i]; 2247 mapxy pos (env);
2338 ny = aura->y + freearr_y[i]; 2248 pos.move (i);
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2340 2249
2341 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2342 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2343 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2253 */
2345 if (!(mflags & P_OUT_OF_MAP) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2347 { 2255 {
2348 hit_map(aura,i,aura->attacktype,0); 2256 hit_map (aura, i, aura->attacktype, 0);
2349 2257
2350 if(aura->other_arch) { 2258 if (aura->other_arch)
2351 object *new_ob; 2259 pos.insert (aura->other_arch->instance (), aura);
2352
2353 new_ob = arch_to_object(aura->other_arch);
2354 new_ob->x = nx;
2355 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0);
2357 } 2260 }
2358 }
2359 } 2261 }
2262
2360 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2264 env->insert (aura);
2362 insert_ob_in_ob(aura, env); 2265 aura->set_owner (owner);
2363} 2266}
2364 2267
2365/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2366 * op is the piece object. 2269 * op is the piece object.
2367 */ 2270 */
2368 2271void
2369void move_peacemaker(object *op) { 2272move_peacemaker (object *op)
2370 object *tmp; 2273{
2371 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2275 {
2373 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2374 object *victim=tmp; 2277 object *victim = tmp->head_ ();
2375 2278
2376 if (tmp->head) victim=tmp->head; 2279 if (!victim->flag [FLAG_MONSTER])
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2280 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2283 continue;
2284
2379 if (victim->stats.exp == 0) continue; 2285 if (victim->stats.exp == 0)
2286 continue;
2380 2287
2381 def_lev = MAX(1,victim->level); 2288 def_lev = max (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2289 atk_lev = max (1, op->level);
2383 2290
2384 if (rndm(0, atk_lev-1) > def_lev) { 2291 if (rndm (0, atk_lev - 1) > def_lev)
2292 {
2385 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2386 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2297 victim->stats.exp = 0;
2389#if 0 2298#if 0
2390 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2392 */ 2301 */
2393 victim->stats.dam = 0; 2302 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2397#endif 2306#endif
2398 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2403 if(victim->name) { 2313 if (victim->name)
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2315 }
2406 }
2407 } 2316 }
2408} 2317}
2409
2410 2318
2411/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2413 */ 2321 */
2414 2322int
2415int write_mark(object *op, object *spell, const char *msg) { 2323write_mark (object *op, object *spell, const char *msg)
2416 char rune[HUGE_BUF]; 2324{
2417 object *tmp;
2418
2419 if (!msg || msg[0] == 0) { 2325 if (!msg || msg[0] == 0)
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2326 {
2327 op->failmsg ("Write what?");
2421 return 0; 2328 return 0;
2329 }
2330
2331 if (!msg_is_safe (msg))
2422 } 2332 {
2423 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2424 if (strcasestr_local(msg, "endmsg")) {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2426 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2335 return 0;
2428 } 2336 }
2337
2429 if (!spell->other_arch) return 0; 2338 if (!spell->other_arch)
2430 tmp = arch_to_object(spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2);
2432 rune[HUGE_BUF-2] = 0;
2433 strcat(rune, "\n");
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/
2435 tmp->msg = add_string(rune);
2436 tmp->x = op->x;
2437 tmp->y = op->y;
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2339 return 0;
2340
2341 object *tmp = spell->other_arch->instance ();
2342
2343 tmp->race = op->name; /*Save the owner of the rune */
2344 tmp->msg = msg;
2345
2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2348 return 1;
2440} 2349}
2350

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