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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.148 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 1.7 2006/09/03 00:18:42 root 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)
403 {
360 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
361 405
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
363 op->contr->tmp_invis=0; 407 op->contr->tmp_invis = 0;
364 else 408 else
365 op->contr->tmp_invis=1; 409 op->contr->tmp_invis = 1;
366
367 op->contr->hidden = 0;
368 } 410 }
411
369 if (makes_invisible_to(op, op)) 412 if (makes_invisible_to (op, op))
370 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!");
371 else 414 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 416
374 update_object(op,UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
375 418
376 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
377 * harm to the player. 420 * harm to the player.
378 */ 421 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
380 if (tmp->enemy == op) 423 if (tmp->enemy == op)
381 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
382 return 1; 426 return 1;
383} 427}
384 428
385/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 430 */
431int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
388 object *tmp, *next; 433{
389 int range,i,j, mflags; 434 int range, i, j, mflags;
390 sint16 sx, sy; 435 sint16 sx, sy;
391 mapstruct *m; 436 maptile *m;
392 437
393 if(op->type!=PLAYER)
394 return 0;
395
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 439
398 for(i= -range;i<=range;i++) 440 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 441 for (j = -range; j <= range; j++)
442 {
400 sx = op->x + i; 443 sx = op->x + i;
401 sy = op->y + j; 444 sy = op->y + j;
402 m = op->map; 445 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 447
405 if (mflags & P_OUT_OF_MAP) continue; 448 if (mflags & P_OUT_OF_MAP)
449 continue;
406 450
407 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
408 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)
409 { 453 {
410 next = tmp->above; 454 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 458 }
459 }
460
415 return 1; 461 return 1;
416} 462}
417 463
418 464void
419void execute_word_of_recall(object *op) { 465execute_word_of_recall (object *op)
420 object *wor=op; 466{
421 while(op!=NULL && op->type!=PLAYER) 467 if (object *pl = op->in_player ())
422 op=op->env; 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
423
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
427 else 470 else
428 enter_exit(op,wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
429 } 472
430 remove_ob(wor); 473 op->destroy ();
431 free_object(wor);
432} 474}
433 475
434/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
435 * 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
436 * time delay effect. 478 * time delay effect.
437 */ 479 */
480int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
439 object *dummy; 482{
440 int time; 483 if (!op->is_player ())
441
442 if(op->type!=PLAYER)
443 return 0; 484 return 0;
444 485
445 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))
446 { 487 {
447 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.");
448 return 1; 489 return 1;
449 } 490 }
450 491
451 dummy=get_archetype(FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
452 if(dummy == NULL){ 493
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0;
456 }
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
458 if (time <1 ) time=1;
459 495
460 /* 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
461 * 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
462 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
463 */ 499 */
464 dummy->speed = 0.002; 500 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
468 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;
469 507
470 /* If we could take advantage of enter_player_savebed() here, it would be 508 op->insert (dummy);
471 * nice, but until the map load fails, we can't. 509
472 */
473 EXIT_PATH(dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y;
476
477 (void) insert_ob_in_ob(dummy,op);
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
479 return 1; 512 return 1;
480} 513}
481 514
482/* cast_wonder 515/* cast_wonder
483 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
484 * spell. 517 * spell.
485 */ 518 */
519int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 520cast_wonder (object *op, object *caster, int dir, object *spell_ob)
521{
487 object *newspell; 522 object *newspell;
488 523
489 if(!rndm(0, 3)) 524 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 525 return cast_cone (op, caster, dir, spell_ob);
491 526
492 if (spell_ob->randomitems) { 527 if (spell_ob->randomitems)
528 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 529 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 530 if (!newspell)
531 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 532 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 533 return 0;
497 } 534 }
498 if (newspell->type != SPELL) { 535 if (newspell->type != SPELL)
536 {
499 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);
500 &newspell->type, &newspell->name);
501 return 0; 538 return 0;
502 } 539 }
503 /* Prevent inifinit recursion */ 540 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 541 if (newspell->subtype == SP_WONDER)
542 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 543 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 544 return 0;
507 } 545 }
508 return cast_spell(op,caster,dir,newspell, NULL); 546 return cast_spell (op, caster, dir, newspell, NULL);
509 } 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 ())
510 return 1; 560 return 0;
511}
512 561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
513 564
514int perceive_self(object *op) { 565 if (object *god = find_god (determine_god (op)))
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 566 buf << " - You worship " << &god->name << ".\n";
516 archetype *at=find_archetype(ARCH_DEPLETION); 567 else
517 object *tmp; 568 buf << " - You worship no god.\n";
518 int i;
519 569
520 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
521 if (tmp) 578 if (tmp)
522 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
523 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
525
526 tmp=present_arch_in_ob(at,op);
527
528 if(*cp=='\0' && tmp==NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
530 else {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp);
533 if (tmp!=NULL) {
534 for (i=0; i<NUM_STATS; i++) { 579 for (int i = 0; i < NUM_STATS; i++)
535 if (get_attr_value(&tmp->stats, i)<0) { 580 if (tmp->stats.stat (i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
537 "Your %s is depleted by %d", statname[i],
538 -(get_attr_value(&tmp->stats,i)));
539 }
540 }
541 }
542 } 582 }
543 583
544 if (is_dragon_pl(op)) { 584 if (op->is_dragon ())
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 586 for (tmp = op->inv; tmp; tmp = tmp->below)
587 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
589 {
548 if(tmp->stats.exp == 0) { 590 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
550 } else { 592 else
551 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";
552 } 594
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break; 595 break;
555 } 596 }
556 } 597 }
557 } 598
599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
600
558 return 1; 601 return 1;
559} 602}
560
561/* int cast_create_town_portal (object *op, object *caster, int dir)
562 *
563 * This function cast the spell of town portal for op
564 *
565 * The spell operates in two passes. During the first one a place
566 * is marked as a destination for the portal. During the second one,
567 * 2 portals are created, one in the position the player cast it and
568 * one in the destination place. The portal are synchronized and 2 forces
569 * are inserted in the player to destruct the portal next time player
570 * creates a new portal pair.
571 * This spell has a side effect that it allows people to meet each other
572 * in a permanent, private, appartements by making a town portal from it
573 * to the town or another public place. So, check if the map is unique and if
574 * so return an error
575 *
576 * Code by Tchize (david.delbecq@usa.net)
577 */
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{
580 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap;
585 int op_level;
586
587
588 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the
590 * full pathname listed.
591 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
593 settings.create_home_portals != TRUE )
594 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
596 return 0;
597 }
598
599 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force
601 */
602 dummy=arch_to_object(spell->other_arch);
603 if(dummy == NULL){
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name);
606 return 0;
607 }
608 force=check_inv_recursive (op,dummy);
609
610 if (force==NULL) {
611 /* Here we know there is no destination marked up.
612 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked.
615 */
616 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x;
618 EXIT_Y(dummy)= op->y;
619 insert_ob_in_ob (dummy,op);
620 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
621 return 1;
622 }
623 free_object (dummy);
624
625 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals.
628 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory
632 * for easier destruction.
633 *
634 * The mark works has follow:
635 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal
637 * name : name of the portal
638 * race : map the portal is in
639 */
640
641 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race);
643 if(dummy == NULL){
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
646 return 0;
647 }
648 perm_portal = find_archetype (spell->slaying);
649
650 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal.
656 */
657 while ( (old_force=check_inv_recursive (op,dummy))) {
658 exitx=EXIT_X(old_force);
659 exity=EXIT_Y(old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity);
668 while (tmp) {
669 if (tmp->name == old_force->name) {
670 remove_ob (tmp);
671 free_object (tmp);
672 break;
673 } else {
674 tmp = tmp->above;
675 }
676 }
677 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683
684 /* Creating the portals.
685 * The very first thing to do is to ensure
686 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above.
692 */
693
694 /* Ensure exit map is loaded*/
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699
700 /* If we were unable to load (ex. random map deleted), warn player*/
701 if (exitmap==NULL) {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force);
704 free_object(force);
705 return 1;
706 }
707
708 op_level = caster_level(caster, spell);
709 if (op_level<15)
710 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name);
711 else if (op_level<30)
712 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",&op->name);
713 else if (op_level<60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
715 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name);
716
717 /* Create a portal in front of player
718 * dummy contain the portal and
719 * force contain the track to kill it later
720 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/
724 if(dummy == NULL) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
727 return 0;
728 }
729 EXIT_PATH(dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force);
731 EXIT_Y(dummy)=EXIT_Y(force);
732 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/
735 cast_create_obj (op, caster, dummy, 0);
736
737 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active
739 * town portal.
740 */
741 tmp=get_archetype(spell->race);
742 if(tmp == NULL){
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
745 return 0;
746 }
747 tmp->race=op->map->path;
748 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x;
750 EXIT_Y(tmp)=dummy->y;
751 insert_ob_in_ob (tmp,op);
752
753 /* Create a portal in the destination map
754 * dummy contain the portal and
755 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to.
758 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/
761 if(dummy == NULL) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
764 return 0;
765 }
766 EXIT_PATH(dummy) = op->map->path;
767 EXIT_X(dummy)=op->x;
768 EXIT_Y(dummy)=op->y;
769 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/
774 insert_ob_in_map(dummy,exitmap,op,0);
775
776 /* Now we create another town portal marker that
777 * points back to the one we just made
778 */
779 tmp=get_archetype(spell->race);
780 if(tmp == NULL){
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
783 return 0;
784 }
785 tmp->race=force->name;
786 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x;
788 EXIT_Y(tmp)=dummy->y;
789 insert_ob_in_ob (tmp,op);
790
791 /* Describe the player what happened
792 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/
795 free_object(force);
796 return 1;
797}
798
799 603
800/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 605 * within some reason.
802 */ 606 */
803 607int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 608magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 609{
610 object *tmp;
806 int i,posblocked,negblocked, maxrange; 611 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 612 sint16 x, y;
808 mapstruct *m; 613 maptile *m;
809 const char *name; 614 const char *name;
810 archetype *at; 615 archetype *at;
811 616
812 if(!dir) { 617 if (!dir)
618 {
813 dir=op->facing; 619 dir = op->facing;
814 x = op->x; 620 x = op->x;
815 y = op->y; 621 y = op->y;
816 } else { 622 }
817 x = op->x+freearr_x[dir]; 623 else
818 y = op->y+freearr_y[dir];
819 } 624 {
625 x = op->x + DIRX (dir);
626 y = op->y + DIRY (dir);
627 }
628
820 m = op->map; 629 m = op->map;
821 630
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
825 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 634 {
635 op->failmsg ("Something is in the way.");
826 return 0; 636 return 0;
827 } 637 }
638
828 if (spell_ob->other_arch) { 639 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
830 } else if (spell_ob->race) { 641 else if (spell_ob->race)
642 {
831 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
832 644
833 sprintf(buf1,spell_ob->race,dir); 645 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 646 at = archetype::find (buf1);
835 if (!at) { 647 if (!at)
648 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 651 return 0;
839 } 652 }
840 tmp = arch_to_object(at); 653
841 } else { 654 tmp = at->instance ();
655 }
656 else
657 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 659 return 0;
845 } 660 }
846 661
847 if (tmp->type == SPELL_EFFECT) { 662 if (tmp->type == SPELL_EFFECT)
663 {
848 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 667 tmp->range = 0;
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 668 }
855 tmp->stats.hp = spell_ob->duration + 669 else if (tmp->flag [FLAG_ALIVE])
856 SP_level_duration_adjust(caster, spell_ob); 670 {
671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op); 673 }
859 set_spell_skill(op, caster, spell_ob, tmp); 674
675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
860 } 676 {
861 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);
862 tmp->stats.food = spell_ob->duration + 678 tmp->set_flag (FLAG_IS_USED_UP);
863 SP_level_duration_adjust(caster, spell_ob); 679 }
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 680
681 if (spell_ob->flag [FLAG_TEAR_DOWN])
865 } 682 {
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
867 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);
868 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
871 } 687 }
872 688
873 /* 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,
874 * 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.
875 */ 692 */
693 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 694 tmp->set_owner (op);
695
877 set_spell_skill(op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
881 698
882 name = tmp->name; 699 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 700 if (!(tmp = m->insert (tmp, x, y, op)))
701 {
884 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);
885 return 0; 703 return 0;
886 } 704 }
705
887 /* 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 */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
890 709
891 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
895 * blocked spaces. 714 * blocked spaces.
896 */ 715 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 717 posblocked = 0;
899 negblocked=0; 718 negblocked = 0;
900 719
901 for(i=1; i<=maxrange; i++) { 720 for (i = 1; i <= maxrange; i++)
721 {
902 int dir2; 722 int dir2;
903 723
904 dir2 = (dir<4)?(dir+2):dir-2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 725
906 x = tmp->x+i*freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
907 y = tmp->y+i*freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
908 m = tmp->map; 728 m = tmp->map;
909 729
910 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)) &&
911 ((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)
912 !posblocked) { 732 {
913 tmp2 = get_object(); 733 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 734 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 735
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 738 tmp2->insert (tmp2->other_arch->instance ());
921 739
740 }
741 else
922 } else posblocked=1; 742 posblocked = 1;
923 743
924 x = tmp->x-i*freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
925 y = tmp->y-i*freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
926 m = tmp->map; 746 m = tmp->map;
927 747
928 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)) &&
929 ((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)
930 !negblocked) { 750 {
931 tmp2 = get_object(); 751 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 752 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 753
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 755 tmp2->insert (tmp2->other_arch->instance ());
756 }
757 else
938 } else negblocked=1; 758 negblocked = 1;
939 } 759 }
940 760
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
942 update_all_los(op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
943 763
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)))
944 return 1; 873 return 1;
945}
946 874
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
1049 return 1; 877 return 1;
1050} 878}
1051
1052 879
1053/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1054 * op is the caster. 881 * op is the caster.
1055 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1056 * spell is the spell object. 883 * spell is the spell object.
1057 */ 884 */
885int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 886cast_heal (object *op, object *caster, object *spell, int dir)
887{
1059 object *tmp; 888 object *tmp;
1060 archetype *at; 889 archetype *at;
1061 object *poison; 890 object *poison;
1062 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1063 892
1064 tmp = find_target_for_friendly_spell(op,dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1065 894
1066 if (tmp==NULL) return 0; 895 if (!tmp)
896 return 0;
1067 897
1068 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1070 */ 900 */
1071 heal = spell->stats.dam; 901 heal = spell->stats.dam;
1072 if (spell->stats.hp) 902 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 903 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 904
1076 if (heal) { 905 if (heal)
906 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 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
1079 } 910 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 913 * on amount of damage healed.
1084 */ 914 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1087 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1088 919
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 922 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 924 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 926 else if (heal > 10)
1096 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.");
1097 } else { 928 else
1098 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.");
1099 } 930
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 931 success = 1;
932 }
933 }
1106 934
935 if (spell->attacktype & AT_DISEASE)
936 if (cure_disease (tmp, op, spell))
937 success = 1;
938
1107 if (spell->attacktype & AT_POISON) { 939 if (spell->attacktype & AT_POISON)
1108 at = find_archetype("poisoning"); 940 {
941 at = archetype::find (shstr_poisoning);
1109 poison=present_arch_in_ob(at,tmp); 942 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 943 if (poison)
944 {
1111 success = 1; 945 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 947 poison->stats.food = 1;
1114 } 948 }
1115 } 949 }
950
1116 if (spell->attacktype & AT_CONFUSION) { 951 if (spell->attacktype & AT_CONFUSION)
952 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1118 if (poison) { 954 if (poison)
955 {
1119 success = 1; 956 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 958 poison->duration = 1;
1122 } 959 }
1123 } 960 }
961
1124 if (spell->attacktype & AT_BLIND) { 962 if (spell->attacktype & AT_BLIND)
1125 at=find_archetype("blindness"); 963 {
964 at = archetype::find (shstr_blindness);
1126 poison=present_arch_in_ob(at,tmp); 965 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 966 if (poison)
967 {
1128 success = 1; 968 success = 1;
1129 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.");
1130 poison->stats.food = 1; 970 poison->stats.food = 1;
1131 } 971 }
1132 } 972 }
973
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
975 {
1134 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1135 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;
1136 success = 1; 979 success = 1;
1137 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!");
1138 } 981 }
982
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
984 {
1140 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1141 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;
1142 success = 1; 988 success = 1;
1143 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!");
1144 } 990 }
991
1145 if (spell->stats.food && tmp->stats.food < 999) { 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
993 {
1146 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 995 min_it (tmp->stats.food, MAX_FOOD);
996
1148 success = 1; 997 success = 1;
1149 /* 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 */
1150 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");
1151 } 1000 }
1001
1152 return success; 1002 return success;
1153} 1003}
1154
1155 1004
1156/* 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
1157 * 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
1158 * good comments for those. 1007 * good comments for those.
1159 */ 1008 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1010 "You grow no stronger.",
1162"You grow no more agile.", 1011 "You grow no more agile.",
1163"You don't feel any healthier.", 1012 "You don't feel any healthier.",
1164"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."
1165"You are no easier to look at.", 1016 "You are no easier to look at.",
1166"no int",
1167"no pow"
1168}; 1017};
1169 1018
1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1170int 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)
1171 object *tmp, *tmp2=NULL; 1027{
1172 object *force=NULL; 1028 object *force = 0;
1173 int i; 1029 int i;
1174 1030
1175 /* 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. */
1176 if(dir!=0) { 1032 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1033 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1034 : op;
1179 tmp = op;
1180 }
1181 1035
1182 if(tmp==NULL) return 0; 1036 if (!tmp)
1183 1037 return 0;
1038
1184 /* 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. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1040 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1041 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1042 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1043 {
1187 if (tmp2->name == spell_ob->name) { 1044 if (tmp2->name == spell_ob->name)
1045 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1046 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1047 break;
1190 } 1048 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1050 {
1192 if ( !silent ) 1051 if (!silent)
1193 new_draw_info_format(NDI_UNIQUE, 0, op,
1194 "You can not cast %s while %s is in effect", 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl); 1053 &spell_ob->name, &tmp2->name_pl);
1054
1196 return 0; 1055 return 0;
1197 } 1056 }
1198 } 1057 }
1199 } 1058 }
1200 if(force==NULL) {
1201 force=get_archetype(FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race)
1204 force->name = spell_ob->race;
1205 else
1206 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name;
1208 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1209 1059
1210 } else { 1060 int duration = change_ability_duration (spell_ob, caster);
1211 int duration;
1212 1061
1213 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1062 if (force)
1063 {
1214 if (duration > force->duration) { 1064 if (duration > force->duration)
1065 {
1215 force->duration = duration; 1066 force->duration = duration;
1216 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 }
1217 } else { 1069 else
1218 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.");
1219 } 1071
1220 return 1; 1072 return 1;
1221 } 1073 }
1222 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
1223 force->speed = 1.0; 1090 force->speed = 1.0;
1224 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1226 1093
1227 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1095 for (i = 0; i < NROFATTACKS; i++)
1229 if (spell_ob->resist[i]) { 1096 if (spell_ob->resist[i])
1230 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));
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1098
1232 }
1233 }
1234 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1235 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);
1236 1101
1237 if (tmp->type == PLAYER) { 1102 if (tmp->type == PLAYER)
1103 {
1238 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1105 for (i = 0; i < NUM_STATS; i++)
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1106 {
1241 if (stat) { 1107 if (sint8 stat = spell_ob->stats.stat (i))
1108 {
1242 sm=0; 1109 sint8 sm = 0;
1243 for (k=0; k<stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1111 sm += rndm (1, 3);
1245 1112
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1248 if (sm<0) sm = 0; 1115
1249 } 1116 force->stats.stat (i) = sm;
1250 set_attr_value(&force->stats, i, sm); 1117
1251 if (!sm) 1118 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1120 }
1254 } 1121 }
1255 } 1122 }
1256 1123
1257 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1258 1125
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1261 1128
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1263 SET_FLAG(force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1264 1131
1265 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1133 if (spell_ob->stats.exp)
1134 {
1135 if (op->speed > 0.5f)
1267 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));
1268 else 1137 else
1269 force->stats.exp = spell_ob->stats.exp; 1138 force->stats.exp = spell_ob->stats.exp;
1270 } 1139 }
1271 1140
1272 force->stats.wc = spell_ob->stats.wc; 1141 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1142 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1275 1144
1276 insert_ob_in_ob(force,tmp); 1145 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1147 tmp->update_stats ();
1148
1279 return 1; 1149 return 1;
1280} 1150}
1281 1151
1282/* 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
1283 * 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
1284 * of the caster. 1154 * of the caster.
1285 */ 1155 */
1286 1156int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1158{
1288 int i; 1159 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1290 1161
1291 /* 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. */
1292 if(dir!=0) { 1163 if (dir != 0)
1164 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1166
1167 if (!tmp)
1168 return 0;
1169 }
1170 else
1295 tmp = op; 1171 tmp = op;
1296 }
1297 1172
1298 /* 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. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1175 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1177 {
1301 if (tmp2->name == spell_ob->name) { 1178 if (tmp2->name == spell_ob->name)
1179 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1180 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1181 break;
1304 } 1182 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1183 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1184 {
1307 "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);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1186 return 0;
1310 } 1187 }
1311 } 1188 }
1312 } 1189 }
1190
1313 if(force==NULL) { 1191 if (force == NULL)
1192 {
1314 force=get_archetype(FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1195 if (spell_ob->race)
1317 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1318 else 1197 else
1319 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1199 force->name_pl = spell_ob->name;
1321 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.");
1322 } else { 1201 }
1202 else
1203 {
1323 int duration; 1204 int duration;
1324 1205
1325 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;
1326 if (duration > force->duration) { 1207 if (duration > force->duration)
1208 {
1327 force->duration = duration; 1209 force->duration = duration;
1328 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 }
1329 } else { 1212 else
1213 {
1330 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.");
1331 } 1215 }
1332 return 0; 1216 return 0;
1333 } 1217 }
1218
1334 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;
1335 force->speed = 1.0; 1220 force->speed = 1.0;
1336 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1338 1223
1339 if(!god) { 1224 if (!god)
1225 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1227 }
1228 else
1229 {
1342 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1231 for (i = 0; i < NROFATTACKS; i++)
1344 if (god->resist[i]>0) { 1232 if (god->resist[i] > 0)
1345 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]);
1346 } 1234
1347 }
1348 force->path_attuned|=god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1349 1236
1350 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1352 1239
1353 if (tmp != op) { 1240 if (tmp != op)
1241 {
1354 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);
1355 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 }
1356 } else { 1245 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1246 {
1247 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1248 }
1360 1249
1361 } 1250 }
1362 force->stats.wc = spell_ob->stats.wc; 1251 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1252 force->stats.ac = spell_ob->stats.ac;
1364 1253
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1254 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1255 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1256 tmp->update_stats ();
1368 return 1; 1257 return 1;
1369} 1258}
1370
1371
1372 1259
1373/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1374 * 1261 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1377 * about 90% of that of the item itself. It uses the value of the
1378 * object before charisma adjustments, because the nuggets themselves
1379 * will be will be adjusted by charisma when sold.
1380 * 1264 *
1381 * 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
1382 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1383 * Small nuggets are worth 1 gp each (base). You will get from 0 1267 * because the nuggets themselves will be will be adjusted by charisma
1384 * to the max amount of small nuggets as you could get. 1268 * when sold.
1385 *
1386 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets.
1388 * 1269 *
1389 * 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
1390 * 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
1391 * alchemied. 1272 * alchemised.
1392 */ 1273 */
1393 1274static void
1394/* I didn't feel like passing these as arguements to the 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399static object *small, *large;
1400
1401static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403{ 1276{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1278
1406 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1407 * 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
1408 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1284 * the stuff back to town.
1412 */ 1285 */
1413 1286 if (obj->flag [FLAG_UNPAID])
1414 if (QUERY_FLAG(obj, FLAG_UNPAID))
1415 value=0; 1287 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1289 value /= 3;
1418 else 1290 else
1419 value = (value*9)/10; 1291 value = value * 9 / 10;
1420 1292
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1293 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1294 total_value += value;
1425 1295
1426 count = value / large->value; 1296 total_weight += obj->total_weight ();
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432 1297
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1298 obj->destroy ();
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446} 1299}
1447 1300
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1301int
1449 int x, int y)
1450{
1451 object *tmp;
1452 int flag=0;
1453
1454 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player
1456 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1458
1459 if (small_nuggets) {
1460 tmp = get_object();
1461 copy_object(small, tmp);
1462 tmp-> nrof = small_nuggets;
1463 tmp->x = x;
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 }
1467 if (large_nuggets) {
1468 tmp = get_object();
1469 copy_object(large, tmp);
1470 tmp-> nrof = large_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475}
1476
1477int alchemy(object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1478{ 1303{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER) 1304 if (op->type != PLAYER)
1485 return 0; 1305 return 0;
1486 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
1487 /* 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
1488 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1315 * in sight
1490 */ 1316 */
1491 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);
1492 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1319 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1320
1321 int weight = 0;
1322
1496 for(y= op->y-1;y<=op->y+1;y++) { 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1324 {
1497 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
1498 nx = x; 1329 sint16 nx = x;
1499 ny = y; 1330 sint16 ny = y;
1500 1331
1501 mp = op->map; 1332 maptile *mp = op->map;
1502 1333
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1335
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1337 continue;
1507 1338
1508 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1340 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1341 * ground level effect.
1511 */ 1342 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1344 continue;
1514 1345
1515 small_nuggets=0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1347 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1348 next = tmp->above;
1349
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1352 {
1523
1524 if (tmp->inv) { 1353 if (tmp->inv)
1354 {
1525 object *next1, *tmp1; 1355 object *next1, *tmp1;
1356
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1358 {
1527 next1 = tmp1->below; 1359 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1362 alchemy_object (tmp1, value, weight);
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1532 &weight);
1533 } 1363 }
1534 } 1364 }
1365
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1367
1368 if (weight > weight_max)
1369 break;
1370 }
1536 1371 }
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545 1372
1546 /* Insert all the nuggets at one time. This probably saves time, but 1373 value -= rndm (value >> 4);
1547 * it also prevents us from alcheming nuggets that were just created 1374 value = min (value, value_max);
1548 * with this spell. 1375
1376 for (int i = 0; i < array_length (nugget); ++i)
1377 if (int nrof = value / nugget [i]->value)
1549 */ 1378 {
1550 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);
1551 } 1385 }
1386
1387 if (weight > weight_max)
1388 goto bailout;
1389 }
1552 } 1390 }
1553 free_object(large); 1391
1554 free_object(small); 1392bailout:
1555 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly.
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1; 1393 return 1;
1560} 1394}
1561
1562 1395
1563/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1564 * items. 1397 * items.
1565 */ 1398 */
1399int
1566int remove_curse(object *op, object *caster, object *spell) { 1400remove_curse (object *op, object *caster, object *spell)
1567 object *tmp; 1401{
1568 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1569 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
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1412 {
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1574
1575 was_one++; 1413 ++was_one;
1414
1576 if (tmp->level <= caster_level(caster, spell)) { 1415 if (tmp->level <= casting_level (caster, spell))
1416 {
1577 success++; 1417 ++success;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1418 --num_uncurse;
1579 CLEAR_FLAG(tmp, FLAG_DAMNED);
1580 1419
1581 CLEAR_FLAG(tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1583 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
1584 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1585 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";
1586 } 1468 }
1587 }
1588 1469
1589 if (op->type==PLAYER) { 1470 if (!--num_ident)
1590 if (success) { 1471 break;
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1592 } else {
1593 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1595 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1597 } 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)
1598 } 1480 {
1599 return success; 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1600}
1601
1602/* Identifies objects in the players inventory/on the ground */
1603
1604int cast_identify(object *op, object *caster, object *spell) {
1605 object *tmp;
1606 int success = 0, num_ident;
1607
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1609
1610 if (num_ident < 1) num_ident=1;
1611
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1483 {
1615 identify(tmp); 1484 identify (tmp);
1616 if (op->type==PLAYER) { 1485
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1486 if (object *pl = tmp->visible_to ())
1618 "You have %s.", long_desc(tmp, op)); 1487 {
1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1489
1619 if (tmp->msg) { 1490 if (tmp->msg)
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1621 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;
1622 } 1583 }
1623 } 1584 }
1624 num_ident--; 1585
1625 success=1; 1586 if (tmp->flag [FLAG_IS_FLOOR])
1626 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;
1627 } 1617 }
1628 } 1618
1629 /* If all the power of the spell has been used up, don't go and identify 1619 /* detect monster */
1630 * 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))
1631 * was not fully used. 1621 {
1632 */ 1622 done_one = 2;
1633 if (num_ident) { 1623
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1624 if (!detect)
1635 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]
1636 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 }
1637 1650
1638 identify(tmp); 1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1639 if (op->type==PLAYER) { 1654 if (tmp->type == VEIN)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 1655 {
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) { 1656 if (tmp->other_arch)
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1657 {
1644 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;
1645 } 1664 }
1646 esrv_send_item(op, tmp);
1647 } 1665 }
1648 num_ident--; 1666 } /* for stack of objects on this space */
1649 success=1; 1667
1650 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)
1651 } 1672 {
1652 } 1673 object *detect_ob = spell->other_arch->instance ();
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660 1674
1661 1675 /* if this is set, we want to copy the face */
1662int cast_detection(object *op, object *caster, object *spell, object *skill) { 1676 if (done_one == 2 && detect)
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */ 1677 {
1689 1678 detect_ob->face = detect->face;
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1679 detect_ob->animation_id = detect->animation_id;
1691 /* Shouldn't happen, but if there are no objects on a space, this 1680 detect_ob->anim_speed = detect->anim_speed;
1692 * 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);
1693 */ 1685 }
1694 if (!last) continue;
1695 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 {
1696 done_one=0; 1695 done_one = 0;
1697 floor=0; 1696
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) { 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1700 1698 {
1701 /* show invisible */ 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1700 {
1703 /* 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])
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 } 1702 {
1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1704
1705 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1718 } 1707 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720 1708
1721 /* All detections below this point don't descend beneath the floor, 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1722 * so just continue on. We could be clever and look at the type of 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */ 1711 {
1726 if (floor) continue; 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1727 1713
1728 /* I had thought about making detect magic and detect curse 1714 if (object *pl = tmp->visible_to ())
1729 * show the flash the magic item like it does for detect monster. 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 } 1716 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 1717 } /* if item is not identified */
1808 } /* for the players inventory */ 1718 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1810 return 1; 1721 return 1;
1811} 1722}
1812 1723
1813 1724
1814/** 1725/**
1815 * 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)
1816 * level whos spell did cause the overcharge. 1727 * level whos spell did cause the overcharge.
1817 */ 1728 */
1729static void
1818static void charge_mana_effect(object *victim, int caster_level) 1730charge_mana_effect (object *victim, int caster_level)
1819{ 1731{
1820 1732
1821 /* Prevent explosions for objects without mana. Without this check, doors 1733 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 1734 * will explode, too.
1823 */ 1735 */
1824 if (victim->stats.maxsp <= 0) 1736 if (victim->stats.maxsp <= 0)
1825 return; 1737 return;
1826 1738
1827 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.");
1828 1740
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1830 object *tmp; 1742 {
1831
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833
1834 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1837 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1838 tmp->x = victim->x;
1839 tmp->y = victim->y;
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1842 } 1746 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 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!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1752 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 1754 confuse_player (victim, victim, 99);
1852 } 1755 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1756 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1757 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 1758}
1857 1759
1858/* cast_transfer 1760/* cast_transfer
1859 * This spell transfers sp from the player to another person. 1761 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 1762 * We let the target go above their normal maximum SP.
1861 */ 1763 */
1862 1764
1765int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 1766cast_transfer (object *op, object *caster, object *spell, int dir)
1767{
1864 object *plyr=NULL; 1768 object *plyr = NULL;
1865 sint16 x, y; 1769 sint16 x, y;
1866 mapstruct *m; 1770 maptile *m;
1867 int mflags; 1771 int mflags;
1868 1772
1869 m = op->map; 1773 m = op->map;
1870 x = op->x+freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1871 y = op->y+freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1872 1776
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1778
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1780 {
1876 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)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1878 break; 1783 break;
1879 } 1784 }
1880 1785
1881 1786
1882 /* 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
1883 * 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.
1884 */ 1789 */
1885 if(plyr==NULL) 1790 if (plyr == NULL)
1886 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)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1888 break; 1793 break;
1889 1794
1890 if (!plyr) { 1795 if (!plyr)
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1796 {
1797 op->failmsg ("There is no one there.");
1892 return 0; 1798 return 0;
1893 } 1799 }
1894 /* give sp */ 1800 /* give sp */
1895 if(spell->stats.dam > 0) { 1801 if (spell->stats.dam > 0)
1802 {
1896 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);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1898 return 1; 1805 return 1;
1899 } 1806 }
1900 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 1808 else if (op != plyr)
1809 {
1902 /* 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 */
1903 1811
1904 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;
1905 1813
1906 if (rate > 95) rate=95; 1814 if (rate > 95)
1815 rate = 95;
1907 1816
1908 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1819 if (op->flag [FLAG_ALIVE])
1820 {
1911 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1914 if (sucked > 0) { 1824 if (sucked > 0)
1825 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1916 } 1827 }
1917 } 1828 }
1918 return 1; 1829 return 1;
1919 } 1830 }
1920 return 0; 1831 return 0;
1921} 1832}
1922 1833
1923 1834
1924/* counterspell: nullifies spell effects. 1835/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 1836 * op is the counterspell object, dir is the direction
1926 * it was cast in. 1837 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 1838 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 1839 * this may nullify it.
1929 */ 1840 */
1841void
1930void counterspell(object *op,int dir) 1842counterspell (object *op, int dir)
1931{ 1843{
1932 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1933 int mflags; 1845 int mflags;
1934 mapstruct *m; 1846 maptile *m;
1935 sint16 sx,sy; 1847 sint16 sx, sy;
1936 1848
1937 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1938 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1939 m = op->map; 1851 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 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)
1942 1857 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 1858 next = tmp->above;
1945 1859
1946 /* Need to look at the head object - otherwise, if tmp 1860 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 1861 * points to a monster, we don't have all the necessary
1948 * info for it. 1862 * info for it.
1949 */ 1863 */
1864 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 1865 head = tmp->head;
1866 else
1951 else head = tmp; 1867 head = tmp;
1952 1868
1953 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 1870 if (tmp->owner && tmp->owner == op->owner)
1871 continue;
1955 1872
1956 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 1875 * monsters either.
1959 */ 1876 */
1960 1877
1961 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 1879 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 1880 && !head->flag [FLAG_MONSTER]
1964 (op->level > head->level)) { 1881 && (op->level > head->level))
1965 remove_ob(head); 1882 head->destroy ();
1966 free_object(head); 1883 else
1967 } else switch(head->type) { 1884 switch (head->type)
1885 {
1968 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
1969 if(op->level > head->level) { 1892 if (op->level > head->level)
1970 remove_ob(head); 1893 head->destroy ();
1971 free_object(head); 1894
1972 }
1973 break; 1895 break;
1974 1896
1975 /* I really don't get this rune code that much - that 1897 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 1898 * random chance seems really low.
1977 */ 1899 */
1978 case RUNE: 1900 case RUNE:
1979 if(rndm(0, 149) == 0) { 1901 if (rndm (0, 149) == 0)
1902 {
1980 head->stats.hp--; /* weaken the rune */ 1903 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 1904 if (!head->stats.hp)
1982 remove_ob(head); 1905 head->destroy ();
1983 free_object(head);
1984 } 1906 }
1985 }
1986 break; 1907 break;
1987 } 1908 }
1988 } 1909 }
1989} 1910}
1990
1991
1992 1911
1993/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
1913int
1994int cast_consecrate(object *op, object *caster, object *spell) { 1914cast_consecrate (object *op, object *caster, object *spell)
1915{
1995 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
1996 1917
1997 object *tmp, *god=find_god(determine_god(op)); 1918 object *tmp, *god = find_god (determine_god (op));
1998 1919
1999 if(!god) { 1920 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 1921 {
2001 "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!");
2002 return 0; 1923 return 0;
2003 } 1924 }
2004 1925
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1927 {
1928 if (tmp->flag [FLAG_IS_FLOOR])
1929 break;
2007 if(tmp->type==HOLY_ALTAR) { 1930 if (tmp->type == HOLY_ALTAR)
1931 {
2008 1932
2009 if(tmp->level > caster_level(caster, spell)) { 1933 if (tmp->level > casting_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 1934 {
2011 "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);
2012 return 0; 1936 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 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;
2024 } 1951 }
1952 }
2025 } 1953 }
2026 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!");
2027 return 0; 1956 return 0;
2028} 1957}
2029 1958
2030/* animate_weapon - 1959/* animate_weapon -
2031 * 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.
2032 * 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
2033 * 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
2034 * 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.
2035 * 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,
2036 * 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
2037 * 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
2038 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2039 */ 1968 */
2040 1969int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2042 object *weapon, *tmp; 1971{
2043 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2044 int a, i; 1973 int a, i;
2045 sint16 x, y; 1974 sint16 x, y;
2046 mapstruct *m; 1975 maptile *m;
2047 materialtype_t *mt; 1976
2048
2049 if(!spell->other_arch){ 1977 if (!spell->other_arch)
1978 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 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);
2052 return 0; 1981 return 0;
2053 } 1982 }
2054 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 1984 if (op->type != PLAYER)
1985 return 0;
2056 1986
2057 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1988 if (object *golem = op->contr->golem)
2059 control_golem(op->contr->ranges[range_golem],dir); 1989 {
1990 control_golem (golem, dir);
2060 return 0; 1991 return 0;
2061 } 1992 }
2062 1993
2063 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2064 if(!dir) 1995 if (!dir)
2065 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);
2066 1997
2067 m = op->map; 1998 m = op->map;
2068 x = op->x+freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2069 y = op->y+freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2070 2001
2071 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2005 {
2006 op->failmsg ("There is something in the way.");
2075 return 0; 2007 return 0;
2076 } 2008 }
2077 2009
2078 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2011 object *weapon = op->mark ();
2080 2012
2081 if (!weapon) { 2013 if (!weapon)
2082 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!");
2083 return 0; 2016 return 0;
2084 } 2017 }
2018
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2019 if (spell->race && weapon->arch->archname != spell->race)
2086 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.");
2087 return 0; 2022 return 0;
2088 } 2023 }
2024
2089 if (weapon->type != WEAPON) { 2025 if (weapon->type != WEAPON)
2090 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.");
2091 return 0; 2028 return 0;
2029 }
2030
2031 if (weapon->flag [FLAG_APPLIED])
2092 } 2032 {
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2095 query_name(weapon));
2096 return 0; 2034 return 0;
2097 } 2035 }
2098 2036
2099 if (weapon->nrof > 1) { 2037 weapon = weapon->split ();
2100 tmp = get_split_ob(weapon, 1);
2101 esrv_send_item(op, weapon);
2102 weapon = tmp;
2103 }
2104 2038
2105 /* create the golem object */ 2039 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2107 2041
2108 /* 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 */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2044 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2045 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2046 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2115 set_spell_skill(op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp;
2117 op->contr->shoottype=range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2050
2120 /* 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
2121 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2122 * used above. 2053 * used above.
2123 */ 2054 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2125 remove_ob (weapon); 2056 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2057
2127 esrv_send_item(op, weapon); 2058 tmp->insert (weapon);
2059
2128 /* 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,
2129 * 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
2130 * body_info, skills, etc) 2062 * body_info, skills, etc)
2131 */ 2063 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2134 fix_player(tmp); 2066 tmp->update_stats ();
2135 2067
2136 /* 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
2137 * 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 -
2138 * 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.
2139 */ 2071 */
2140 2072
2141 /* modify weapon's animated wc */ 2073 /* modify weapon's animated wc */
2142 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;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2075 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2076 tmp->stats.wc = -127;
2145 2077
2146 /* Modify hit points for weapon */ 2078 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2079 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2080 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2081 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2082 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2083 tmp->stats.hp = tmp->stats.maxhp;
2152 2084
2153 /* Modify weapon's damage */ 2085 /* Modify weapon's damage */
2154 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;
2155 + weapon->stats.dam 2087 if (tmp->stats.dam < 0)
2156 + weapon->magic 2088 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2089
2160 2090
2161 /* attacktype */ 2091 /* attacktype */
2162 if ( ! tmp->attacktype) 2092 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2164 2094
2165 mt = NULL;
2166 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname);
2168 if (mt != NULL) {
2169 for (i=0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2171 a = mt->save[0]; 2097
2172 } else { 2098 a = op->material->save[0];
2173 for (i=0; i < NROFATTACKS; i++) 2099
2174 tmp->resist[i] = 5;
2175 a = 10;
2176 }
2177 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2105 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2106 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2107 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2108 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2109 tmp->resist[ATNR_BLIND] = 100;
2187 2110
2188 /* 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 */
2189 2112
2190 if (a > 14) a = 14; 2113 if (a > 14)
2114 a = 14;
2115
2191 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));
2192 2117
2193 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2194 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)));
2195 2120
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2121 if (!spell->race)
2122 {
2199 sprintf(buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2124 tmp->name = buf;
2201 2125
2202 tmp->face = weapon->face; 2126 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2127 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2128 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2129 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 } 2132 }
2214 2133
2215 /* 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. */
2216 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));
2217 2136
2218 tmp->speed_left= -1; 2137 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2138 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2139
2140 m->insert (tmp, x, y, op);
2223 return 1; 2141 return 1;
2224} 2142}
2225 2143
2226/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2227 2145
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2230 */ 2148 */
2231 2149int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2151{
2233 int success; 2152 int success;
2234 2153
2235 if(!op->map) return 0; /* shouldnt happen */ 2154 if (!op->map)
2155 return 0; /* shouldnt happen */
2236 2156
2237 success=change_map_light(op->map,spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2158
2238 if(!success) { 2159 if (!success)
2160 {
2239 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2241 else 2163 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2243 } 2165 }
2166
2244 return success; 2167 return success;
2245} 2168}
2246
2247
2248
2249
2250 2169
2251/* 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.
2252 * 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,
2253 * spell is the spell object itself. 2172 * spell is the spell object itself.
2254 */ 2173 */
2174int
2255int create_aura(object *op, object *caster, object *spell) 2175create_aura (object *op, object *caster, object *spell)
2256{ 2176{
2257 int refresh=0; 2177 int refresh = 0;
2258 object *new_aura; 2178 object *new_aura;
2259 2179
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2181 if (new_aura)
2262 else new_aura = arch_to_object(spell->other_arch); 2182 refresh = 1;
2183 else
2184 new_aura = spell->other_arch->instance ();
2263 2185
2264 new_aura->duration = spell->duration + 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2187
2267 new_aura->stats.dam = spell->stats.dam 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2189
2270 set_owner(new_aura,op);
2271 set_spell_skill(op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2273 2192
2274 new_aura->level = caster_level(caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2275 if (refresh) 2195 if (refresh)
2276 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.");
2277 else 2197 else
2278 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
2279 insert_ob_in_ob(new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2280 return 1; 2203 return 1;
2281} 2204}
2282
2283 2205
2284/* 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,
2285 * 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
2286 * around him. 2208 * around him.
2287 * Aura parameters: 2209 * Aura parameters:
2288 * duration: duration counter. 2210 * duration: duration counter.
2289 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2291 */ 2213 */
2292 2214void
2293void move_aura(object *aura) { 2215move_aura (object *aura)
2294 int i, mflags; 2216{
2295 object *env;
2296 mapstruct *m;
2297
2298 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2299 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2300 2220
2301 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2303 */ 2223 */
2304 remove_ob(aura); 2224 aura->remove ();
2305 2225
2306 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2227 if (aura->duration-- < 0)
2308 free_object(aura); 2228 {
2229 aura->destroy ();
2309 return; 2230 return;
2310 } 2231 }
2311 2232
2312 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2234 if (!env || !env->map)
2314 free_object(aura); 2235 {
2236 aura->destroy ();
2315 return; 2237 return;
2316 } 2238 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2239
2320 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2322 */ 2242 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2243 aura->insert_at (env, aura);
2324 2244
2325 for(i=1;i<9;i++) { 2245 for (int i = 1; i < 9; i++)
2326 sint16 nx, ny; 2246 {
2327 nx = aura->x + freearr_x[i]; 2247 mapxy pos (env);
2328 ny = aura->y + freearr_y[i]; 2248 pos.move (i);
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2330 2249
2331 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2253 */
2335 if (!(mflags & P_OUT_OF_MAP) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2337 { 2255 {
2338 hit_map(aura,i,aura->attacktype,0); 2256 hit_map (aura, i, aura->attacktype, 0);
2339 2257
2340 if(aura->other_arch) { 2258 if (aura->other_arch)
2341 object *new_ob; 2259 pos.insert (aura->other_arch->instance (), aura);
2342
2343 new_ob = arch_to_object(aura->other_arch);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 } 2260 }
2348 }
2349 } 2261 }
2262
2350 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2264 env->insert (aura);
2352 insert_ob_in_ob(aura, env); 2265 aura->set_owner (owner);
2353} 2266}
2354 2267
2355/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2356 * op is the piece object. 2269 * op is the piece object.
2357 */ 2270 */
2358 2271void
2359void move_peacemaker(object *op) { 2272move_peacemaker (object *op)
2360 object *tmp; 2273{
2361 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2275 {
2363 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2364 object *victim=tmp; 2277 object *victim = tmp->head_ ();
2365 2278
2366 if (tmp->head) victim=tmp->head; 2279 if (!victim->flag [FLAG_MONSTER])
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2280 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2283 continue;
2284
2369 if (victim->stats.exp == 0) continue; 2285 if (victim->stats.exp == 0)
2286 continue;
2370 2287
2371 def_lev = MAX(1,victim->level); 2288 def_lev = max (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2289 atk_lev = max (1, op->level);
2373 2290
2374 if (rndm(0, atk_lev-1) > def_lev) { 2291 if (rndm (0, atk_lev - 1) > def_lev)
2292 {
2375 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2376 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2297 victim->stats.exp = 0;
2379#if 0 2298#if 0
2380 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2382 */ 2301 */
2383 victim->stats.dam = 0; 2302 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2387#endif 2306#endif
2388 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2393 if(victim->name) { 2313 if (victim->name)
2394 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);
2395 } 2315 }
2396 }
2397 } 2316 }
2398} 2317}
2399
2400 2318
2401/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2403 */ 2321 */
2404 2322int
2405int write_mark(object *op, object *spell, const char *msg) { 2323write_mark (object *op, object *spell, const char *msg)
2406 char rune[HUGE_BUF]; 2324{
2407 object *tmp;
2408
2409 if (!msg || msg[0] == 0) { 2325 if (!msg || msg[0] == 0)
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2326 {
2327 op->failmsg ("Write what?");
2411 return 0; 2328 return 0;
2329 }
2330
2331 if (!msg_is_safe (msg))
2412 } 2332 {
2413 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2414 if (strcasestr_local(msg, "endmsg")) {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2416 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2335 return 0;
2418 } 2336 }
2337
2419 if (!spell->other_arch) return 0; 2338 if (!spell->other_arch)
2420 tmp = arch_to_object(spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2);
2422 rune[HUGE_BUF-2] = 0;
2423 strcat(rune, "\n");
2424 tmp->race = op->name; /*Save the owner of the rune*/
2425 tmp->msg = rune;
2426 tmp->x = op->x;
2427 tmp->y = op->y;
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 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;
2430} 2349}
2350

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