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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.126 by root, Sun Apr 11 15:37:30 2010 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (!wand || wand->type != WAND)
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 {
69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 74 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 77 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 78 tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 85
86 tmp->x = op->x; 86 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 87 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 88
89 tmp->insert_at (op);
89 return 1; 90 return 1;
90 } 91 }
91 92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 {
97 query_name(wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
106 SET_FLAG(wand, FLAG_ANIMATE); 110 {
111 wand->set_flag (FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 113 }
114
110 return 1; 115 return 1;
111} 116}
112 117
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 120 * arrows.
118 * great a plus, the default is used. 123 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
122 */ 127 */
123 128int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 130{
126 int missile_plus=0, bonus_plus=0; 131 int bonus_plus = 0;
127 const char *missile_name; 132 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 133
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name=tmp->race; 136 missile_name = tmp->race;
136 }
137 137
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 139
140 if (find_archetype(missile_name)==NULL) { 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 145 return 0;
146 }
147
148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
144 } 151 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 153 if (isalpha (*spellparam))
154 {
150 artifact *al = find_artifactlist(missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
151 156
152 for ( ; al != NULL; al=al->next) 157 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 158 if (!strcasecmp (al->item->name, spellparam))
159 break;
154 160
155 if (!al) { 161 if (!al)
156 free_object(missile); 162 {
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 missile->destroy ();
158 stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
159 return 0; 165 return 0;
160 } 166 }
167
161 if (al->item->slaying) { 168 if (al->item->slaying)
162 free_object(missile); 169 {
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 missile->destroy ();
164 missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
165 return 0; 172 return 0;
166 } 173 }
174
167 give_artifact_abilities(missile, al->item); 175 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
171 */ 179 */
172 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 181 missile_plus = 0;
174 } else 182 }
175 if (atoi(stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 184 missile_plus = atoi (spellparam);
177 } 185 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 186
187 missile_plus = clamp (missile_plus, -4, 4);
188
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
185 if (missile->nrof < 1) 192 if (missile->nrof < 1)
186 missile->nrof=1; 193 missile->nrof = 1;
187 194
188 missile->magic = missile_plus; 195 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
190 missile->value=0; 197 missile->value = 0;
191 198
192 SET_FLAG(missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
193 tag = missile->count;
194 200
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 202 pick_up (op, missile);
199 } 203
200 return 1; 204 return 1;
201} 205}
202 206
203 207
204/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
210int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 212{
208 int food_value; 213 int food_value;
209 archetype *at=NULL; 214 archetype *at = NULL;
210 object *new_op; 215 object *new_op;
211 216
212 food_value=spell_ob->stats.food + 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 218
215 if(stringarg) { 219 if (spellparam)
220 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 222 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 225 spellparam = NULL;
226 }
227
228 if (!spellparam)
221 } 229 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 230 archetype *at_tmp;
225 231
226 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 234 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 236 * to be altered from the donor.
231 */ 237 */
232 238
233 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 240 for_all_archetypes (at_tmp)
241 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
243 {
236 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 246 * the item we have now, take it instead.
239 */ 247 */
240 if (at_tmp->clone.stats.food<=food_value && 248 if (at_tmp->stats.food <= food_value
249 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
242 at=at_tmp; 253 at = at_tmp;
243 } 254 }
244 } 255 }
245 } 256 }
257
246 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
247 * know 259 * know
248 */ 260 */
249 if (!at) { 261 if (!at)
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 {
263 op->failmsgf ("You don't have enough experience to create any food.");
251 return 0; 264 return 0;
252 } 265 }
253 266
254 food_value/=at->clone.stats.food; 267 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 268 new_op = at->instance ();
256 new_op->nrof = food_value; 269 new_op->nrof = food_value;
257 270
258 new_op->value = 0; 271 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
260 274
261 cast_create_obj(op, caster,new_op, dir); 275 cast_create_obj (op, caster, new_op, dir);
262 return 1; 276 return 1;
263} 277}
264 278
279int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 280probe (object *op, object *caster, object *spell_ob, int dir)
281{
266 int r, mflags, maxrange; 282 int r, mflags, maxrange;
267 object *tmp; 283 object *tmp;
268 mapstruct *m; 284 maptile *m;
269 285
270
271 if(!dir) { 286 if (!dir)
287 {
272 examine_monster(op,op); 288 examine_monster (op, op);
273 return 1; 289 return 1;
274 } 290 }
291
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 293 for (r = 1; r < maxrange; r++)
294 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 296
279 m = op->map; 297 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 299
282 if (mflags & P_OUT_OF_MAP) break; 300 if (mflags & P_OUT_OF_MAP)
301 break;
283 302
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 306 return 0;
287 } 307 }
308
288 if (mflags & P_IS_ALIVE) { 309 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 310 {
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 315 if (tmp->head != NULL)
293 tmp=tmp->head; 316 tmp = tmp->head;
294 examine_monster(op,tmp); 317 examine_monster (op, tmp);
295 return 1; 318 return 1;
296 } 319 }
297 } 320 }
298 } 321 }
322
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 324 return 1;
301} 325}
302
303 326
304/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 328 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 331 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 332 * pl is invisible.
310 */ 333 */
334int
311int makes_invisible_to(object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
312{ 336{
313
314 if (!pl->invisible) return 0; 337 if (!pl->invisible)
338 return 0;
339
315 if (pl->type == PLAYER ) { 340 if (pl->type == PLAYER)
341 {
316 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 343 if (!pl->contr->invis_race)
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 {
345 if (mon->flag [FLAG_UNDEAD])
319 return 1; 346 return 0;
347
348 return 1;
320 } 349 }
350
321 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 353 return 1;
354
324 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 356 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 357 return 0;
329 } else { 358
330 /* monsters are invisible to everything */ 359 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 360 return 1;
361
362 /* Nothing matched above, return 0 */
363 return 0;
364 }
365 else
366 {
367 /* monsters are invisible to everything */
368 return 1;
332 } 369 }
333} 370}
334 371
335/* Makes the player or character invisible. 372/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 373 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 376 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you 377 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/ 378 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 379 * normal applies.
343 */ 380 */
381int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 382cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 383{
346
347 if(op->invisible>1000) { 384 if (op->invisible > 1000)
385 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
349 return 0; 387 return 0;
350 } 388 }
351 389
352 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 391 * and if statement or two.
354 */ 392 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 394 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 395 if (op->invisible > 1000)
396 op->invisible = 1000;
358 397
359 if (op->type == PLAYER) { 398 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 399 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 400 op->contr->invis_race = spell_ob->race;
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 401
402 if (spell_ob->flag [FLAG_MAKE_INVIS])
364 op->contr->tmp_invis=0; 403 op->contr->tmp_invis = 0;
365 else 404 else
366 op->contr->tmp_invis=1; 405 op->contr->tmp_invis = 1;
367 406
368 op->contr->hidden = 0; 407 op->contr->hidden = 0;
369 } 408 }
409
370 if (makes_invisible_to(op, op)) 410 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 412 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 414
375 update_object(op,UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
376 416
377 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
378 * harm to the player. 418 * harm to the player.
379 */ 419 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
381 if (tmp->enemy == op) 421 if (tmp->enemy == op)
382 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
383 return 1; 424 return 1;
384} 425}
385 426
386/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 428 */
429int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
389 object *tmp, *next; 431{
390 int range,i,j, mflags; 432 int range, i, j, mflags;
391 sint16 sx, sy; 433 sint16 sx, sy;
392 mapstruct *m; 434 maptile *m;
393 435
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 437
399 for(i= -range;i<=range;i++) 438 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 439 for (j = -range; j <= range; j++)
440 {
401 sx = op->x + i; 441 sx = op->x + i;
402 sy = op->y + j; 442 sy = op->y + j;
403 m = op->map; 443 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 445
406 if (mflags & P_OUT_OF_MAP) continue; 446 if (mflags & P_OUT_OF_MAP)
447 continue;
407 448
408 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
410 { 451 {
411 next = tmp->above; 452 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 456 }
457 }
458
416 return 1; 459 return 1;
417} 460}
418 461
419 462void
420void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
421 object *wor=op; 464{
422 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
423 op=op->env; 466 {
424 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 469 else
429 enter_exit(op,wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
430 } 471 }
431 remove_ob(wor); 472
432 free_object(wor); 473 op->destroy ();
433} 474}
434 475
435/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
437 * time delay effect. 478 * time delay effect.
438 */ 479 */
480int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
440 object *dummy; 483 object *dummy;
441 int time; 484 int time;
442 485
443 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
444 return 0; 487 return 0;
445 488
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 490 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 492 return 1;
450 } 493 }
451 494
452 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 496
497 if (!dummy)
498 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 501 return 0;
457 } 502 }
503
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
460 507
461 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
464 */ 511 */
465 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
470 516
471 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
473 */ 519 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 520 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
477 523
478 (void) insert_ob_in_ob(dummy,op); 524 op->insert (dummy);
525
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
480 return 1; 528 return 1;
481} 529}
482 530
483/* cast_wonder 531/* cast_wonder
484 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
485 * spell. 533 * spell.
486 */ 534 */
535int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 536cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537{
488 object *newspell; 538 object *newspell;
489 539
490 if(!rndm(0, 3)) 540 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 541 return cast_cone (op, caster, dir, spell_ob);
492 542
493 if (spell_ob->randomitems) { 543 if (spell_ob->randomitems)
544 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 546 if (!newspell)
547 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 549 return 0;
498 } 550 }
499 if (newspell->type != SPELL) { 551 if (newspell->type != SPELL)
552 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
501 newspell->type, newspell->name);
502 return 0; 554 return 0;
503 } 555 }
504 /* Prevent inifinit recursion */ 556 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 557 if (newspell->subtype == SP_WONDER)
558 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 560 return 0;
508 } 561 }
509 return cast_spell(op,caster,dir,newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
510 } 563 }
564 return 1;
565}
566
567int
568perceive_self (object *op)
569{
570 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (shstr_depletion);
572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
511 return 1; 576 return 0;
512}
513 577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
514 580
515int perceive_self(object *op) { 581 if (object *god = find_god (determine_god (op)))
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 582 buf << " - You worship " << &god->name << ".\n";
517 archetype *at=find_archetype(ARCH_DEPLETION); 583 else
518 object *tmp; 584 buf << " - You worship no god.\n";
519 int i;
520 585
521 tmp=find_god(determine_god(op)); 586 object *tmp = present_arch_in_ob (at, op);
587
588 if (*cp == '\0' && !tmp)
589 buf << " - You feel very mundane. ";
590 else
591 {
592 buf << " - You have: " << cp << ".\n";
593
522 if (tmp) 594 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
524 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
526
527 tmp=present_arch_in_ob(at,op);
528
529 if(*cp=='\0' && tmp==NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
531 else {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp);
534 if (tmp!=NULL) {
535 for (i=0; i<NUM_STATS; i++) { 595 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 596 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
538 "Your %s is depleted by %d", statname[i],
539 -(get_attr_value(&tmp->stats,i)));
540 }
541 }
542 }
543 } 598 }
544 599
545 if (is_dragon_pl(op)) { 600 if (op->is_dragon ())
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 602 for (tmp = op->inv; tmp; tmp = tmp->below)
603 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 {
549 if(tmp->stats.exp == 0) { 606 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
551 } else { 608 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 610
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 611 break;
556 } 612 }
557 } 613 }
558 } 614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616
559 return 1; 617 return 1;
560} 618}
561
562/* int cast_create_town_portal (object *op, object *caster, int dir)
563 *
564 * This function cast the spell of town portal for op
565 *
566 * The spell operates in two passes. During the first one a place
567 * is marked as a destination for the portal. During the second one,
568 * 2 portals are created, one in the position the player cast it and
569 * one in the destination place. The portal are synchronized and 2 forces
570 * are inserted in the player to destruct the portal next time player
571 * creates a new portal pair.
572 * This spell has a side effect that it allows people to meet each other
573 * in a permanent, private, appartements by making a town portal from it
574 * to the town or another public place. So, check if the map is unique and if
575 * so return an error
576 *
577 * Code by Tchize (david.delbecq@usa.net)
578 */
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{
581 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap;
586 int op_level;
587
588
589 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the
591 * full pathname listed.
592 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
594 settings.create_home_portals != TRUE )
595 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
597 return 0;
598 }
599
600 /* The first thing to do is to check if we have a marked destination
601 * dummy is used to make a check inventory for the force
602 */
603 dummy=arch_to_object(spell->other_arch);
604 if(dummy == NULL){
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
606 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
607 return 0;
608 }
609 force=check_inv_recursive (op,dummy);
610
611 if (force==NULL) {
612 /* Here we know there is no destination marked up.
613 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked.
616 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path);
619 EXIT_X(dummy)= op->x;
620 EXIT_Y(dummy)= op->y;
621 insert_ob_in_ob (dummy,op);
622 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
623 return 1;
624 }
625 free_object (dummy);
626
627 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals.
630 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory
634 * for easier destruction.
635 *
636 * The mark works has follow:
637 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal
639 * name : name of the portal
640 * race : map the portal is in
641 */
642
643 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race);
645 if(dummy == NULL){
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
647 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
648 return 0;
649 }
650 perm_portal = find_archetype (spell->slaying);
651
652 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal.
658 */
659 while ( (old_force=check_inv_recursive (op,dummy))) {
660 exitx=EXIT_X(old_force);
661 exity=EXIT_Y(old_force);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
663
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
666 else exitmap = ready_map_name(old_force->race, 0);
667
668 if (exitmap) {
669 tmp=present_arch (perm_portal,exitmap,exitx,exity);
670 while (tmp) {
671 if (tmp->name == old_force->name) {
672 remove_ob (tmp);
673 free_object (tmp);
674 break;
675 } else {
676 tmp = tmp->above;
677 }
678 }
679 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685
686 /* Creating the portals.
687 * The very first thing to do is to ensure
688 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above.
694 */
695
696 /* Ensure exit map is loaded*/
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701
702 /* If we were unable to load (ex. random map deleted), warn player*/
703 if (exitmap==NULL) {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force);
706 free_object(force);
707 return 1;
708 }
709
710 op_level = caster_level(caster, spell);
711 if (op_level<15)
712 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name);
713 else if (op_level<30)
714 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name);
715 else if (op_level<60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
717 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name);
718
719 /* Create a portal in front of player
720 * dummy contain the portal and
721 * force contain the track to kill it later
722 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/
726 if(dummy == NULL) {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
728 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
729 return 0;
730 }
731 EXIT_PATH(dummy) = add_string (force->name);
732 EXIT_X(dummy)=EXIT_X(force);
733 EXIT_Y(dummy)=EXIT_Y(force);
734 FREE_AND_COPY(dummy->name, portal_name);
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message);
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/
738 cast_create_obj (op, caster, dummy, 0);
739
740 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active
742 * town portal.
743 */
744 tmp=get_archetype(spell->race);
745 if(tmp == NULL){
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
747 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
748 return 0;
749 }
750 tmp->race=add_string (op->map->path);
751 FREE_AND_COPY(tmp->name, portal_name);
752 EXIT_X(tmp)=dummy->x;
753 EXIT_Y(tmp)=dummy->y;
754 insert_ob_in_ob (tmp,op);
755
756 /* Create a portal in the destination map
757 * dummy contain the portal and
758 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to.
761 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/
764 if(dummy == NULL) {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
766 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
767 return 0;
768 }
769 EXIT_PATH(dummy) = add_string (op->map->path);
770 EXIT_X(dummy)=op->x;
771 EXIT_Y(dummy)=op->y;
772 FREE_AND_COPY(dummy->name, portal_name);
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message);
775 dummy->x=EXIT_X(force);
776 dummy->y=EXIT_Y(force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/
778 insert_ob_in_map(dummy,exitmap,op,0);
779
780 /* Now we create another town portal marker that
781 * points back to the one we just made
782 */
783 tmp=get_archetype(spell->race);
784 if(tmp == NULL){
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
786 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
787 return 0;
788 }
789 tmp->race=add_string(force->name);
790 FREE_AND_COPY(tmp->name, portal_name);
791 EXIT_X(tmp)=dummy->x;
792 EXIT_Y(tmp)=dummy->y;
793 insert_ob_in_ob (tmp,op);
794
795 /* Describe the player what happened
796 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
798 remove_ob(force); /* Delete the force inside the player*/
799 free_object(force);
800 return 1;
801}
802
803 619
804/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 621 * within some reason.
806 */ 622 */
807 623int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 624magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 625{
626 object *tmp;
810 int i,posblocked,negblocked, maxrange; 627 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 628 sint16 x, y;
812 mapstruct *m; 629 maptile *m;
813 const char *name; 630 const char *name;
814 archetype *at; 631 archetype *at;
815 632
816 if(!dir) { 633 if (!dir)
634 {
817 dir=op->facing; 635 dir = op->facing;
818 x = op->x; 636 x = op->x;
819 y = op->y; 637 y = op->y;
820 } else { 638 }
639 else
640 {
821 x = op->x+freearr_x[dir]; 641 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 642 y = op->y + freearr_y[dir];
823 } 643 }
644
824 m = op->map; 645 m = op->map;
825 646
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
827 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
828 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 650 {
651 op->failmsg ("Something is in the way.");
830 return 0; 652 return 0;
831 } 653 }
654
832 if (spell_ob->other_arch) { 655 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
834 } else if (spell_ob->race) { 657 else if (spell_ob->race)
658 {
835 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
836 660
837 sprintf(buf1,spell_ob->race,dir); 661 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 662 at = archetype::find (buf1);
839 if (!at) { 663 if (!at)
664 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 667 return 0;
843 } 668 }
844 tmp = arch_to_object(at); 669
845 } else { 670 tmp = at->instance ();
671 }
672 else
673 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 675 return 0;
849 } 676 }
850 677
851 if (tmp->type == SPELL_EFFECT) { 678 if (tmp->type == SPELL_EFFECT)
679 {
852 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
855 tmp->stats.dam = spell_ob->stats.dam +
856 SP_level_dam_adjust(caster, spell_ob);
857 tmp->range = 0; 683 tmp->range = 0;
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 }
859 tmp->stats.hp = spell_ob->duration + 685 else if (tmp->flag [FLAG_ALIVE])
860 SP_level_duration_adjust(caster, spell_ob); 686 {
687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op); 689 }
863 set_spell_skill(op, caster, spell_ob, tmp); 690
691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
864 } 692 {
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
866 tmp->stats.food = spell_ob->duration + 694 tmp->set_flag (FLAG_IS_USED_UP);
867 SP_level_duration_adjust(caster, spell_ob); 695 }
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 696
697 if (spell_ob->flag [FLAG_TEAR_DOWN])
869 } 698 {
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
875 } 703 }
876 704
877 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 706 * these fields just won't be used. Do not set the owner for
707 * earthwalls, though, so they survive restarts.
879 */ 708 */
709 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 710 tmp->set_owner (op);
711
881 set_spell_skill(op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x;
883 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
885 714
886 name = tmp->name; 715 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 716 if (!(tmp = m->insert (tmp, x, y, op)))
717 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 719 return 0;
890 } 720 }
721
891 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
894 725
895 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
899 * blocked spaces. 730 * blocked spaces.
900 */ 731 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 732 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 733 posblocked = 0;
903 negblocked=0; 734 negblocked = 0;
904 735
905 for(i=1; i<=maxrange; i++) { 736 for (i = 1; i <= maxrange; i++)
737 {
906 int dir2; 738 int dir2;
907 739
908 dir2 = (dir<4)?(dir+2):dir-2; 740 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 741
910 x = tmp->x+i*freearr_x[dir2]; 742 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 743 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 744 m = tmp->map;
913 745
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 746 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
915 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 748 {
917 tmp2 = get_object(); 749 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 750 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 751
920 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
925 755
756 }
757 else
926 } else posblocked=1; 758 posblocked = 1;
927 759
928 x = tmp->x-i*freearr_x[dir2]; 760 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 761 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 762 m = tmp->map;
931 763
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 764 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
933 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 766 {
935 tmp2 = get_object(); 767 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 768 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 769
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 771 tmp2->insert (tmp2->other_arch->instance ());
772 }
773 else
942 } else negblocked=1; 774 negblocked = 1;
943 } 775 }
944 776
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
946 update_all_los(op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
947 779
780 return 1;
781}
782
783int
784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
785{
786 uint32 dist, maxdist;
787 int mflags;
788 maptile *m;
789 sint16 sx, sy;
790
791 if (op->type != PLAYER)
792 return 0;
793
794 if (!dir)
795 {
796 op->failmsg ("In what direction?");
797 return 0;
798 }
799
800 /* Given the new outdoor maps, can't let players dimension door for
801 * ever, so put limits in.
802 */
803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
804
805 if (spellparam)
806 {
807 int count = atoi (spellparam);
808
809 if (count > maxdist)
810 {
811 op->failmsg ("You can't dimension door that far!");
812 return 0;
813 }
814
815 for (dist = 0; dist < count; dist++)
816 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break;
821
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break;
824 }
825
826 if (dist < count)
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 return 0;
830 }
831
832 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and
836 * lots of other maps that protect areas with no magic, but the
837 * areas themselves don't contain no magic spaces.
838 */
839 /* This call here is really just to normalize the coordinates */
840 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
841 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
844 return 1; /* Maybe the penalty should be more severe... */
845 }
846 }
847 else
848 {
849 /* Player didn't specify a distance, so lets see how far
850 * we can move the player. Don't know why this stopped on
851 * spaces that blocked the players view.
852 */
853
854 for (dist = 0; dist < maxdist; dist++)
855 {
856 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
857
858 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
859 break;
860
861 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
862 break;
863
864 }
865
866 /* If the destination is blocked, keep backing up until we
867 * find a place for the player.
868 */
869 for (; dist > 0; dist--)
870 {
871 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
872 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
873 continue;
874
875
876 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
877 break;
878
879 }
880 if (!dist)
881 {
882 op->failmsg ("Your spell failed!\n");
883 return 0;
884 }
885 }
886
887 /* Actually move the player now */
888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 889 return 1;
949}
950 890
951int dimension_door(object *op,object *caster, object *spob, int dir) {
952 uint32 dist, maxdist;
953 int mflags;
954 mapstruct *m;
955 sint16 sx, sy;
956
957 if(op->type!=PLAYER)
958 return 0;
959
960 if(!dir) {
961 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
962 return 0;
963 }
964
965 /* Given the new outdoor maps, can't let players dimension door for
966 * ever, so put limits in.
967 */
968 maxdist = spob->range +
969 SP_level_range_adjust(caster, spob);
970
971 if(op->contr->count) {
972 if (op->contr->count > maxdist) {
973 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
974 return 0;
975 }
976
977 for(dist=0;dist<op->contr->count; dist++) {
978 mflags = get_map_flags(op->map, &m,
979 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
980 &sx, &sy);
981
982 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
983
984 if ((mflags & P_BLOCKSVIEW) &&
985 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
986 }
987
988 if(dist<op->contr->count) {
989 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
990 op->contr->count=0;
991 return 0;
992 }
993 op->contr->count=0;
994
995 /* Remove code that puts player on random space on maps. IMO,
996 * a lot of maps probably have areas the player should not get to,
997 * but may not be marked as NO_MAGIC (as they may be bounded
998 * by such squares). Also, there are probably treasure rooms and
999 * lots of other maps that protect areas with no magic, but the
1000 * areas themselves don't contain no magic spaces.
1001 */
1002 /* This call here is really just to normalize the coordinates */
1003 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1004 &sx, &sy);
1005 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1006 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1007 return 1; /* Maybe the penalty should be more severe... */
1008 }
1009 } else {
1010 /* Player didn't specify a distance, so lets see how far
1011 * we can move the player. Don't know why this stopped on
1012 * spaces that blocked the players view.
1013 */
1014
1015 for(dist=0; dist < maxdist; dist++) {
1016 mflags = get_map_flags(op->map, &m,
1017 op->x+freearr_x[dir] * (dist+1),
1018 op->y+freearr_y[dir] * (dist+1),
1019 &sx, &sy);
1020
1021 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1022
1023 if ((mflags & P_BLOCKSVIEW) &&
1024 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1025
1026 }
1027
1028 /* If the destination is blocked, keep backing up until we
1029 * find a place for the player.
1030 */
1031 for(;dist>0; dist--) {
1032 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1033 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1034
1035
1036 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1037
1038 }
1039 if(!dist) {
1040 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1041 return 0;
1042 }
1043 }
1044
1045 /* Actually move the player now */
1046 remove_ob(op);
1047 op->x+=freearr_x[dir]*dist;
1048 op->y+=freearr_y[dir]*dist;
1049 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1050 return 1;
1051
1052 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1053 return 1; 893 return 1;
1054} 894}
1055
1056 895
1057/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1058 * op is the caster. 897 * op is the caster.
1059 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1060 * spell is the spell object. 899 * spell is the spell object.
1061 */ 900 */
901int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 902cast_heal (object *op, object *caster, object *spell, int dir)
903{
1063 object *tmp; 904 object *tmp;
1064 archetype *at; 905 archetype *at;
1065 object *poison; 906 object *poison;
1066 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1067 908
1068 tmp = find_target_for_friendly_spell(op,dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1069 910
1070 if (tmp==NULL) return 0; 911 if (!tmp)
912 return 0;
1071 913
1072 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1074 */ 916 */
1075 heal = spell->stats.dam; 917 heal = spell->stats.dam;
1076 if (spell->stats.hp) 918 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 920
1080 if (heal) { 921 if (heal)
922 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
925 else
1083 } 926 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 929 * on amount of damage healed.
1088 */ 930 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1091 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1092 935
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 938 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 940 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 942 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 944 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 946
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 947 success = 1;
948 }
949 }
1110 950
951 if (spell->attacktype & AT_DISEASE)
952 if (cure_disease (tmp, op, spell))
953 success = 1;
954
1111 if (spell->attacktype & AT_POISON) { 955 if (spell->attacktype & AT_POISON)
1112 at = find_archetype("poisoning"); 956 {
957 at = archetype::find (shstr_poisoning);
1113 poison=present_arch_in_ob(at,tmp); 958 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 959 if (poison)
960 {
1115 success = 1; 961 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 963 poison->stats.food = 1;
1118 } 964 }
1119 } 965 }
966
1120 if (spell->attacktype & AT_CONFUSION) { 967 if (spell->attacktype & AT_CONFUSION)
968 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1122 if (poison) { 970 if (poison)
971 {
1123 success = 1; 972 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 974 poison->duration = 1;
1126 } 975 }
1127 } 976 }
977
1128 if (spell->attacktype & AT_BLIND) { 978 if (spell->attacktype & AT_BLIND)
1129 at=find_archetype("blindness"); 979 {
980 at = archetype::find (shstr_blindness);
1130 poison=present_arch_in_ob(at,tmp); 981 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 982 if (poison)
983 {
1132 success = 1; 984 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 986 poison->stats.food = 1;
1135 } 987 }
1136 } 988 }
989
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
991 {
1138 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 993 if (tmp->stats.sp > tmp->stats.maxsp)
994 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 995 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 997 }
998
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1000 {
1144 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1003 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1004 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1006 }
1007
1149 if (spell->stats.food && tmp->stats.food < 999) { 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1009 {
1150 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1011 min_it (tmp->stats.food, MAX_FOOD);
1012
1152 success = 1; 1013 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1154 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1016 }
1017
1156 return success; 1018 return success;
1157} 1019}
1158
1159 1020
1160/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1161 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1023 * good comments for those.
1163 */ 1024 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1026 "You grow no stronger.",
1166"You grow no more agile.", 1027 "You grow no more agile.",
1167"You don't feel any healthier.", 1028 "You don't feel any healthier.",
1168"no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1169"You are no easier to look at.", 1032 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1033};
1173 1034
1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1043{
1176 object *force=NULL; 1044 object *force = 0;
1177 int i; 1045 int i;
1178 1046
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1048 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1049 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1050 : op;
1183 tmp = op;
1184 }
1185 1051
1186 if(tmp==NULL) return 0; 1052 if (!tmp)
1187 1053 return 0;
1054
1188 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1189 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1057 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1059 {
1191 if (tmp2->name == spell_ob->name) { 1060 if (tmp2->name == spell_ob->name)
1061 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1062 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1063 break;
1194 } 1064 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 {
1196 if ( !silent ) 1067 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op,
1198 "You can not cast %s while %s is in effect", 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl); 1069 &spell_ob->name, &tmp2->name_pl);
1070
1200 return 0; 1071 return 0;
1201 } 1072 }
1202 } 1073 }
1203 } 1074 }
1204 if(force==NULL) {
1205 force=get_archetype(FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race);
1210 else
1211 force->name = add_refcount(spell_ob->name);
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name);
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1075
1216 } else { 1076 int duration = change_ability_duration (spell_ob, caster);
1217 int duration;
1218 1077
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1078 if (force)
1079 {
1220 if (duration > force->duration) { 1080 if (duration > force->duration)
1081 {
1221 force->duration = duration; 1082 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1084 }
1223 } else { 1085 else
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1087
1226 return 1; 1088 return 1;
1227 } 1089 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1229 force->speed = 1.0; 1106 force->speed = 1.0;
1230 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1232 1109
1233 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1111 for (i = 0; i < NROFATTACKS; i++)
1112 {
1235 if (spell_ob->resist[i]) { 1113 if (spell_ob->resist[i])
1114 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1116 if (force->resist[i] > 100)
1117 force->resist[i] = 100;
1238 } 1118 }
1239 } 1119 }
1120
1240 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1123
1243 if (tmp->type == PLAYER) { 1124 if (tmp->type == PLAYER)
1125 {
1244 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1127 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1128 {
1247 if (stat) { 1129 if (sint8 stat = spell_ob->stats.stat (i))
1130 {
1248 sm=0; 1131 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1133 sm += rndm (1, 3);
1251 1134
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1137
1255 } 1138 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1139
1257 if (!sm) 1140 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1142 }
1260 } 1143 }
1261 } 1144 }
1262 1145
1263 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1264 1147
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1267 1150
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1269 SET_FLAG(force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1270 1153
1271 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1155 if (spell_ob->stats.exp)
1156 {
1157 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1158 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1159 else
1275 force->stats.exp = spell_ob->stats.exp; 1160 force->stats.exp = spell_ob->stats.exp;
1276 } 1161 }
1277 1162
1278 force->stats.wc = spell_ob->stats.wc; 1163 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1164 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1281 1166
1282 insert_ob_in_ob(force,tmp); 1167 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1169 tmp->update_stats ();
1170
1285 return 1; 1171 return 1;
1286} 1172}
1287 1173
1288/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1289 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1176 * of the caster.
1291 */ 1177 */
1292 1178int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1180{
1294 int i; 1181 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1296 1183
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1185 if (dir != 0)
1186 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1188
1189 if (!tmp)
1190 return 0;
1191 }
1192 else
1301 tmp = op; 1193 tmp = op;
1302 }
1303 1194
1304 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1305 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1307 if (tmp2->name == spell_ob->name) { 1200 if (tmp2->name == spell_ob->name)
1201 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1202 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1203 break;
1310 } 1204 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1206 {
1313 "You can not cast %s while %s is in effect", 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1314 spell_ob->name, tmp2->name_pl);
1315 return 0; 1208 return 0;
1316 } 1209 }
1317 } 1210 }
1318 } 1211 }
1212
1319 if(force==NULL) { 1213 if (force == NULL)
1214 {
1320 force=get_archetype(FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1217 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1218 force->name = spell_ob->race;
1325 else 1219 else
1326 force->name = add_refcount(spell_ob->name); 1220 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1221 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1222 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1223 }
1224 else
1225 {
1331 int duration; 1226 int duration;
1332 1227
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1228 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1229 if (duration > force->duration)
1230 {
1335 force->duration = duration; 1231 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1232 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1233 }
1337 } else { 1234 else
1235 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1236 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1237 }
1340 return 0; 1238 return 0;
1341 } 1239 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1241 force->speed = 1.0;
1344 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1346 1244
1347 if(!god) { 1245 if (!god)
1246 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1248 }
1249 else
1250 {
1350 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1252 for (i = 0; i < NROFATTACKS; i++)
1352 if (god->resist[i]>0) { 1253 if (god->resist[i] > 0)
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1255
1355 }
1356 force->path_attuned|=god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1257
1357 if (spell_ob->attacktype) { 1258 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1259 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1260
1360 }
1361 if (tmp != op) { 1261 if (tmp != op)
1262 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1363 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1264 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1265 }
1364 } else { 1266 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1267 {
1268 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1269 }
1368 1270
1369 } 1271 }
1370 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1372 1274
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1276 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1277 tmp->update_stats ();
1376 return 1; 1278 return 1;
1377} 1279}
1378
1379
1380 1280
1381/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1382 * 1282 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1385 * about 90% of that of the item itself. It uses the value of the
1386 * object before charisma adjustments, because the nuggets themselves
1387 * will be will be adjusted by charisma when sold.
1388 * 1285 *
1389 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1390 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1391 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1392 * to the max amount of small nuggets as you could get. 1289 * when sold.
1393 *
1394 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1290 *
1397 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1398 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1293 * alchemised.
1400 */ 1294 */
1401 1295static void
1402/* I didn't feel like passing these as arguements to the 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1403 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell
1405 * is finished.
1406 */
1407static object *small, *large;
1408
1409static void alchemy_object(object *obj, int *small_nuggets,
1410 int *large_nuggets, int *weight)
1411{ 1297{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1299
1414 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1305 * the stuff back to town.
1420 */ 1306 */
1421 1307 if (obj->flag [FLAG_UNPAID])
1422 if (QUERY_FLAG(obj, FLAG_UNPAID))
1423 value=0; 1308 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1310 value /= 3;
1426 else 1311 else
1427 value = (value*9)/10; 1312 value = value * 9 / 10;
1428 1313
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1314 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1315 total_value += value;
1433 1316
1434 count = value / large->value; 1317 total_weight += obj->total_weight ();
1435 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value;
1437 count = value / small->value;
1438 *small_nuggets += count;
1439 }
1440 1318
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1319 obj->destroy ();
1442 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */
1445 if (*small_nuggets * small->value >= large->value) {
1446 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--;
1450 }
1451 weight += obj->weight;
1452 remove_ob(obj);
1453 free_object(obj);
1454} 1320}
1455 1321
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1322int
1457 int x, int y)
1458{
1459 object *tmp;
1460 int flag=0;
1461
1462 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player
1464 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1466
1467 if (small_nuggets) {
1468 tmp = get_object();
1469 copy_object(small, tmp);
1470 tmp-> nrof = small_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475 if (large_nuggets) {
1476 tmp = get_object();
1477 copy_object(large, tmp);
1478 tmp-> nrof = large_nuggets;
1479 tmp->x = x;
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 }
1483}
1484
1485int alchemy(object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1486{ 1324{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1488 sint16 nx, ny;
1489 object *next,*tmp;
1490 mapstruct *mp;
1491
1492 if(op->type!=PLAYER) 1325 if (op->type != PLAYER)
1493 return 0; 1326 return 0;
1494 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1496 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1336 * in sight
1498 */ 1337 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1340 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1341
1342 int weight = 0;
1343
1504 for(y= op->y-1;y<=op->y+1;y++) { 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1345 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1347 {
1348 uint64 value = 0;
1349
1506 nx = x; 1350 sint16 nx = x;
1507 ny = y; 1351 sint16 ny = y;
1508 1352
1509 mp = op->map; 1353 maptile *mp = op->map;
1510 1354
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1356
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1358 continue;
1515 1359
1516 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1361 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1362 * ground level effect.
1519 */ 1363 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1365 continue;
1522 1366
1523 small_nuggets=0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1368 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1369 next = tmp->above;
1370
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1373 {
1531
1532 if (tmp->inv) { 1374 if (tmp->inv)
1375 {
1533 object *next1, *tmp1; 1376 object *next1, *tmp1;
1377
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 {
1535 next1 = tmp1->below; 1380 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1383 alchemy_object (tmp1, value, weight);
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1540 &weight);
1541 } 1384 }
1542 } 1385 }
1386
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1388
1389 if (weight > weight_max)
1390 break;
1391 }
1544 1392 }
1545 if (weight>weight_max) {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large);
1548 free_object(small);
1549 return 1;
1550 }
1551 } /* is alchemable object */
1552 } /* process all objects on this space */
1553 1393
1554 /* Insert all the nuggets at one time. This probably saves time, but 1394 value -= rndm (value >> 4);
1555 * it also prevents us from alcheming nuggets that were just created 1395 value = min (value, value_max);
1556 * with this spell. 1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1557 */ 1399 {
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1559 } 1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1560 } 1411 }
1561 free_object(large); 1412
1562 free_object(small); 1413bailout:
1563 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly.
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1414 return 1;
1568} 1415}
1569
1570 1416
1571/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1572 * items. 1418 * items.
1573 */ 1419 */
1420int
1574int remove_curse(object *op, object *caster, object *spell) { 1421remove_curse (object *op, object *caster, object *spell)
1575 object *tmp; 1422{
1576 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1577 1424
1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1426 if (tmp->flag [FLAG_APPLIED] &&
1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1429 {
1430 was_one++;
1431
1432 if (tmp->level <= casting_level (caster, spell))
1433 {
1434 success++;
1435 if (spell->flag [FLAG_DAMNED])
1436 tmp->clr_flag (FLAG_DAMNED);
1437
1438 tmp->clr_flag (FLAG_CURSED);
1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1440 tmp->value = 0; /* Still can't sell it */
1441
1442 if (object *pl = tmp->visible_to ())
1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 }
1445 }
1446
1447 if (op->type == PLAYER)
1448 {
1449 if (success)
1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1451 else
1452 {
1453 if (was_one)
1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1455 else
1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1457 }
1458 }
1459
1460 return success;
1461}
1462
1463/* Identifies objects in the players inventory/on the ground */
1464int
1465cast_identify (object *op, object *caster, object *spell)
1466{
1467 object *tmp;
1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469
1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1471
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1473 {
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1475 {
1476 identify (tmp);
1582 1477
1583 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) {
1585 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED);
1588
1589 CLEAR_FLAG(tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1479 {
1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481
1482 if (tmp->msg)
1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1594 } 1484 }
1595 }
1596 1485
1597 if (op->type==PLAYER) { 1486 if (!--num_ident)
1598 if (success) { 1487 break;
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1600 } else {
1601 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1603 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1605 } 1488 }
1489 }
1490
1491 /* If all the power of the spell has been used up, don't go and identify
1492 * stuff on the floor. Only identify stuff on the floor if the spell
1493 * was not fully used.
1494 */
1495 if (num_ident)
1606 } 1496 {
1607 return success; 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1608}
1609
1610/* Identifies objects in the players inventory/on the ground */
1611
1612int cast_identify(object *op, object *caster, object *spell) {
1613 object *tmp;
1614 int success = 0, num_ident;
1615
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1617
1618 if (num_ident < 1) num_ident=1;
1619
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1499 {
1623 identify(tmp); 1500 identify (tmp);
1624 if (op->type==PLAYER) { 1501
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1502 if (object *pl = tmp->visible_to ())
1626 "You have %s.", long_desc(tmp, op)); 1503 {
1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1505
1627 if (tmp->msg) { 1506 if (tmp->msg)
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1508 }
1509
1510 if (!--num_ident)
1511 break;
1512 }
1513 }
1514
1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1527 }
1528}
1529
1530int
1531cast_detection (object *op, object *caster, object *spell, object *skill)
1532{
1533 object *tmp, *last, *god, *detect;
1534 int done_one, range, mflags, floor, level;
1535 sint16 x, y, nx, ny;
1536 maptile *m;
1537
1538 /* We precompute some values here so that we don't have to keep
1539 * doing it over and over again.
1540 */
1541 god = find_god (determine_god (op));
1542 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell);
1544
1545 if (!skill)
1546 skill = caster;
1547
1548 dynbuf buf;
1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1550 {
1551 /* For most of the detections, we only detect objects above the
1552 * floor. But this is not true for show invisible.
1553 * Basically, we just go and find the top object and work
1554 * down - that is easier than working up.
1555 */
1556
1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
1560 /* Shouldn't happen, but if there are no objects on a space, this
1561 * would happen.
1562 */
1563 if (!last)
1564 continue;
1565
1566 done_one = 0;
1567 floor = 0;
1568 detect = 0;
1569 for (tmp = last; tmp; tmp = tmp->below)
1570 {
1571 /* show invisible */
1572 if (spell->flag [FLAG_MAKE_INVIS]
1573 /* Might there be other objects that we can make visible? */
1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1576 || tmp->type == T_HANDLE
1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1583 || tmp->type == LOCKED_DOOR
1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1587 || tmp->type == TRIGGER_PEDESTAL
1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1593 {
1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1595 {
1596 tmp->invisible = 0;
1597 done_one = 1;
1630 } 1598 }
1631 } 1599 }
1632 num_ident--; 1600
1633 success=1; 1601 if (tmp->flag [FLAG_IS_FLOOR])
1634 if (!num_ident) break; 1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1621 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1622 {
1623 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1635 } 1629 }
1636 }
1637 /* If all the power of the spell has been used up, don't go and identify
1638 * stuff on the floor. Only identify stuff on the floor if the spell
1639 * was not fully used.
1640 */
1641 if (num_ident) {
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1644 need_identify(tmp)) {
1645 1630
1646 identify(tmp); 1631 /* detect monster */
1632 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1655 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1656 {
1657 tmp->set_flag (FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1647 if (op->type==PLAYER) { 1664 if (tmp->type == VEIN)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1665 {
1649 "On the ground is %s.", long_desc(tmp, op));
1650 if (tmp->msg) { 1666 if (tmp->other_arch)
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1667 {
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1673 done_one = 1;
1653 } 1674 }
1654 esrv_send_item(op, tmp);
1655 } 1675 }
1656 num_ident--; 1676 } /* for stack of objects on this space */
1657 success=1; 1677
1658 if (!num_ident) break; 1678 /* Code here puts an effect of the spell on the space, so you can see
1679 * where the magic is.
1680 */
1681 if (done_one)
1659 } 1682 {
1660 } 1683 object *detect_ob = spell->other_arch->instance ();
1661 if (!success)
1662 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1663 else {
1664 spell_effect(spell, op->x, op->y, op->map, op);
1665 }
1666 return success;
1667}
1668 1684
1669 1685 /* if this is set, we want to copy the face */
1670int cast_detection(object *op, object *caster, object *spell, object *skill) { 1686 if (done_one == 2 && detect)
1671 object *tmp, *last, *god, *detect;
1672 int done_one, range, mflags, floor, level;
1673 sint16 x, y, nx, ny;
1674 mapstruct *m;
1675
1676 /* We precompute some values here so that we don't have to keep
1677 * doing it over and over again.
1678 */
1679 god=find_god(determine_god(op));
1680 level=caster_level(caster, spell);
1681 range = spell->range + SP_level_range_adjust(caster, spell);
1682
1683 if (!skill) skill=caster;
1684
1685 for (x = op->x - range; x <= op->x + range; x++)
1686 for (y = op->y - range; y <= op->y + range; y++) {
1687
1688 m = op->map;
1689 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1690 if (mflags & P_OUT_OF_MAP) continue;
1691
1692 /* For most of the detections, we only detect objects above the
1693 * floor. But this is not true for show invisible.
1694 * Basically, we just go and find the top object and work
1695 * down - that is easier than working up.
1696 */ 1687 {
1697 1688 detect_ob->face = detect->face;
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1689 detect_ob->animation_id = detect->animation_id;
1699 /* Shouldn't happen, but if there are no objects on a space, this 1690 detect_ob->anim_speed = detect->anim_speed;
1700 * would happen. 1691 detect_ob->last_anim = 0;
1692 /* by default, the detect_ob is already animated */
1693 if (!detect->flag [FLAG_ANIMATE])
1694 detect_ob->clr_flag (FLAG_ANIMATE);
1701 */ 1695 }
1702 if (!last) continue;
1703 1696
1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1698 }
1699 } /* for processing the surrounding spaces */
1700
1701
1702 /* Now process objects in the players inventory if detect curse or magic */
1703 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1704 {
1704 done_one=0; 1705 done_one = 0;
1705 floor=0; 1706
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) { 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
1708 1708 {
1709 /* show invisible */ 1709 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1710 {
1711 /* Might there be other objects that we can make visibile? */ 1711 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1712 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1713 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1714 tmp->type==CF_HANDLE ||
1715 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1716 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1717 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1718 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1719 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1720 tmp->type==TREASURE || tmp->type==BOOK ||
1721 tmp->type==HOLY_ALTAR))) {
1722 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1723 tmp->invisible=0;
1724 done_one = 1;
1725 } 1712 {
1713 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1714
1715 if (object *pl = tmp->visible_to ())
1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1726 } 1717 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728 1718
1729 /* All detections below this point don't descend beneath the floor, 1719 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1730 * so just continue on. We could be clever and look at the type of 1720 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1731 * detection to completely break out if we don't care about objects beneath
1732 * the floor, but once we get to the floor, not likely a very big issue anyways.
1733 */ 1721 {
1734 if (floor) continue; 1722 tmp->set_flag (FLAG_KNOWN_CURSED);
1735 1723
1736 /* I had thought about making detect magic and detect curse 1724 if (object *pl = tmp->visible_to ())
1737 * show the flash the magic item like it does for detect monster. 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
1738 * however, if the object is within sight, this would then make it
1739 * difficult to see what object is magical/cursed, so the
1740 * effect wouldn't be as apparant.
1741 */
1742
1743 /* detect magic */
1744 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1745 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1746 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1747 is_magical(tmp)) {
1748 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1749 /* make runes more visibile */
1750 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1751 tmp->stats.Cha/=4;
1752 done_one = 1;
1753 } 1726 }
1754 /* detect monster */
1755 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1756 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1757 done_one = 2;
1758 if (!detect) detect=tmp;
1759 }
1760 /* Basically, if race is set in the spell, then the creatures race must
1761 * match that. if the spell race is set to GOD, then the gods opposing
1762 * race must match.
1763 */
1764 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1765 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1766 (strstr(spell->race, tmp->race)))) {
1767 done_one = 2;
1768 if (!detect) detect=tmp;
1769 }
1770 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1771 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1772 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1773 done_one = 1;
1774 }
1775 } /* for stack of objects on this space */
1776
1777 /* Code here puts an effect of the spell on the space, so you can see
1778 * where the magic is.
1779 */
1780 if (done_one) {
1781 object *detect_ob = arch_to_object(spell->other_arch);
1782 detect_ob->x = nx;
1783 detect_ob->y = ny;
1784 /* if this is set, we want to copy the face */
1785 if (done_one == 2 && detect) {
1786 detect_ob->face = detect->face;
1787 detect_ob->animation_id = detect->animation_id;
1788 detect_ob->anim_speed = detect->anim_speed;
1789 detect_ob->last_anim=0;
1790 /* by default, the detect_ob is already animated */
1791 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1792 }
1793 insert_ob_in_map(detect_ob, m, op,0);
1794 }
1795 } /* for processing the surrounding spaces */
1796
1797
1798 /* Now process objects in the players inventory if detect curse or magic */
1799 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1800 done_one = 0;
1801 for (tmp = op->inv; tmp; tmp = tmp->below) {
1802 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1803 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1804 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1805 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1806 if (op->type==PLAYER)
1807 esrv_send_item (op, tmp);
1808 }
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1810 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1811 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1812 if (op->type==PLAYER)
1813 esrv_send_item (op, tmp);
1814 }
1815 } /* if item is not identified */ 1727 } /* if item is not identified */
1816 } /* for the players inventory */ 1728 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
1818 return 1; 1731 return 1;
1819} 1732}
1820 1733
1821 1734
1822/** 1735/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1736 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1737 * level whos spell did cause the overcharge.
1825 */ 1738 */
1739static void
1826static void charge_mana_effect(object *victim, int caster_level) 1740charge_mana_effect (object *victim, int caster_level)
1827{ 1741{
1828 1742
1829 /* Prevent explosions for objects without mana. Without this check, doors 1743 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1744 * will explode, too.
1831 */ 1745 */
1832 if (victim->stats.maxsp <= 0) 1746 if (victim->stats.maxsp <= 0)
1833 return; 1747 return;
1834 1748
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1750
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
1838 object *tmp; 1752 {
1839
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841
1842 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1845 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1846 tmp->x = victim->x;
1847 tmp->y = victim->y;
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
1850 } 1756 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1758 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1853 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1762 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1764 confuse_player (victim, victim, 99);
1860 } 1765 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1766 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1767 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1768}
1865 1769
1866/* cast_transfer 1770/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1771 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1772 * We let the target go above their normal maximum SP.
1869 */ 1773 */
1870 1774
1775int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1776cast_transfer (object *op, object *caster, object *spell, int dir)
1777{
1872 object *plyr=NULL; 1778 object *plyr = NULL;
1873 sint16 x, y; 1779 sint16 x, y;
1874 mapstruct *m; 1780 maptile *m;
1875 int mflags; 1781 int mflags;
1876 1782
1877 m = op->map; 1783 m = op->map;
1878 x = op->x+freearr_x[dir]; 1784 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 1785 y = op->y + freearr_y[dir];
1880 1786
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1787 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1788
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1789 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1790 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1791 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1886 break; 1793 break;
1887 } 1794 }
1888 1795
1889 1796
1890 /* If we did not find a player in the specified direction, transfer 1797 /* If we did not find a player in the specified direction, transfer
1891 * to anyone on top of us. This is used for the rune of transference mostly. 1798 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 1799 */
1893 if(plyr==NULL) 1800 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1801 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1895 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1802 if (plyr != op && plyr->flag [FLAG_ALIVE])
1896 break; 1803 break;
1897 1804
1898 if (!plyr) { 1805 if (!plyr)
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1806 {
1807 op->failmsg ("There is no one there.");
1900 return 0; 1808 return 0;
1901 } 1809 }
1902 /* give sp */ 1810 /* give sp */
1903 if(spell->stats.dam > 0) { 1811 if (spell->stats.dam > 0)
1812 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
1906 return 1; 1815 return 1;
1907 } 1816 }
1908 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1818 else if (op != plyr)
1819 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1820 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 1821
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1822 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 1823
1914 if (rate > 95) rate=95; 1824 if (rate > 95)
1825 rate = 95;
1915 1826
1916 sucked = (plyr->stats.sp * rate) / 100; 1827 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1828 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1829 if (op->flag [FLAG_ALIVE])
1830 {
1919 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
1922 if (sucked > 0) { 1834 if (sucked > 0)
1835 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
1924 } 1837 }
1925 } 1838 }
1926 return 1; 1839 return 1;
1927 } 1840 }
1928 return 0; 1841 return 0;
1929} 1842}
1930 1843
1931 1844
1932/* counterspell: nullifies spell effects. 1845/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1846 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1847 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1848 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1849 * this may nullify it.
1937 */ 1850 */
1851void
1938void counterspell(object *op,int dir) 1852counterspell (object *op, int dir)
1939{ 1853{
1940 object *tmp, *head, *next; 1854 object *tmp, *head, *next;
1941 int mflags; 1855 int mflags;
1942 mapstruct *m; 1856 maptile *m;
1943 sint16 sx,sy; 1857 sint16 sx, sy;
1944 1858
1945 sx = op->x + freearr_x[dir]; 1859 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 1860 sy = op->y + freearr_y[dir];
1947 m = op->map; 1861 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1862 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 1863 if (mflags & P_OUT_OF_MAP)
1864 return;
1865
1866 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 1867 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1868 next = tmp->above;
1953 1869
1954 /* Need to look at the head object - otherwise, if tmp 1870 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1871 * points to a monster, we don't have all the necessary
1956 * info for it. 1872 * info for it.
1957 */ 1873 */
1874 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1875 head = tmp->head;
1876 else
1959 else head = tmp; 1877 head = tmp;
1960 1878
1961 /* don't attack our own spells */ 1879 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1880 if (tmp->owner && tmp->owner == op->owner)
1881 continue;
1963 1882
1964 /* Basically, if the object is magical and not counterspell, 1883 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1884 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1885 * monsters either.
1967 */ 1886 */
1968 1887
1969 if (head->attacktype & AT_MAGIC && 1888 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1889 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1890 && !head->flag [FLAG_MONSTER]
1972 (op->level > head->level)) { 1891 && (op->level > head->level))
1973 remove_ob(head); 1892 head->destroy ();
1974 free_object(head); 1893 else
1975 } else switch(head->type) { 1894 switch (head->type)
1895 {
1976 case SPELL_EFFECT: 1896 case SPELL_EFFECT:
1897 // XXX: Don't affect floor spelleffects. See also XXX comment
1898 // about sanctuary in spell_util.C
1899 if (tmp->flag [FLAG_IS_FLOOR])
1900 continue;
1901
1977 if(op->level > head->level) { 1902 if (op->level > head->level)
1978 remove_ob(head); 1903 head->destroy ();
1979 free_object(head); 1904
1980 }
1981 break; 1905 break;
1982 1906
1983 /* I really don't get this rune code that much - that 1907 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1908 * random chance seems really low.
1985 */ 1909 */
1986 case RUNE: 1910 case RUNE:
1987 if(rndm(0, 149) == 0) { 1911 if (rndm (0, 149) == 0)
1912 {
1988 head->stats.hp--; /* weaken the rune */ 1913 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1914 if (!head->stats.hp)
1990 remove_ob(head); 1915 head->destroy ();
1991 free_object(head);
1992 } 1916 }
1993 }
1994 break; 1917 break;
1995 } 1918 }
1996 } 1919 }
1997} 1920}
1998
1999
2000 1921
2001/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
1923int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1924cast_consecrate (object *op, object *caster, object *spell)
1925{
2003 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
2004 1927
2005 object *tmp, *god=find_god(determine_god(op)); 1928 object *tmp, *god = find_god (determine_god (op));
2006 1929
2007 if(!god) { 1930 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1931 {
2009 "You can't consecrate anything if you don't worship a god!"); 1932 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2010 return 0; 1933 return 0;
2011 } 1934 }
2012 1935
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1936 for (tmp = op->below; tmp; tmp = tmp->below)
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1937 {
1938 if (tmp->flag [FLAG_IS_FLOOR])
1939 break;
2015 if(tmp->type==HOLY_ALTAR) { 1940 if (tmp->type == HOLY_ALTAR)
1941 {
2016 1942
2017 if(tmp->level > caster_level(caster, spell)) { 1943 if (tmp->level > casting_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1944 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1945 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1946 return 0;
2021 } else {
2022 /* If we got here, we are consecrating an altar */
2023 if(tmp->name) free_string(tmp->name);
2024 sprintf(buf,"Altar of %s",god->name);
2025 tmp->name = add_string(buf);
2026 tmp->level = caster_level(caster, spell);
2027 tmp->other_arch = god->arch;
2028 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2029 new_draw_info_format(NDI_UNIQUE,0, op,
2030 "You consecrated the altar to %s!",god->name);
2031 return 1;
2032 } 1947 }
1948 else
1949 {
1950 /* If we got here, we are consecrating an altar */
1951 sprintf (buf, "Altar of %s", &god->name);
1952 tmp->name = buf;
1953 tmp->level = casting_level (caster, spell);
1954 tmp->other_arch = god->arch;
1955
1956 if (op->type == PLAYER)
1957 esrv_update_item (UPD_NAME, op, tmp);
1958
1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1960 return 1;
2033 } 1961 }
1962 }
2034 } 1963 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1964
1965 op->failmsg ("You are not standing over an altar!");
2036 return 0; 1966 return 0;
2037} 1967}
2038 1968
2039/* animate_weapon - 1969/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1970 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2041 * The golem is based on the archetype specified, modified by the caster's level 1971 * The golem is based on the archetype specified, modified by the caster's level
2044 * This code was very odd - code early on would only let players use the spell, 1974 * This code was very odd - code early on would only let players use the spell,
2045 * yet the code wass full of player checks. I've presumed that the code 1975 * yet the code wass full of player checks. I've presumed that the code
2046 * that only let players use it was correct, and removed all the other 1976 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 1977 * player checks. MSW 2003-01-06
2048 */ 1978 */
2049 1979int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1980animate_weapon (object *op, object *caster, object *spell, int dir)
1981{
2051 object *weapon, *tmp; 1982 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 1983 char buf[MAX_BUF];
2053 int a, i; 1984 int a, i;
2054 sint16 x, y; 1985 sint16 x, y;
2055 mapstruct *m; 1986 maptile *m;
2056 materialtype_t *mt; 1987
2057
2058 if(!spell->other_arch){ 1988 if (!spell->other_arch)
1989 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1990 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1991 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 1992 return 0;
2062 } 1993 }
2063 /* exit if it's not a player using this spell. */ 1994 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 1995 if (op->type != PLAYER)
1996 return 0;
2065 1997
2066 /* if player already has a golem, abort */ 1998 /* if player already has a golem, abort */
2067 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1999 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 2000 {
2001 control_golem (golem, dir);
2069 return 0; 2002 return 0;
2070 } 2003 }
2071 2004
2072 /* if no direction specified, pick one */ 2005 /* if no direction specified, pick one */
2073 if(!dir) 2006 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2007 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2075 2008
2076 m = op->map; 2009 m = op->map;
2077 x = op->x+freearr_x[dir]; 2010 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2011 y = op->y + freearr_y[dir];
2079 2012
2080 /* if there's no place to put the golem, abort */ 2013 /* if there's no place to put the golem, abort */
2081 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2014 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2082 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2015 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2016 {
2017 op->failmsg ("There is something in the way.");
2084 return 0; 2018 return 0;
2085 } 2019 }
2086 2020
2087 /* Use the weapon marked by the player. */ 2021 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2022 weapon = find_marked_object (op);
2089 2023
2090 if (!weapon) { 2024 if (!weapon)
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2025 {
2026 op->failmsg ("You must mark a weapon to use with this spell!");
2092 return 0; 2027 return 0;
2093 } 2028 }
2029
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2030 if (spell->race && weapon->arch->archname != spell->race)
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2031 {
2032 op->failmsg ("The spell fails to transform your weapon.");
2096 return 0; 2033 return 0;
2097 } 2034 }
2035
2098 if (weapon->type != WEAPON) { 2036 if (weapon->type != WEAPON)
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2037 {
2038 op->failmsg ("You need to wield a weapon to animate it.");
2100 return 0; 2039 return 0;
2040 }
2041
2042 if (weapon->flag [FLAG_APPLIED])
2101 } 2043 {
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2044 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2104 query_name(weapon));
2105 return 0; 2045 return 0;
2106 } 2046 }
2107 2047
2108 if (weapon->nrof > 1) { 2048 weapon = weapon->split ();
2109 tmp = get_split_ob(weapon, 1);
2110 esrv_send_item(op, weapon);
2111 weapon = tmp;
2112 }
2113 2049
2114 /* create the golem object */ 2050 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2051 tmp = spell->other_arch->instance ();
2116 2052
2117 /* if animated by a player, give the player control of the golem */ 2053 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2054 tmp->clr_flag (FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2055 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2056 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2057 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2058 tmp->set_owner (op);
2059 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2060 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp;
2126 op->contr->shoottype=range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2061
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2062 /* Give the weapon to the golem now. A bit of a hack to check the
2130 * removed flag - it should only be set if get_split_object was 2063 * removed flag - it should only be set if weapon->split was
2131 * used above. 2064 * used above.
2132 */ 2065 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2066 if (!weapon->flag [FLAG_REMOVED])
2134 remove_ob (weapon); 2067 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2068
2136 esrv_send_item(op, weapon); 2069 tmp->insert (weapon);
2070
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2071 /* To do everything necessary to let a golem use the weapon is a pain,
2138 * so instead, just set it as equipped (otherwise, we need to update 2072 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2073 * body_info, skills, etc)
2140 */ 2074 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2075 tmp->set_flag (FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2076 weapon->set_flag (FLAG_APPLIED);
2143 fix_player(tmp); 2077 tmp->update_stats ();
2144 2078
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2079 /* There used to be 'odd' code that basically seemed to take the absolute
2146 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2080 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2147 * if you're using a crappy weapon, it shouldn't be as good. 2081 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2082 */
2149 2083
2150 /* modify weapon's animated wc */ 2084 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2085 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2152 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2086 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2087 tmp->stats.wc = -127;
2154 2088
2155 /* Modify hit points for weapon */ 2089 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2090 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2091 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2092 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2093 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2094 tmp->stats.hp = tmp->stats.maxhp;
2161 2095
2162 /* Modify weapon's damage */ 2096 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2097 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2164 + weapon->stats.dam 2098 if (tmp->stats.dam < 0)
2165 + weapon->magic 2099 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2100
2169 2101
2170 /* attacktype */ 2102 /* attacktype */
2171 if ( ! tmp->attacktype) 2103 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2104 tmp->attacktype = AT_PHYSICAL;
2173 2105
2174 mt = NULL;
2175 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname);
2177 if (mt != NULL) {
2178 for (i=0; i < NROFATTACKS; i++) 2106 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2107 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2180 a = mt->save[0]; 2108
2181 } else { 2109 a = op->material->save[0];
2182 for (i=0; i < NROFATTACKS; i++) 2110
2183 tmp->resist[i] = 5;
2184 a = 10;
2185 }
2186 /* Set weapon's immunity */ 2111 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2112 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2113 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2114 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2115 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2116 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2117 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2118 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2119 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2120 tmp->resist[ATNR_BLIND] = 100;
2196 2121
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2122 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2123
2199 if (a > 14) a = 14; 2124 if (a > 14)
2125 a = 14;
2126
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2127 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2128
2202 /* Determine golem's speed */ 2129 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2130 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2131
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2132 if (!spell->race)
2133 {
2208 sprintf(buf, "animated %s", weapon->name); 2134 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2135 tmp->name = buf;
2211 2136
2212 tmp->face = weapon->face; 2137 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2138 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2139 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2140 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2141 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2142 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2218 SET_FLAG(tmp,FLAG_ANIMATE);
2219 } else {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2221 }
2222 update_ob_speed(tmp);
2223 } 2143 }
2224 2144
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2145 /* make experience increase in proportion to the strength of the summoned creature. */
2226 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2146 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2227 2147
2228 tmp->speed_left= -1; 2148 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2149 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2150
2151 m->insert (tmp, x, y, op);
2233 return 1; 2152 return 1;
2234} 2153}
2235 2154
2236/* cast_daylight() - changes the map darkness level *lower* */ 2155/* cast_daylight() - changes the map darkness level *lower* */
2237 2156
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2157/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2158 * This changes the light level for the entire map.
2240 */ 2159 */
2241 2160int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2161cast_change_map_lightlevel (object *op, object *caster, object *spell)
2162{
2243 int success; 2163 int success;
2244 2164
2245 if(!op->map) return 0; /* shouldnt happen */ 2165 if (!op->map)
2166 return 0; /* shouldnt happen */
2246 2167
2247 success=change_map_light(op->map,spell->stats.dam); 2168 success = op->map->change_map_light (spell->stats.dam);
2169
2248 if(!success) { 2170 if (!success)
2171 {
2249 if (spell->stats.dam < 0) 2172 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2173 op->failmsg ("It can be no brighter here.");
2251 else 2174 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2175 op->failmsg ("It can be no darker here.");
2253 } 2176 }
2177
2254 return success; 2178 return success;
2255} 2179}
2256
2257
2258
2259
2260 2180
2261/* create an aura spell object and put it in the player's inventory. 2181/* create an aura spell object and put it in the player's inventory.
2262 * as usual, op is player, caster is the object casting the spell, 2182 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2183 * spell is the spell object itself.
2264 */ 2184 */
2185int
2265int create_aura(object *op, object *caster, object *spell) 2186create_aura (object *op, object *caster, object *spell)
2266{ 2187{
2267 int refresh=0; 2188 int refresh = 0;
2268 object *new_aura; 2189 object *new_aura;
2269 2190
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2191 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2192 if (new_aura)
2272 else new_aura = arch_to_object(spell->other_arch); 2193 refresh = 1;
2194 else
2195 new_aura = spell->other_arch->instance ();
2273 2196
2274 new_aura->duration = spell->duration + 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2198
2277 new_aura->stats.dam = spell->stats.dam 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2200
2280 set_owner(new_aura,op);
2281 set_spell_skill(op, caster, spell, new_aura); 2201 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2202 new_aura->attacktype = spell->attacktype;
2283 2203
2284 new_aura->level = caster_level(caster, spell); 2204 new_aura->level = casting_level (caster, spell);
2205
2285 if (refresh) 2206 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2208 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2210
2289 insert_ob_in_ob(new_aura, op); 2211 insert_ob_in_ob (new_aura, op);
2212 new_aura->set_owner (op);
2213
2290 return 1; 2214 return 1;
2291} 2215}
2292
2293 2216
2294/* move aura function. An aura is a part of someone's inventory, 2217/* move aura function. An aura is a part of someone's inventory,
2295 * which he carries with him, but which acts on the map immediately 2218 * which he carries with him, but which acts on the map immediately
2296 * around him. 2219 * around him.
2297 * Aura parameters: 2220 * Aura parameters:
2298 * duration: duration counter. 2221 * duration: duration counter.
2299 * attacktype: aura's attacktype 2222 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2223 * other_arch: archetype to drop where we attack
2301 */ 2224 */
2302 2225void
2303void move_aura(object *aura) { 2226move_aura (object *aura)
2304 int i, mflags; 2227{
2305 object *env;
2306 mapstruct *m;
2307
2308 /* auras belong in inventories */ 2228 /* auras belong in inventories */
2309 env = aura->env; 2229 object *env = aura->env;
2230 object *owner = aura->owner;
2310 2231
2311 /* no matter what we've gotta remove the aura... 2232 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2233 * we'll put it back if its time isn't up.
2313 */ 2234 */
2314 remove_ob(aura); 2235 aura->remove ();
2315 2236
2316 /* exit if we're out of gas */ 2237 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2238 if (aura->duration-- < 0)
2318 free_object(aura); 2239 {
2240 aura->destroy ();
2319 return; 2241 return;
2320 } 2242 }
2321 2243
2322 /* auras only exist in inventories */ 2244 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2245 if (!env || !env->map)
2324 free_object(aura); 2246 {
2247 aura->destroy ();
2325 return; 2248 return;
2326 } 2249 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2250
2330 /* we need to jump out of the inventory for a bit 2251 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2252 * in order to hit the map conveniently.
2332 */ 2253 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2254 aura->insert_at (env, aura);
2334 2255
2335 for(i=1;i<9;i++) { 2256 for (int i = 1; i < 9; i++)
2336 sint16 nx, ny; 2257 {
2337 nx = aura->x + freearr_x[i]; 2258 mapxy pos (env);
2338 ny = aura->y + freearr_y[i]; 2259 pos.move (i);
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2340 2260
2341 /* Consider the movement tyep of the person with the aura as 2261 /* Consider the movement type of the person with the aura as
2342 * movement type of the aura. Eg, if the player is flying, the aura 2262 * movement type of the aura. Eg, if the player is flying, the aura
2343 * is flying also, if player is walking, it is on the ground, etc. 2263 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2264 */
2345 if (!(mflags & P_OUT_OF_MAP) 2265 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2347 { 2266 {
2348 hit_map(aura,i,aura->attacktype,0); 2267 hit_map (aura, i, aura->attacktype, 0);
2349 2268
2350 if(aura->other_arch) { 2269 if (aura->other_arch)
2351 object *new_ob; 2270 pos.insert (aura->other_arch->instance (), aura);
2352
2353 new_ob = arch_to_object(aura->other_arch);
2354 new_ob->x = nx;
2355 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0);
2357 } 2271 }
2358 }
2359 } 2272 }
2273
2360 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2275 env->insert (aura);
2362 insert_ob_in_ob(aura, env); 2276 aura->set_owner (owner);
2363} 2277}
2364 2278
2365/* moves the peacemaker spell. 2279/* moves the peacemaker spell.
2366 * op is the piece object. 2280 * op is the piece object.
2367 */ 2281 */
2368 2282void
2369void move_peacemaker(object *op) { 2283move_peacemaker (object *op)
2370 object *tmp; 2284{
2371 2285 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2286 {
2373 int atk_lev, def_lev; 2287 int atk_lev, def_lev;
2374 object *victim=tmp; 2288 object *victim = tmp->head_ ();
2375 2289
2376 if (tmp->head) victim=tmp->head; 2290 if (!victim->flag [FLAG_MONSTER])
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2291 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2292
2293 if (victim->flag [FLAG_UNAGGRESSIVE])
2294 continue;
2295
2379 if (victim->stats.exp == 0) continue; 2296 if (victim->stats.exp == 0)
2297 continue;
2380 2298
2381 def_lev = MAX(1,victim->level); 2299 def_lev = max (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2300 atk_lev = max (1, op->level);
2383 2301
2384 if (rndm(0, atk_lev-1) > def_lev) { 2302 if (rndm (0, atk_lev - 1) > def_lev)
2303 {
2385 /* make this sucker peaceful. */ 2304 /* make this sucker peaceful. */
2386 2305
2306 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2307 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2308 victim->stats.exp = 0;
2389#if 0 2309#if 0
2390 /* No idea why these were all set to zero - if something 2310 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2311 * makes this creature agressive, he should still do damage.
2392 */ 2312 */
2393 victim->stats.dam = 0; 2313 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2314 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2315 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2316 victim->stats.Pow = 0;
2397#endif 2317#endif
2398 victim->attack_movement = RANDO2; 2318 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2319 victim->set_flag (FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2320 victim->set_flag (FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2321 victim->set_flag (FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2322 victim->clr_flag (FLAG_MONSTER);
2323
2403 if(victim->name) { 2324 if (victim->name)
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2325 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2326 }
2406 }
2407 } 2327 }
2408} 2328}
2409
2410 2329
2411/* This writes a rune that contains the appropriate message. 2330/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2331 * There really isn't any adjustments we make.
2413 */ 2332 */
2414 2333int
2415int write_mark(object *op, object *spell, const char *msg) { 2334write_mark (object *op, object *spell, const char *msg)
2416 char rune[HUGE_BUF]; 2335{
2417 object *tmp;
2418
2419 if (!msg || msg[0] == 0) { 2336 if (!msg || msg[0] == 0)
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2337 {
2338 op->failmsg ("Write what?");
2421 return 0; 2339 return 0;
2340 }
2341
2342 if (!msg_is_safe (msg))
2422 } 2343 {
2423 2344 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2424 if (strcasestr_local(msg, "endmsg")) {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2426 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2345 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2346 return 0;
2428 } 2347 }
2348
2429 if (!spell->other_arch) return 0; 2349 if (!spell->other_arch)
2430 tmp = arch_to_object(spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2);
2432 rune[HUGE_BUF-2] = 0;
2433 strcat(rune, "\n");
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/
2435 tmp->msg = add_string(rune);
2436 tmp->x = op->x;
2437 tmp->y = op->y;
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2350 return 0;
2351
2352 object *tmp = spell->other_arch->instance ();
2353
2354 tmp->race = op->name; /*Save the owner of the rune */
2355 tmp->msg = msg;
2356
2357 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2358
2359 return 1;
2440} 2360}
2361

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