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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 1.145 by root, Wed Nov 16 23:42:03 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
66 object *wand, *tmp; 62{
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 object *wand = op->mark ();
66
70 if(wand == NULL || wand->type != WAND) { 67 if (!wand || wand->type != WAND)
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 {
69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 74 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 77 wand->destroy ();
79 remove_ob(wand); 78 object *tmp = archetype::get (shstr_fireball);
80 free_object(wand);
81 tmp = get_archetype("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 85
86 tmp->x = op->x; 86 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 87 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 88
89 tmp->insert_at (op);
89 return 1; 90 return 1;
90 } 91 }
91 92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 {
97 query_name(wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 100 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
106 SET_FLAG(wand, FLAG_ANIMATE); 110 {
111 wand->set_flag (FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 113 }
114
110 return 1; 115 return 1;
111} 116}
112 117
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 120 * arrows.
118 * great a plus, the default is used. 123 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
122 */ 127 */
123 128int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 130{
126 int missile_plus=0, bonus_plus=0; 131 int bonus_plus = 0;
127 const char *missile_name; 132 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 133
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name=tmp->race; 136 missile_name = tmp->race;
136 }
137 137
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 139
140 if (find_archetype(missile_name)==NULL) { 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 145 return 0;
146 }
147
148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
144 } 151 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 153 if (isalpha (*spellparam))
154 {
150 artifact *al = find_artifactlist(missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
151 156
152 for ( ; al != NULL; al=al->next) 157 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 158 if (!strcasecmp (al->item->name, spellparam))
159 break;
154 160
155 if (!al) { 161 if (!al)
156 free_object(missile); 162 {
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 missile->destroy ();
158 stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
159 return 0; 165 return 0;
160 } 166 }
167
161 if (al->item->slaying) { 168 if (al->item->slaying)
162 free_object(missile); 169 {
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 missile->destroy ();
164 missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
165 return 0; 172 return 0;
166 } 173 }
174
167 give_artifact_abilities(missile, al->item); 175 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
171 */ 179 */
172 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 181 missile_plus = 0;
174 } else 182 }
175 if (atoi(stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 184 missile_plus = atoi (spellparam);
177 } 185 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 186
187 missile_plus = clamp (missile_plus, -4, 4);
188
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
185 if (missile->nrof < 1) 192 if (missile->nrof < 1)
186 missile->nrof=1; 193 missile->nrof = 1;
187 194
188 missile->magic = missile_plus; 195 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
190 missile->value=0; 197 missile->value = 0;
191 198
192 SET_FLAG(missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
193 tag = missile->count;
194 200
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 201 cast_create_obj (op, caster, missile, dir);
196 && ! was_destroyed (missile, tag)) 202
197 { 203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
198 pick_up(op, missile); 206 pick_up (op, missile);
199 } 207
200 return 1; 208 return 1;
201} 209}
202
203 210
204/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 215{
208 int food_value; 216 int food_value;
209 archetype *at=NULL; 217 archetype *at = NULL;
210 object *new_op; 218 object *new_op;
211 219
212 food_value=spell_ob->stats.food + 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 221
215 if(stringarg) { 222 if (spellparam)
223 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 225 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 228 spellparam = NULL;
229 }
230
231 if (!spellparam)
221 } 232 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 233 archetype *at_tmp;
225 234
226 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 237 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 239 * to be altered from the donor.
231 */ 240 */
232 241
233 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 243 for_all_archetypes (at_tmp)
244 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 {
236 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 249 * the item we have now, take it instead.
239 */ 250 */
240 if (at_tmp->clone.stats.food<=food_value && 251 if (at_tmp->stats.food <= food_value
252 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
242 at=at_tmp; 256 at = at_tmp;
243 } 257 }
244 } 258 }
245 } 259 }
260
246 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
247 * know 262 * know
248 */ 263 */
249 if (!at) { 264 if (!at)
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 265 {
266 op->failmsgf ("You don't have enough experience to create any food.");
251 return 0; 267 return 0;
252 } 268 }
253 269
254 food_value/=at->clone.stats.food; 270 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 271 new_op = at->instance ();
256 new_op->nrof = food_value; 272 new_op->nrof = food_value;
257 273
258 new_op->value = 0; 274 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 275 if (new_op->nrof < 1)
276 new_op->nrof = 1;
260 277
261 cast_create_obj(op, caster,new_op, dir); 278 cast_create_obj (op, caster, new_op, dir);
262 return 1; 279 return 1;
263} 280}
264 281
282int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 283probe (object *op, object *caster, object *spell_ob, int dir)
284{
266 int r, mflags, maxrange; 285 int r, mflags, maxrange;
267 object *tmp; 286 object *tmp;
268 mapstruct *m; 287 maptile *m;
269 288
270
271 if(!dir) { 289 if (!dir)
290 {
272 examine_monster(op,op); 291 examine_monster (op, op);
273 return 1; 292 return 1;
274 } 293 }
294
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 296 for (r = 1; r < maxrange; r++)
297 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 299
279 m = op->map; 300 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 302
282 if (mflags & P_OUT_OF_MAP) break; 303 if (mflags & P_OUT_OF_MAP)
304 break;
283 305
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
307 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 309 return 0;
287 } 310 }
311
288 if (mflags & P_IS_ALIVE) { 312 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 313 {
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 318 if (tmp->head != NULL)
293 tmp=tmp->head; 319 tmp = tmp->head;
294 examine_monster(op,tmp); 320 examine_monster (op, tmp);
295 return 1; 321 return 1;
296 } 322 }
297 } 323 }
298 } 324 }
325
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 327 return 1;
301} 328}
302
303 329
304/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 331 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 334 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 335 * pl is invisible.
310 */ 336 */
337int
311int makes_invisible_to(object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
312{ 339{
313
314 if (!pl->invisible) return 0; 340 if (!pl->invisible)
341 return 0;
342
315 if (pl->type == PLAYER ) { 343 if (pl->type == PLAYER)
344 {
316 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 346 if (!pl->contr->invis_race)
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 347 {
348 if (mon->flag [FLAG_UNDEAD])
319 return 1; 349 return 0;
350
351 return 1;
320 } 352 }
353
321 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 356 return 1;
357
324 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 359 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 360 return 0;
329 } else { 361
330 /* monsters are invisible to everything */ 362 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 363 return 1;
364
365 /* Nothing matched above, return 0 */
366 return 0;
367 }
368 else
369 {
370 /* monsters are invisible to everything */
371 return 1;
332 } 372 }
333} 373}
334 374
335/* Makes the player or character invisible. 375/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 376 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 379 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you 380 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/ 381 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 382 * normal applies.
343 */ 383 */
384int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 385cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 386{
346
347 if(op->invisible>1000) { 387 if (op->invisible > 1000)
388 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
349 return 0; 390 return 0;
350 } 391 }
351 392
352 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 394 * and if statement or two.
354 */ 395 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
356 /* max duration */ 398 /* limit duration */
357 if(op->invisible>1000) op->invisible = 1000; 399 min_it (op->invisible, 1000);
358 400
359 if (op->type == PLAYER) { 401 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 402 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 403 op->contr->invis_race = spell_ob->race;
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 404
405 if (spell_ob->flag [FLAG_MAKE_INVIS])
364 op->contr->tmp_invis=0; 406 op->contr->tmp_invis = 0;
365 else 407 else
366 op->contr->tmp_invis=1; 408 op->contr->tmp_invis = 1;
367
368 op->contr->hidden = 0;
369 } 409 }
410
370 if (makes_invisible_to(op, op)) 411 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 413 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 415
375 update_object(op,UP_OBJ_FACE); 416 update_object (op, UP_OBJ_CHANGE);
376 417
377 /* Only search the active objects - only these should actually do 418 /* Only search the active objects - only these should actually do
378 * harm to the player. 419 * harm to the player.
379 */ 420 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 421 for_all_actives (tmp)
381 if (tmp->enemy == op) 422 if (tmp->enemy == op)
382 tmp->enemy = NULL; 423 tmp->enemy = 0;
424
383 return 1; 425 return 1;
384} 426}
385 427
386/* earth to dust spell. Basically destroys earthwalls in the area. 428/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 429 */
430int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 431cast_earth_to_dust (object *op, object *caster, object *spell_ob)
389 object *tmp, *next; 432{
390 int range,i,j, mflags; 433 int range, i, j, mflags;
391 sint16 sx, sy; 434 sint16 sx, sy;
392 mapstruct *m; 435 maptile *m;
393 436
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 438
399 for(i= -range;i<=range;i++) 439 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 440 for (j = -range; j <= range; j++)
441 {
401 sx = op->x + i; 442 sx = op->x + i;
402 sy = op->y + j; 443 sy = op->y + j;
403 m = op->map; 444 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 446
406 if (mflags & P_OUT_OF_MAP) continue; 447 if (mflags & P_OUT_OF_MAP)
448 continue;
407 449
408 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be torn down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 451 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
410 { 452 {
411 next = tmp->above; 453 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454
455 if (tmp->flag [FLAG_TEAR_DOWN])
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 457 }
458 }
459
416 return 1; 460 return 1;
417} 461}
418 462
419 463void
420void execute_word_of_recall(object *op) { 464execute_word_of_recall (object *op)
421 object *wor=op; 465{
422 while(op!=NULL && op->type!=PLAYER) 466 if (object *pl = op->in_player ())
423 op=op->env; 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
424
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 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 op->destroy ();
432 free_object(wor);
433} 473}
434 474
435/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
437 * time delay effect. 477 * time delay effect.
438 */ 478 */
479int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
440 object *dummy; 481{
441 int time; 482 if (!op->is_player ())
442
443 if(op->type!=PLAYER)
444 return 0; 483 return 0;
445 484
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 486 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 488 return 1;
450 } 489 }
451 490
452 dummy=get_archetype(FORCE_NAME); 491 object *dummy = archetype::get (FORCE_NAME);
453 if(dummy == NULL){ 492
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0;
457 }
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
459 if (time <1 ) time=1;
460 494
461 /* value of speed really doesn't make much difference, as long as it is 495 /* 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 496 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
464 */ 498 */
465 dummy->speed = 0.002; 499 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
503 dummy->slaying = op->contr->savebed_map;
504 dummy->stats.hp = op->contr->bed_x;
505 dummy->stats.sp = op->contr->bed_y;
470 506
471 /* If we could take advantage of enter_player_savebed() here, it would be 507 op->insert (dummy);
472 * nice, but until the map load fails, we can't. 508
473 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map);
475 EXIT_X(dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y;
477
478 (void) insert_ob_in_ob(dummy,op);
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
510
480 return 1; 511 return 1;
481} 512}
482 513
483/* cast_wonder 514/* cast_wonder
484 * wonder is really just a spell that will likely cast another 515 * wonder is really just a spell that will likely cast another
485 * spell. 516 * spell.
486 */ 517 */
518int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 519cast_wonder (object *op, object *caster, int dir, object *spell_ob)
520{
488 object *newspell; 521 object *newspell;
489 522
490 if(!rndm(0, 3)) 523 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 524 return cast_cone (op, caster, dir, spell_ob);
492 525
493 if (spell_ob->randomitems) { 526 if (spell_ob->randomitems)
527 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 528 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 529 if (!newspell)
530 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 531 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 532 return 0;
498 } 533 }
499 if (newspell->type != SPELL) { 534 if (newspell->type != SPELL)
535 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 536 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; 537 return 0;
503 } 538 }
504 /* Prevent inifinit recursion */ 539 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 540 if (newspell->subtype == SP_WONDER)
541 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 542 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 543 return 0;
508 } 544 }
509 return cast_spell(op,caster,dir,newspell, NULL); 545 return cast_spell (op, caster, dir, newspell, NULL);
510 } 546 }
547 return 1;
548}
549
550int
551perceive_self (object *op)
552{
553 const char *cp = describe_item (op, op);
554 archetype *at = archetype::find (shstr_depletion);
555
556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
557
558 if (!op->is_player ())
511 return 1; 559 return 0;
512}
513 560
561 if (object *race = archetype::find (op->race))
562 buf << " - You are a G<male|female> " << &race->name << ".\n";
514 563
515int perceive_self(object *op) { 564 if (object *god = find_god (determine_god (op)))
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 565 buf << " - You worship " << &god->name << ".\n";
517 archetype *at=find_archetype(ARCH_DEPLETION); 566 else
518 object *tmp; 567 buf << " - You worship no god.\n";
519 int i;
520 568
521 tmp=find_god(determine_god(op)); 569 object *tmp = present_arch_in_ob (at, op);
570
571 if (*cp == '\0' && !tmp)
572 buf << " - You feel very mundane. ";
573 else
574 {
575 buf << " - You have: " << cp << ".\n";
576
522 if (tmp) 577 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++) { 578 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 579 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 580 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 } 581 }
544 582
545 if (is_dragon_pl(op)) { 583 if (op->is_dragon ())
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 585 for (tmp = op->inv; tmp; tmp = tmp->below)
586 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
588 {
549 if(tmp->stats.exp == 0) { 589 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 590 buf << " - Your metabolism isn't focused on anything.\n";
551 } else { 591 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 592 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 593
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 594 break;
556 } 595 }
557 } 596 }
558 } 597
598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
599
559 return 1; 600 return 1;
560} 601}
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
803 602
804/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 604 * within some reason.
806 */ 605 */
807 606int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 607magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 608{
609 object *tmp;
810 int i,posblocked,negblocked, maxrange; 610 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 611 sint16 x, y;
812 mapstruct *m; 612 maptile *m;
813 const char *name; 613 const char *name;
814 archetype *at; 614 archetype *at;
815 615
816 if(!dir) { 616 if (!dir)
617 {
817 dir=op->facing; 618 dir = op->facing;
818 x = op->x; 619 x = op->x;
819 y = op->y; 620 y = op->y;
820 } else { 621 }
622 else
623 {
821 x = op->x+freearr_x[dir]; 624 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 625 y = op->y + freearr_y[dir];
823 } 626 }
627
824 m = op->map; 628 m = op->map;
825 629
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 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) || 631 (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))) { 632 ((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."); 633 {
634 op->failmsg ("Something is in the way.");
830 return 0; 635 return 0;
831 } 636 }
637
832 if (spell_ob->other_arch) { 638 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 639 tmp = spell_ob->other_arch->instance ();
834 } else if (spell_ob->race) { 640 else if (spell_ob->race)
641 {
835 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
836 643
837 sprintf(buf1,spell_ob->race,dir); 644 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 645 at = archetype::find (buf1);
839 if (!at) { 646 if (!at)
647 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 650 return 0;
843 } 651 }
844 tmp = arch_to_object(at); 652
845 } else { 653 tmp = at->instance ();
654 }
655 else
656 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 657 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 658 return 0;
849 } 659 }
850 660
851 if (tmp->type == SPELL_EFFECT) { 661 if (tmp->type == SPELL_EFFECT)
662 {
852 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 664 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 665 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; 666 tmp->range = 0;
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 667 }
859 tmp->stats.hp = spell_ob->duration + 668 else if (tmp->flag [FLAG_ALIVE])
860 SP_level_duration_adjust(caster, spell_ob); 669 {
670 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op); 672 }
863 set_spell_skill(op, caster, spell_ob, tmp); 673
674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
864 } 675 {
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 676 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
866 tmp->stats.food = spell_ob->duration + 677 tmp->set_flag (FLAG_IS_USED_UP);
867 SP_level_duration_adjust(caster, spell_ob); 678 }
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 679
680 if (spell_ob->flag [FLAG_TEAR_DOWN])
869 } 681 {
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 682 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
875 } 686 }
876 687
877 /* This can't really hurt - if the object doesn't kill anything, 688 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 689 * these fields just won't be used. Do not set the owner for
690 * earthwalls, though, so they survive restarts.
879 */ 691 */
692 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 693 tmp->set_owner (op);
694
881 set_spell_skill(op, caster, spell_ob, tmp); 695 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; 696 tmp->level = casting_level (caster, spell_ob) / 2;
885 697
886 name = tmp->name; 698 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 699 if (!(tmp = m->insert (tmp, x, y, op)))
700 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 701 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 702 return 0;
890 } 703 }
704
891 /* If this is a spellcasting wall, need to insert the spell object */ 705 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
894 708
895 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
899 * blocked spaces. 713 * blocked spaces.
900 */ 714 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 715 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 716 posblocked = 0;
903 negblocked=0; 717 negblocked = 0;
904 718
905 for(i=1; i<=maxrange; i++) { 719 for (i = 1; i <= maxrange; i++)
720 {
906 int dir2; 721 int dir2;
907 722
908 dir2 = (dir<4)?(dir+2):dir-2; 723 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 724
910 x = tmp->x+i*freearr_x[dir2]; 725 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 726 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 727 m = tmp->map;
913 728
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 729 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) && 730 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 731 {
917 tmp2 = get_object(); 732 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 733 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 734
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 */ 735 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 737 tmp2->insert (tmp2->other_arch->instance ());
925 738
739 }
740 else
926 } else posblocked=1; 741 posblocked = 1;
927 742
928 x = tmp->x-i*freearr_x[dir2]; 743 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 744 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 745 m = tmp->map;
931 746
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 747 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) && 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 749 {
935 tmp2 = get_object(); 750 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 751 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 752
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
755 }
756 else
942 } else negblocked=1; 757 negblocked = 1;
943 } 758 }
944 759
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
946 update_all_los(op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
947 762
763 return 1;
764}
765
766int
767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
768{
769 uint32 dist, maxdist;
770 int mflags;
771 maptile *m;
772 sint16 sx, sy;
773
774 if (op->type != PLAYER)
775 return 0;
776
777 if (!dir)
778 {
779 op->failmsg ("In what direction?");
780 return 0;
781 }
782
783 /* Given the new outdoor maps, can't let players dimension door for
784 * ever, so put limits in.
785 */
786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
787
788 if (spellparam)
789 {
790 int count = atoi (spellparam);
791
792 if (count > maxdist)
793 {
794 op->failmsg ("You can't dimension door that far!");
795 return 0;
796 }
797
798 for (dist = 0; dist < count; dist++)
799 {
800 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
801
802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
803 break;
804
805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
806 break;
807 }
808
809 if (dist < count)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
812 return 0;
813 }
814
815 /* Remove code that puts player on random space on maps. IMO,
816 * a lot of maps probably have areas the player should not get to,
817 * but may not be marked as NO_MAGIC (as they may be bounded
818 * by such squares). Also, there are probably treasure rooms and
819 * lots of other maps that protect areas with no magic, but the
820 * areas themselves don't contain no magic spaces.
821 */
822 /* This call here is really just to normalize the coordinates */
823 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
824 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
827 return 1; /* Maybe the penalty should be more severe... */
828 }
829 }
830 else
831 {
832 /* Player didn't specify a distance, so lets see how far
833 * we can move the player. Don't know why this stopped on
834 * spaces that blocked the players view.
835 */
836
837 for (dist = 0; dist < maxdist; dist++)
838 {
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
840
841 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
842 break;
843
844 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
845 break;
846
847 }
848
849 /* If the destination is blocked, keep backing up until we
850 * find a place for the player.
851 */
852 for (; dist > 0; dist--)
853 {
854 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
855 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
856 continue;
857
858
859 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
860 break;
861
862 }
863 if (!dist)
864 {
865 op->failmsg ("Your spell failed!\n");
866 return 0;
867 }
868 }
869
870 /* Actually move the player now */
871 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 872 return 1;
949}
950 873
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 */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
1053 return 1; 876 return 1;
1054} 877}
1055
1056 878
1057/* cast_heal: Heals something. 879/* cast_heal: Heals something.
1058 * op is the caster. 880 * op is the caster.
1059 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
1060 * spell is the spell object. 882 * spell is the spell object.
1061 */ 883 */
884int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 885cast_heal (object *op, object *caster, object *spell, int dir)
886{
1063 object *tmp; 887 object *tmp;
1064 archetype *at; 888 archetype *at;
1065 object *poison; 889 object *poison;
1066 int heal = 0, success = 0; 890 int heal = 0, success = 0;
1067 891
1068 tmp = find_target_for_friendly_spell(op,dir); 892 tmp = find_target_for_friendly_spell (op, dir);
1069 893
1070 if (tmp==NULL) return 0; 894 if (!tmp)
895 return 0;
1071 896
1072 /* Figure out how many hp this spell might cure. 897 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 898 * could be zero if this spell heals effects, not damage.
1074 */ 899 */
1075 heal = spell->stats.dam; 900 heal = spell->stats.dam;
1076 if (spell->stats.hp) 901 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 902 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 903
1080 if (heal) { 904 if (heal)
905 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 906 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 907 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
908 else
1083 } 909 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 912 * on amount of damage healed.
1088 */ 913 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
1091 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
1092 918
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 919 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 921 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 923 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 925 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 927 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 929
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 930 success = 1;
931 }
932 }
1110 933
934 if (spell->attacktype & AT_DISEASE)
935 if (cure_disease (tmp, op, spell))
936 success = 1;
937
1111 if (spell->attacktype & AT_POISON) { 938 if (spell->attacktype & AT_POISON)
1112 at = find_archetype("poisoning"); 939 {
940 at = archetype::find (shstr_poisoning);
1113 poison=present_arch_in_ob(at,tmp); 941 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 942 if (poison)
943 {
1115 success = 1; 944 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 946 poison->stats.food = 1;
1118 } 947 }
1119 } 948 }
949
1120 if (spell->attacktype & AT_CONFUSION) { 950 if (spell->attacktype & AT_CONFUSION)
951 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1122 if (poison) { 953 if (poison)
954 {
1123 success = 1; 955 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 957 poison->duration = 1;
1126 } 958 }
1127 } 959 }
960
1128 if (spell->attacktype & AT_BLIND) { 961 if (spell->attacktype & AT_BLIND)
1129 at=find_archetype("blindness"); 962 {
963 at = archetype::find (shstr_blindness);
1130 poison=present_arch_in_ob(at,tmp); 964 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 965 if (poison)
966 {
1132 success = 1; 967 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 969 poison->stats.food = 1;
1135 } 970 }
1136 } 971 }
972
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 973 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
974 {
1138 tmp->stats.sp += spell->last_sp; 975 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 976 if (tmp->stats.sp > tmp->stats.maxsp)
977 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 978 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 979 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 980 }
981
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 982 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
983 {
1144 tmp->stats.grace += spell->last_grace; 984 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 985 if (tmp->stats.grace > tmp->stats.maxgrace)
986 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 987 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 989 }
990
1149 if (spell->stats.food && tmp->stats.food < 999) { 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
992 {
1150 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 994 min_it (tmp->stats.food, MAX_FOOD);
995
1152 success = 1; 996 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 997 /* 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"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 999 }
1000
1156 return success; 1001 return success;
1157} 1002}
1158
1159 1003
1160/* This is used for the spells that gain stats. There are no spells 1004/* 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 1005 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1006 * good comments for those.
1163 */ 1007 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1008static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1009 "You grow no stronger.",
1166"You grow no more agile.", 1010 "You grow no more agile.",
1167"You don't feel any healthier.", 1011 "You don't feel any healthier.",
1168"no wis", 1012 "You didn't grow any more intelligent.",
1013 "You do not feel any wiser.",
1014 "You don't feel any more powerful."
1169"You are no easier to look at.", 1015 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1016};
1173 1017
1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1026{
1176 object *force=NULL; 1027 object *force = 0;
1177 int i; 1028 int i;
1178 1029
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1030 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1031 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1032 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1033 : op;
1183 tmp = op;
1184 }
1185 1034
1186 if(tmp==NULL) return 0; 1035 if (!tmp)
1187 1036 return 0;
1037
1188 /* If we've already got a force of this type, don't add a new one. */ 1038 /* 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) { 1039 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1040 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1041 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1042 {
1191 if (tmp2->name == spell_ob->name) { 1043 if (tmp2->name == spell_ob->name)
1044 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1045 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1046 break;
1194 } 1047 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1049 {
1196 if ( !silent ) 1050 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op,
1198 "You can not cast %s while %s is in effect", 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl); 1052 &spell_ob->name, &tmp2->name_pl);
1053
1200 return 0; 1054 return 0;
1201 } 1055 }
1202 } 1056 }
1203 } 1057 }
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 1058
1216 } else { 1059 int duration = change_ability_duration (spell_ob, caster);
1217 int duration;
1218 1060
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1061 if (force)
1062 {
1220 if (duration > force->duration) { 1063 if (duration > force->duration)
1064 {
1221 force->duration = duration; 1065 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1067 }
1223 } else { 1068 else
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1070
1226 return 1; 1071 return 1;
1227 } 1072 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1229 force->speed = 1.0; 1089 force->speed = 1.0;
1230 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1232 1092
1233 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1094 for (i = 0; i < NROFATTACKS; i++)
1235 if (spell_ob->resist[i]) { 1095 if (spell_ob->resist[i])
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1096 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1097
1238 }
1239 }
1240 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1100
1243 if (tmp->type == PLAYER) { 1101 if (tmp->type == PLAYER)
1102 {
1244 /* Stat adjustment spells */ 1103 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1104 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1105 {
1247 if (stat) { 1106 if (sint8 stat = spell_ob->stats.stat (i))
1107 {
1248 sm=0; 1108 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1109 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1110 sm += rndm (1, 3);
1251 1111
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1112 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1113 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1114
1255 } 1115 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1116
1257 if (!sm) 1117 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1118 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1119 }
1260 } 1120 }
1261 } 1121 }
1262 1122
1263 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1264 1124
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1267 1127
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1269 SET_FLAG(force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1270 1130
1271 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1132 if (spell_ob->stats.exp)
1133 {
1134 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1135 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1136 else
1275 force->stats.exp = spell_ob->stats.exp; 1137 force->stats.exp = spell_ob->stats.exp;
1276 } 1138 }
1277 1139
1278 force->stats.wc = spell_ob->stats.wc; 1140 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1141 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1142 force->attacktype = spell_ob->attacktype;
1281 1143
1282 insert_ob_in_ob(force,tmp); 1144 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1145 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1146 tmp->update_stats ();
1147
1285 return 1; 1148 return 1;
1286} 1149}
1287 1150
1288/* This used to be part of cast_change_ability, but it really didn't make 1151/* 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 1152 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1153 * of the caster.
1291 */ 1154 */
1292 1155int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1157{
1294 int i; 1158 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1296 1160
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1161 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1162 if (dir != 0)
1163 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1165
1166 if (!tmp)
1167 return 0;
1168 }
1169 else
1301 tmp = op; 1170 tmp = op;
1302 }
1303 1171
1304 /* If we've already got a force of this type, don't add a new one. */ 1172 /* 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) { 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1174 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1176 {
1307 if (tmp2->name == spell_ob->name) { 1177 if (tmp2->name == spell_ob->name)
1178 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1179 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1180 break;
1310 } 1181 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1182 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1183 {
1313 "You can not cast %s while %s is in effect", 1184 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; 1185 return 0;
1316 } 1186 }
1317 } 1187 }
1318 } 1188 }
1189
1319 if(force==NULL) { 1190 if (force == NULL)
1191 {
1320 force=get_archetype(FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1194 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1195 force->name = spell_ob->race;
1325 else 1196 else
1326 force->name = add_refcount(spell_ob->name); 1197 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1198 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1200 }
1201 else
1202 {
1331 int duration; 1203 int duration;
1332 1204
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1205 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1206 if (duration > force->duration)
1207 {
1335 force->duration = duration; 1208 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1209 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1210 }
1337 } else { 1211 else
1212 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1214 }
1340 return 0; 1215 return 0;
1341 } 1216 }
1217
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1218 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1219 force->speed = 1.0;
1344 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1346 1222
1347 if(!god) { 1223 if (!god)
1224 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1226 }
1227 else
1228 {
1350 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1230 for (i = 0; i < NROFATTACKS; i++)
1352 if (god->resist[i]>0) { 1231 if (god->resist[i] > 0)
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1232 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1233
1355 }
1356 force->path_attuned|=god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1235
1357 if (spell_ob->attacktype) { 1236 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1237 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1238
1360 }
1361 if (tmp != op) { 1239 if (tmp != op)
1240 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1241 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); 1242 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1243 }
1364 } else { 1244 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1247 }
1368 1248
1369 } 1249 }
1370 force->stats.wc = spell_ob->stats.wc; 1250 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1251 force->stats.ac = spell_ob->stats.ac;
1372 1252
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1253 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1254 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1255 tmp->update_stats ();
1376 return 1; 1256 return 1;
1377} 1257}
1378
1379
1380 1258
1381/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1382 * 1260 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1262 * 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 * 1263 *
1389 * Large nuggets are worth 25 gp each (base). You will always get 1264 * The value of the gold nuggets being about 90% of that of the item
1390 * the maximum number of large nuggets you could get. 1265 * 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 1266 * because the nuggets themselves will be will be adjusted by charisma
1392 * to the max amount of small nuggets as you could get. 1267 * 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 * 1268 *
1397 * There is also a chance (1:30) that you will get nothing at all 1269 * 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 1270 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1271 * alchemised.
1400 */ 1272 */
1401 1273static void
1402/* I didn't feel like passing these as arguements to the 1274alchemy_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{ 1275{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1277
1414 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1279 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1283 * the stuff back to town.
1420 */ 1284 */
1421 1285 if (obj->flag [FLAG_UNPAID])
1422 if (QUERY_FLAG(obj, FLAG_UNPAID))
1423 value=0; 1286 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1288 value /= 3;
1426 else 1289 else
1427 value = (value*9)/10; 1290 value = value * 9 / 10;
1428 1291
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1292 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1293 total_value += value;
1433 1294
1434 count = value / large->value; 1295 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 1296
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1297 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} 1298}
1455 1299
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1300int
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) 1301alchemy (object *op, object *caster, object *spell_ob)
1486{ 1302{
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) 1303 if (op->type != PLAYER)
1493 return 0; 1304 return 0;
1494 1305
1306 archetype *nugget[3];
1307
1308 nugget[0] = archetype::find (shstr_pyrite3);
1309 nugget[1] = archetype::find (shstr_pyrite2);
1310 nugget[2] = archetype::find (shstr_pyrite);
1311
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1312 /* 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 1313 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1314 * in sight
1498 */ 1315 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1316 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1317 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1318 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1319
1320 int weight = 0;
1321
1504 for(y= op->y-1;y<=op->y+1;y++) { 1322 for (int y = op->y - 1; y <= op->y + 1; y++)
1323 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1324 for (int x = op->x - 1; x <= op->x + 1; x++)
1325 {
1326 uint64 value = 0;
1327
1506 nx = x; 1328 sint16 nx = x;
1507 ny = y; 1329 sint16 ny = y;
1508 1330
1509 mp = op->map; 1331 maptile *mp = op->map;
1510 1332
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1333 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1334
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1335 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1336 continue;
1515 1337
1516 /* Treat alchemy a little differently - most spell effects 1338 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1339 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1340 * ground level effect.
1519 */ 1341 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1342 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1343 continue;
1522 1344
1523 small_nuggets=0; 1345 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1346 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1347 next = tmp->above;
1348
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1351 {
1531
1532 if (tmp->inv) { 1352 if (tmp->inv)
1353 {
1533 object *next1, *tmp1; 1354 object *next1, *tmp1;
1355
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1357 {
1535 next1 = tmp1->below; 1358 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1361 alchemy_object (tmp1, value, weight);
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1540 &weight);
1541 } 1362 }
1542 } 1363 }
1364
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp, value, weight);
1366
1367 if (weight > weight_max)
1368 break;
1369 }
1544 1370 }
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 1371
1554 /* Insert all the nuggets at one time. This probably saves time, but 1372 value -= rndm (value >> 4);
1555 * it also prevents us from alcheming nuggets that were just created 1373 value = min (value, value_max);
1556 * with this spell. 1374
1375 for (int i = 0; i < array_length (nugget); ++i)
1376 if (int nrof = value / nugget [i]->value)
1557 */ 1377 {
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1378 value -= nrof * nugget[i]->value;
1379
1380 object *tmp = nugget[i]->instance ();
1381 tmp->nrof = nrof;
1382 tmp->flag [FLAG_IDENTIFIED] = true;
1383 op->map->insert (tmp, x, y, op, 0);
1559 } 1384 }
1385
1386 if (weight > weight_max)
1387 goto bailout;
1388 }
1560 } 1389 }
1561 free_object(large); 1390
1562 free_object(small); 1391bailout:
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; 1392 return 1;
1568} 1393}
1569
1570 1394
1571/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1572 * items. 1396 * items.
1573 */ 1397 */
1398int
1574int remove_curse(object *op, object *caster, object *spell) { 1399remove_curse (object *op, object *caster, object *spell)
1575 object *tmp; 1400{
1576 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1577 1402
1403 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1404
1405 op->splay_marked ();
1406
1407 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1408
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1411 {
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1582
1583 was_one++; 1412 ++was_one;
1413
1584 if (tmp->level <= caster_level(caster, spell)) { 1414 if (tmp->level <= casting_level (caster, spell))
1415 {
1585 success++; 1416 ++success;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1417 --num_uncurse;
1587 CLEAR_FLAG(tmp, FLAG_DAMNED);
1588 1418
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1423
1424 if (object *pl = tmp->visible_to ())
1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1426 }
1427 }
1428
1429 if (op->type == PLAYER)
1430 {
1431 if (success)
1432 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1433 else
1434 {
1435 if (was_one)
1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1437 else
1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1439 }
1440 }
1441
1442 return success;
1443}
1444
1445/* Identifies objects in the players inventory/on the ground */
1446int
1447cast_identify (object *op, object *caster, object *spell)
1448{
1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1450
1451 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1452
1453 op->splay_marked ();
1454
1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 {
1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1458 {
1459 identify (tmp);
1460
1592 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1462 {
1463 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1464
1465 if (tmp->msg)
1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1594 } 1467 }
1595 }
1596 1468
1597 if (op->type==PLAYER) { 1469 if (!--num_ident)
1598 if (success) { 1470 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 } 1471 }
1472 }
1473
1474 /* If all the power of the spell has been used up, don't go and identify
1475 * stuff on the floor. Only identify stuff on the floor if the spell
1476 * was not fully used.
1477 */
1478 if (num_ident)
1606 } 1479 {
1607 return success; 1480 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1608}
1609
1610/* Identifies objects in the players inventory/on the ground */
1611
1612int cast_identify(object *op, object *caster, object *spell) {
1613 object *tmp;
1614 int success = 0, num_ident;
1615
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1617
1618 if (num_ident < 1) num_ident=1;
1619
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1482 {
1623 identify(tmp); 1483 identify (tmp);
1624 if (op->type==PLAYER) { 1484
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1485 if (object *pl = tmp->visible_to ())
1626 "You have %s.", long_desc(tmp, op)); 1486 {
1487 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1488
1627 if (tmp->msg) { 1489 if (tmp->msg)
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1491 }
1492
1493 if (!--num_ident)
1494 break;
1495 }
1496 }
1497
1498 if (buf.empty ())
1499 {
1500 op->failmsg ("You can't reach anything unidentified.");
1501 return 0;
1502 }
1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1508 spell_effect (spell, op->x, op->y, op->map, op);
1509 return 1;
1510 }
1511}
1512
1513int
1514cast_detection (object *op, object *caster, object *spell, object *skill)
1515{
1516 object *tmp, *last, *god, *detect;
1517 int done_one, range, floor, level;
1518 sint16 x, y, nx, ny;
1519 maptile *m;
1520
1521 /* We precompute some values here so that we don't have to keep
1522 * doing it over and over again.
1523 */
1524 god = find_god (determine_god (op));
1525 level = casting_level (caster, spell);
1526 range = spell->range + SP_level_range_adjust (caster, spell);
1527
1528 if (!skill)
1529 skill = caster;
1530
1531 dynbuf buf;
1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1533 {
1534 /* For most of the detections, we only detect objects above the
1535 * floor. But this is not true for show invisible.
1536 * Basically, we just go and find the top object and work
1537 * down - that is easier than working up.
1538 */
1539
1540 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1541 last = tmp;
1542
1543 /* Shouldn't happen, but if there are no objects on a space, this
1544 * would happen.
1545 */
1546 if (!last)
1547 continue;
1548
1549 done_one = 0;
1550 floor = 0;
1551 detect = 0;
1552 for (tmp = last; tmp; tmp = tmp->below)
1553 {
1554 /* show invisible */
1555 if (spell->flag [FLAG_MAKE_INVIS]
1556 /* Might there be other objects that we can make visible? */
1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1559 || tmp->type == T_HANDLE
1560 || tmp->type == TRAPDOOR
1561 || tmp->type == EXIT
1562 || tmp->type == HOLE
1563 || tmp->type == BUTTON
1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1566 || tmp->type == LOCKED_DOOR
1567 || tmp->type == WEAPON
1568 || tmp->type == ALTAR
1569 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1570 || tmp->type == TRIGGER_PEDESTAL
1571 || tmp->type == SPECIAL_KEY
1572 || tmp->type == TREASURE
1573 || tmp->type == BOOK
1574 || tmp->type == HOLY_ALTAR
1575 || tmp->type == CONTAINER)))
1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1578 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1579 {
1580 tmp->invisible = 0;
1581 done_one = 1;
1630 } 1582 }
1631 } 1583 }
1632 num_ident--; 1584
1633 success=1; 1585 if (tmp->flag [FLAG_IS_FLOOR])
1634 if (!num_ident) break; 1586 floor = 1;
1587
1588 /* All detections below this point don't descend beneath the floor,
1589 * so just continue on. We could be clever and look at the type of
1590 * detection to completely break out if we don't care about objects beneath
1591 * the floor, but once we get to the floor, not likely a very big issue anyways.
1592 */
1593 if (floor)
1594 continue;
1595
1596 /* I had thought about making detect magic and detect curse
1597 * show the flash the magic item like it does for detect monster.
1598 * however, if the object is within sight, this would then make it
1599 * difficult to see what object is magical/cursed, so the
1600 * effect wouldn't be as apparent.
1601 */
1602
1603 /* detect magic */
1604 if (spell->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_IDENTIFIED]
1607 && tmp->need_identify ()
1608 && is_magical (tmp))
1609 {
1610 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1611 /* make runes more visible */
1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1613 tmp->stats.Cha /= 4;
1614
1615 done_one = 1;
1635 } 1616 }
1636 } 1617
1637 /* If all the power of the spell has been used up, don't go and identify 1618 /* detect monster */
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1619 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1639 * was not fully used. 1620 {
1640 */ 1621 done_one = 2;
1641 if (num_ident) { 1622
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1623 if (!detect)
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1624 detect = tmp;
1625 }
1626
1627 /* Basically, if race is set in the spell, then the creatures race must
1628 * match that. if the spell race is set to GOD, then the gods opposing
1629 * race must match.
1630 */
1631 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1633 spell->race.contains (tmp->race)))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 if (spell->flag [FLAG_KNOWN_CURSED]
1642 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 need_identify(tmp)) { 1643 && tmp->need_identify ()
1644 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1645 {
1646 tmp->set_flag (FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1645 1649
1646 identify(tmp); 1650 // Do mining detection spell:
1651 if (spell->last_sp == 1) // 1 - detect any vein
1652 {
1647 if (op->type==PLAYER) { 1653 if (tmp->type == VEIN)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1654 {
1649 "On the ground is %s.", long_desc(tmp, op));
1650 if (tmp->msg) { 1655 if (tmp->other_arch)
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1656 {
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1657 if (!detect)
1658 detect = tmp->other_arch;
1659 done_one = 2;
1660 }
1661 else
1662 done_one = 1;
1653 } 1663 }
1654 esrv_send_item(op, tmp);
1655 } 1664 }
1656 num_ident--; 1665 } /* for stack of objects on this space */
1657 success=1; 1666
1658 if (!num_ident) break; 1667 /* Code here puts an effect of the spell on the space, so you can see
1668 * where the magic is.
1669 */
1670 if (done_one)
1659 } 1671 {
1660 } 1672 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 1673
1669 1674 /* if this is set, we want to copy the face */
1670int cast_detection(object *op, object *caster, object *spell, object *skill) { 1675 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 */ 1676 {
1697 1677 detect_ob->face = detect->face;
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1678 detect_ob->animation_id = detect->animation_id;
1699 /* Shouldn't happen, but if there are no objects on a space, this 1679 detect_ob->anim_speed = detect->anim_speed;
1700 * would happen. 1680 detect_ob->last_anim = 0;
1681 /* by default, the detect_ob is already animated */
1682 if (!detect->flag [FLAG_ANIMATE])
1683 detect_ob->clr_flag (FLAG_ANIMATE);
1701 */ 1684 }
1702 if (!last) continue;
1703 1685
1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1687 }
1688 } /* for processing the surrounding spaces */
1689
1690
1691 /* Now process objects in the players inventory if detect curse or magic */
1692 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1693 {
1704 done_one=0; 1694 done_one = 0;
1705 floor=0; 1695
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) { 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1708 1697 {
1709 /* show invisible */ 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1699 {
1711 /* Might there be other objects that we can make visibile? */ 1700 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 } 1701 {
1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1703
1704 if (object *pl = tmp->visible_to ())
1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1726 } 1706 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728 1707
1729 /* All detections below this point don't descend beneath the floor, 1708 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 1709 (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 */ 1710 {
1734 if (floor) continue; 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1735 1712
1736 /* I had thought about making detect magic and detect curse 1713 if (object *pl = tmp->visible_to ())
1737 * show the flash the magic item like it does for detect monster. 1714 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 } 1715 }
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 */ 1716 } /* if item is not identified */
1816 } /* for the players inventory */ 1717 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
1818 return 1; 1720 return 1;
1819} 1721}
1820 1722
1821 1723
1822/** 1724/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1725 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1726 * level whos spell did cause the overcharge.
1825 */ 1727 */
1728static void
1826static void charge_mana_effect(object *victim, int caster_level) 1729charge_mana_effect (object *victim, int caster_level)
1827{ 1730{
1828 1731
1829 /* Prevent explosions for objects without mana. Without this check, doors 1732 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1733 * will explode, too.
1831 */ 1734 */
1832 if (victim->stats.maxsp <= 0) 1735 if (victim->stats.maxsp <= 0)
1833 return; 1736 return;
1834 1737
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1739
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
1838 object *tmp; 1741 {
1839
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 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; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
1850 } 1745 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1746 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."); 1747 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) { 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1753 confuse_player (victim, victim, 99);
1860 } 1754 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1755 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1756 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1757}
1865 1758
1866/* cast_transfer 1759/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1760 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1761 * We let the target go above their normal maximum SP.
1869 */ 1762 */
1870 1763
1764int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1765cast_transfer (object *op, object *caster, object *spell, int dir)
1766{
1872 object *plyr=NULL; 1767 object *plyr = NULL;
1873 sint16 x, y; 1768 sint16 x, y;
1874 mapstruct *m; 1769 maptile *m;
1875 int mflags; 1770 int mflags;
1876 1771
1877 m = op->map; 1772 m = op->map;
1878 x = op->x+freearr_x[dir]; 1773 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 1774 y = op->y + freearr_y[dir];
1880 1775
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1777
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1779 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
1886 break; 1782 break;
1887 } 1783 }
1888 1784
1889 1785
1890 /* If we did not find a player in the specified direction, transfer 1786 /* 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. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 1788 */
1893 if(plyr==NULL) 1789 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1790 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)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
1896 break; 1792 break;
1897 1793
1898 if (!plyr) { 1794 if (!plyr)
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1795 {
1796 op->failmsg ("There is no one there.");
1900 return 0; 1797 return 0;
1901 } 1798 }
1902 /* give sp */ 1799 /* give sp */
1903 if(spell->stats.dam > 0) { 1800 if (spell->stats.dam > 0)
1801 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
1906 return 1; 1804 return 1;
1907 } 1805 }
1908 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1807 else if (op != plyr)
1808 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1809 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 1810
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1811 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 1812
1914 if (rate > 95) rate=95; 1813 if (rate > 95)
1814 rate = 95;
1915 1815
1916 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1818 if (op->flag [FLAG_ALIVE])
1819 {
1919 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
1922 if (sucked > 0) { 1823 if (sucked > 0)
1824 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
1924 } 1826 }
1925 } 1827 }
1926 return 1; 1828 return 1;
1927 } 1829 }
1928 return 0; 1830 return 0;
1929} 1831}
1930 1832
1931 1833
1932/* counterspell: nullifies spell effects. 1834/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1835 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1836 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1837 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1838 * this may nullify it.
1937 */ 1839 */
1840void
1938void counterspell(object *op,int dir) 1841counterspell (object *op, int dir)
1939{ 1842{
1940 object *tmp, *head, *next; 1843 object *tmp, *head, *next;
1941 int mflags; 1844 int mflags;
1942 mapstruct *m; 1845 maptile *m;
1943 sint16 sx,sy; 1846 sint16 sx, sy;
1944 1847
1945 sx = op->x + freearr_x[dir]; 1848 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 1849 sy = op->y + freearr_y[dir];
1947 m = op->map; 1850 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1851 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 1852 if (mflags & P_OUT_OF_MAP)
1853 return;
1854
1855 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 1856 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1857 next = tmp->above;
1953 1858
1954 /* Need to look at the head object - otherwise, if tmp 1859 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1860 * points to a monster, we don't have all the necessary
1956 * info for it. 1861 * info for it.
1957 */ 1862 */
1863 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1864 head = tmp->head;
1865 else
1959 else head = tmp; 1866 head = tmp;
1960 1867
1961 /* don't attack our own spells */ 1868 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1869 if (tmp->owner && tmp->owner == op->owner)
1870 continue;
1963 1871
1964 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1874 * monsters either.
1967 */ 1875 */
1968 1876
1969 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1878 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1879 && !head->flag [FLAG_MONSTER]
1972 (op->level > head->level)) { 1880 && (op->level > head->level))
1973 remove_ob(head); 1881 head->destroy ();
1974 free_object(head); 1882 else
1975 } else switch(head->type) { 1883 switch (head->type)
1884 {
1976 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C
1888 if (tmp->flag [FLAG_IS_FLOOR])
1889 continue;
1890
1977 if(op->level > head->level) { 1891 if (op->level > head->level)
1978 remove_ob(head); 1892 head->destroy ();
1979 free_object(head); 1893
1980 }
1981 break; 1894 break;
1982 1895
1983 /* I really don't get this rune code that much - that 1896 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1897 * random chance seems really low.
1985 */ 1898 */
1986 case RUNE: 1899 case RUNE:
1987 if(rndm(0, 149) == 0) { 1900 if (rndm (0, 149) == 0)
1901 {
1988 head->stats.hp--; /* weaken the rune */ 1902 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1903 if (!head->stats.hp)
1990 remove_ob(head); 1904 head->destroy ();
1991 free_object(head);
1992 } 1905 }
1993 }
1994 break; 1906 break;
1995 } 1907 }
1996 } 1908 }
1997} 1909}
1998
1999
2000 1910
2001/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1912int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1913cast_consecrate (object *op, object *caster, object *spell)
1914{
2003 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
2004 1916
2005 object *tmp, *god=find_god(determine_god(op)); 1917 object *tmp, *god = find_god (determine_god (op));
2006 1918
2007 if(!god) { 1919 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1920 {
2009 "You can't consecrate anything if you don't worship a god!"); 1921 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2010 return 0; 1922 return 0;
2011 } 1923 }
2012 1924
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1925 for (tmp = op->below; tmp; tmp = tmp->below)
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1926 {
1927 if (tmp->flag [FLAG_IS_FLOOR])
1928 break;
2015 if(tmp->type==HOLY_ALTAR) { 1929 if (tmp->type == HOLY_ALTAR)
1930 {
2016 1931
2017 if(tmp->level > caster_level(caster, spell)) { 1932 if (tmp->level > casting_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1933 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1934 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1935 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 } 1936 }
1937 else
1938 {
1939 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf;
1942 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch;
1944
1945 if (op->type == PLAYER)
1946 esrv_update_item (UPD_NAME, op, tmp);
1947
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1949 return 1;
2033 } 1950 }
1951 }
2034 } 1952 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1953
1954 op->failmsg ("You are not standing over an altar!");
2036 return 0; 1955 return 0;
2037} 1956}
2038 1957
2039/* animate_weapon - 1958/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1959 * 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 1960 * 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, 1963 * 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 1964 * 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 1965 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
2048 */ 1967 */
2049 1968int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1969animate_weapon (object *op, object *caster, object *spell, int dir)
2051 object *weapon, *tmp; 1970{
2052 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2053 int a, i; 1972 int a, i;
2054 sint16 x, y; 1973 sint16 x, y;
2055 mapstruct *m; 1974 maptile *m;
2056 materialtype_t *mt; 1975
2057
2058 if(!spell->other_arch){ 1976 if (!spell->other_arch)
1977 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 1980 return 0;
2062 } 1981 }
2063 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 1983 if (op->type != PLAYER)
1984 return 0;
2065 1985
2066 /* if player already has a golem, abort */ 1986 /* 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) { 1987 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 1988 {
1989 control_golem (golem, dir);
2069 return 0; 1990 return 0;
2070 } 1991 }
2071 1992
2072 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2073 if(!dir) 1994 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1995 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2075 1996
2076 m = op->map; 1997 m = op->map;
2077 x = op->x+freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2079 2000
2080 /* if there's no place to put the golem, abort */ 2001 /* 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) || 2002 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)) { 2003 || ((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."); 2004 {
2005 op->failmsg ("There is something in the way.");
2084 return 0; 2006 return 0;
2085 } 2007 }
2086 2008
2087 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2010 object *weapon = op->mark ();
2089 2011
2090 if (!weapon) { 2012 if (!weapon)
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 {
2014 op->failmsg ("You must mark a weapon to use with this spell!");
2092 return 0; 2015 return 0;
2093 } 2016 }
2017
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2018 if (spell->race && weapon->arch->archname != spell->race)
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2019 {
2020 op->failmsg ("The spell fails to transform your weapon.");
2096 return 0; 2021 return 0;
2097 } 2022 }
2023
2098 if (weapon->type != WEAPON) { 2024 if (weapon->type != WEAPON)
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2025 {
2026 op->failmsg ("You need to wield a weapon to animate it.");
2100 return 0; 2027 return 0;
2028 }
2029
2030 if (weapon->flag [FLAG_APPLIED])
2101 } 2031 {
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2032 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; 2033 return 0;
2106 } 2034 }
2107 2035
2108 if (weapon->nrof > 1) { 2036 weapon = weapon->split ();
2109 tmp = get_split_ob(weapon, 1);
2110 esrv_send_item(op, weapon);
2111 weapon = tmp;
2112 }
2113 2037
2114 /* create the golem object */ 2038 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2116 2040
2117 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2043 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2044 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2045 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2048 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 2049
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* 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 2051 * removed flag - it should only be set if weapon->split was
2131 * used above. 2052 * used above.
2132 */ 2053 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2134 remove_ob (weapon); 2055 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2056
2136 esrv_send_item(op, weapon); 2057 tmp->insert (weapon);
2058
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* 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 2060 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2061 * body_info, skills, etc)
2140 */ 2062 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2143 fix_player(tmp); 2065 tmp->update_stats ();
2144 2066
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* 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 - 2068 * 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. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2070 */
2149 2071
2150 /* modify weapon's animated wc */ 2072 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2073 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; 2074 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2075 tmp->stats.wc = -127;
2154 2076
2155 /* Modify hit points for weapon */ 2077 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2078 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2079 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2080 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2081 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2082 tmp->stats.hp = tmp->stats.maxhp;
2161 2083
2162 /* Modify weapon's damage */ 2084 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2085 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 2086 if (tmp->stats.dam < 0)
2165 + weapon->magic 2087 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2088
2169 2089
2170 /* attacktype */ 2090 /* attacktype */
2171 if ( ! tmp->attacktype) 2091 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2173 2093
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++) 2094 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2180 a = mt->save[0]; 2096
2181 } else { 2097 a = op->material->save[0];
2182 for (i=0; i < NROFATTACKS; i++) 2098
2183 tmp->resist[i] = 5;
2184 a = 10;
2185 }
2186 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2104 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2105 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2106 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2107 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2108 tmp->resist[ATNR_BLIND] = 100;
2196 2109
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2111
2199 if (a > 14) a = 14; 2112 if (a > 14)
2113 a = 14;
2114
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2201 2116
2202 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2118 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2204 2119
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2120 if (!spell->race)
2121 {
2208 sprintf(buf, "animated %s", weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2123 tmp->name = buf;
2211 2124
2212 tmp->face = weapon->face; 2125 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2126 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2127 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2128 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2130 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 } 2131 }
2224 2132
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* 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)); 2134 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2227 2135
2228 tmp->speed_left= -1; 2136 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2137 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2138
2139 m->insert (tmp, x, y, op);
2233 return 1; 2140 return 1;
2234} 2141}
2235 2142
2236/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2237 2144
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2240 */ 2147 */
2241 2148int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2150{
2243 int success; 2151 int success;
2244 2152
2245 if(!op->map) return 0; /* shouldnt happen */ 2153 if (!op->map)
2154 return 0; /* shouldnt happen */
2246 2155
2247 success=change_map_light(op->map,spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2157
2248 if(!success) { 2158 if (!success)
2159 {
2249 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2251 else 2162 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2253 } 2164 }
2165
2254 return success; 2166 return success;
2255} 2167}
2256
2257
2258
2259
2260 2168
2261/* create an aura spell object and put it in the player's inventory. 2169/* 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, 2170 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2171 * spell is the spell object itself.
2264 */ 2172 */
2173int
2265int create_aura(object *op, object *caster, object *spell) 2174create_aura (object *op, object *caster, object *spell)
2266{ 2175{
2267 int refresh=0; 2176 int refresh = 0;
2268 object *new_aura; 2177 object *new_aura;
2269 2178
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2180 if (new_aura)
2272 else new_aura = arch_to_object(spell->other_arch); 2181 refresh = 1;
2182 else
2183 new_aura = spell->other_arch->instance ();
2273 2184
2274 new_aura->duration = spell->duration + 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2186
2277 new_aura->stats.dam = spell->stats.dam 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2188
2280 set_owner(new_aura,op);
2281 set_spell_skill(op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2283 2191
2284 new_aura->level = caster_level(caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2285 if (refresh) 2194 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2196 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2289 insert_ob_in_ob(new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2290 return 1; 2202 return 1;
2291} 2203}
2292
2293 2204
2294/* move aura function. An aura is a part of someone's inventory, 2205/* 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 2206 * which he carries with him, but which acts on the map immediately
2296 * around him. 2207 * around him.
2297 * Aura parameters: 2208 * Aura parameters:
2298 * duration: duration counter. 2209 * duration: duration counter.
2299 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2301 */ 2212 */
2302 2213void
2303void move_aura(object *aura) { 2214move_aura (object *aura)
2304 int i, mflags; 2215{
2305 object *env;
2306 mapstruct *m;
2307
2308 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2309 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2310 2219
2311 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2313 */ 2222 */
2314 remove_ob(aura); 2223 aura->remove ();
2315 2224
2316 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2226 if (aura->duration-- < 0)
2318 free_object(aura); 2227 {
2228 aura->destroy ();
2319 return; 2229 return;
2320 } 2230 }
2321 2231
2322 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2233 if (!env || !env->map)
2324 free_object(aura); 2234 {
2235 aura->destroy ();
2325 return; 2236 return;
2326 } 2237 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2238
2330 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2332 */ 2241 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2242 aura->insert_at (env, aura);
2334 2243
2335 for(i=1;i<9;i++) { 2244 for (int i = 1; i < 9; i++)
2336 sint16 nx, ny; 2245 {
2337 nx = aura->x + freearr_x[i]; 2246 mapxy pos (env);
2338 ny = aura->y + freearr_y[i]; 2247 pos.move (i);
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2340 2248
2341 /* Consider the movement tyep of the person with the aura as 2249 /* 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 2250 * 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. 2251 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2252 */
2345 if (!(mflags & P_OUT_OF_MAP) 2253 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 { 2254 {
2348 hit_map(aura,i,aura->attacktype,0); 2255 hit_map (aura, i, aura->attacktype, 0);
2349 2256
2350 if(aura->other_arch) { 2257 if (aura->other_arch)
2351 object *new_ob; 2258 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 } 2259 }
2358 }
2359 } 2260 }
2261
2360 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2263 env->insert (aura);
2362 insert_ob_in_ob(aura, env); 2264 aura->set_owner (owner);
2363} 2265}
2364 2266
2365/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2366 * op is the piece object. 2268 * op is the piece object.
2367 */ 2269 */
2368 2270void
2369void move_peacemaker(object *op) { 2271move_peacemaker (object *op)
2370 object *tmp; 2272{
2371 2273 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) { 2274 {
2373 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2374 object *victim=tmp; 2276 object *victim = tmp->head_ ();
2375 2277
2376 if (tmp->head) victim=tmp->head; 2278 if (!victim->flag [FLAG_MONSTER])
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2279 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2282 continue;
2283
2379 if (victim->stats.exp == 0) continue; 2284 if (victim->stats.exp == 0)
2285 continue;
2380 2286
2381 def_lev = MAX(1,victim->level); 2287 def_lev = max (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2288 atk_lev = max (1, op->level);
2383 2289
2384 if (rndm(0, atk_lev-1) > def_lev) { 2290 if (rndm (0, atk_lev - 1) > def_lev)
2291 {
2385 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2386 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2296 victim->stats.exp = 0;
2389#if 0 2297#if 0
2390 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2392 */ 2300 */
2393 victim->stats.dam = 0; 2301 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2397#endif 2305#endif
2398 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2403 if(victim->name) { 2312 if (victim->name)
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2314 }
2406 }
2407 } 2315 }
2408} 2316}
2409
2410 2317
2411/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2413 */ 2320 */
2414 2321int
2415int write_mark(object *op, object *spell, const char *msg) { 2322write_mark (object *op, object *spell, const char *msg)
2416 char rune[HUGE_BUF]; 2323{
2417 object *tmp;
2418
2419 if (!msg || msg[0] == 0) { 2324 if (!msg || msg[0] == 0)
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2325 {
2326 op->failmsg ("Write what?");
2421 return 0; 2327 return 0;
2328 }
2329
2330 if (!msg_is_safe (msg))
2422 } 2331 {
2423 2332 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); 2333 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2334 return 0;
2428 } 2335 }
2336
2429 if (!spell->other_arch) return 0; 2337 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; 2338 return 0;
2339
2340 object *tmp = spell->other_arch->instance ();
2341
2342 tmp->race = op->name; /*Save the owner of the rune */
2343 tmp->msg = msg;
2344
2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2347 return 1;
2440} 2348}
2349

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