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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 1.106 by root, Thu Sep 17 01:59:48 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
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 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* 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 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (!wand || wand->type != WAND)
67 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 72 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 75 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 78
79 if (!tmp->stats.dam)
80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 83
86 tmp->x = op->x; 84 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 85 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 86
87 tmp->insert_at (op);
89 return 1; 88 return 1;
90 } 89 }
91 90
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
93 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
95 else { 95 else
96 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 98 return 0;
99 } 99 }
100 if (!ncharges) ncharges = 1;
101 100
101 if (!ncharges)
102 ncharges = 1;
103
102 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 105 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)); 106
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 {
106 SET_FLAG(wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 111 }
112
110 return 1; 113 return 1;
111} 114}
112 115
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* 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 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 118 * arrows.
118 * great a plus, the default is used. 121 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 122 * 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 123 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
122 */ 125 */
123 126int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 128{
126 int missile_plus=0, bonus_plus=0; 129 int bonus_plus = 0;
127 const char *missile_name; 130 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 131
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 134 missile_name = tmp->race;
136 }
137 135
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 137
140 if (find_archetype(missile_name)==NULL) { 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
141 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 143 return 0;
144 }
145
146 object *missile = missile_arch->instance ();
147
148 if (spellparam)
144 } 149 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 151 if (isalpha (*spellparam))
152 {
150 artifact *al = find_artifactlist(missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
151 154
152 for ( ; al != NULL; al=al->next) 155 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 156 if (!strcasecmp (al->item->name, spellparam))
157 break;
154 158
155 if (!al) { 159 if (!al)
156 free_object(missile); 160 {
161 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
158 stringarg);
159 return 0; 163 return 0;
160 } 164 }
165
161 if (al->item->slaying) { 166 if (al->item->slaying)
162 free_object(missile); 167 {
168 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
164 missile_name, stringarg);
165 return 0; 170 return 0;
166 } 171 }
172
167 give_artifact_abilities(missile, al->item); 173 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 174 /* 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 175 * 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. 176 * the parsing of having to do both plus and type.
171 */ 177 */
172 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 179 missile_plus = 0;
174 } else 180 }
175 if (atoi(stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 182 missile_plus = atoi (spellparam);
177 } 183 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 184
185 missile_plus = clamp (missile_plus, -4, 4);
186
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
185 if (missile->nrof < 1) 190 if (missile->nrof < 1)
186 missile->nrof=1; 191 missile->nrof = 1;
187 192
188 missile->magic = missile_plus; 193 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
190 missile->value=0; 195 missile->value = 0;
191 196
192 SET_FLAG(missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 198
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 200 pick_up (op, missile);
199 } 201
200 return 1; 202 return 1;
201} 203}
202 204
203 205
204/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 210{
208 int food_value; 211 int food_value;
209 archetype *at=NULL; 212 archetype *at = NULL;
210 object *new_op; 213 object *new_op;
211 214
212 food_value=spell_ob->stats.food + 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 216
215 if(stringarg) { 217 if (spellparam)
218 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 220 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 223 spellparam = NULL;
224 }
225
226 if (!spellparam)
221 } 227 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 228 archetype *at_tmp;
225 229
226 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 232 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 234 * to be altered from the donor.
231 */ 235 */
232 236
233 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 238 for_all_archetypes (at_tmp)
239 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 {
236 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 244 * the item we have now, take it instead.
239 */ 245 */
240 if (at_tmp->clone.stats.food<=food_value && 246 if (at_tmp->stats.food <= food_value
247 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
242 at=at_tmp; 251 at = at_tmp;
243 } 252 }
244 } 253 }
245 } 254 }
255
246 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
247 * know 257 * know
248 */ 258 */
249 if (!at) { 259 if (!at)
260 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 262 return 0;
252 } 263 }
253 264
254 food_value/=at->clone.stats.food; 265 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 267 new_op->nrof = food_value;
257 268
258 new_op->value = 0; 269 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 270 if (new_op->nrof < 1)
271 new_op->nrof = 1;
260 272
261 cast_create_obj(op, caster,new_op, dir); 273 cast_create_obj (op, caster, new_op, dir);
262 return 1; 274 return 1;
263} 275}
264 276
277int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 278probe (object *op, object *caster, object *spell_ob, int dir)
279{
266 int r, mflags, maxrange; 280 int r, mflags, maxrange;
267 object *tmp; 281 object *tmp;
268 mapstruct *m; 282 maptile *m;
269 283
270
271 if(!dir) { 284 if (!dir)
285 {
272 examine_monster(op,op); 286 examine_monster (op, op);
273 return 1; 287 return 1;
274 } 288 }
289
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 291 for (r = 1; r < maxrange; r++)
292 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 294
279 m = op->map; 295 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 296 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 297
282 if (mflags & P_OUT_OF_MAP) break; 298 if (mflags & P_OUT_OF_MAP)
299 break;
283 300
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 304 return 0;
287 } 305 }
306
288 if (mflags & P_IS_ALIVE) { 307 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 308 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
311 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 313 if (tmp->head != NULL)
293 tmp=tmp->head; 314 tmp = tmp->head;
294 examine_monster(op,tmp); 315 examine_monster (op, tmp);
295 return 1; 316 return 1;
296 } 317 }
297 } 318 }
298 } 319 }
320
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 322 return 1;
301} 323}
302
303 324
304/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 326 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 329 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 330 * pl is invisible.
310 */ 331 */
332int
311int makes_invisible_to(object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
312{ 334{
313
314 if (!pl->invisible) return 0; 335 if (!pl->invisible)
336 return 0;
337
315 if (pl->type == PLAYER ) { 338 if (pl->type == PLAYER)
339 {
316 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 341 if (!pl->contr->invis_race)
342 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 344 return 0;
345
346 return 1;
320 } 347 }
348
321 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 351 return 1;
352
324 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 354 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 355 return 0;
329 } else { 356
330 /* monsters are invisible to everything */ 357 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 358 return 1;
359
360 /* Nothing matched above, return 0 */
361 return 0;
362 }
363 else
364 {
365 /* monsters are invisible to everything */
366 return 1;
332 } 367 }
333} 368}
334 369
335/* Makes the player or character invisible. 370/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 371 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 374 * 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 375 * 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/ 376 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 377 * normal applies.
343 */ 378 */
379int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 380cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 381{
346
347 if(op->invisible>1000) { 382 if (op->invisible > 1000)
383 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 385 return 0;
350 } 386 }
351 387
352 /* Remove the switch with 90% duplicate code - just handle the differences with 388 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 389 * and if statement or two.
354 */ 390 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 392 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 393 if (op->invisible > 1000)
394 op->invisible = 1000;
358 395
359 if (op->type == PLAYER) { 396 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 397 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 398 op->contr->invis_race = spell_ob->race;
399
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 401 op->contr->tmp_invis = 0;
365 else 402 else
366 op->contr->tmp_invis=1; 403 op->contr->tmp_invis = 1;
367 404
368 op->contr->hidden = 0; 405 op->contr->hidden = 0;
369 } 406 }
407
370 if (makes_invisible_to(op, op)) 408 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 410 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 412
375 update_object(op,UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
376 414
377 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
378 * harm to the player. 416 * harm to the player.
379 */ 417 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
381 if (tmp->enemy == op) 419 if (tmp->enemy == op)
382 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
383 return 1; 422 return 1;
384} 423}
385 424
386/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 426 */
427int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
389 object *tmp, *next; 429{
390 int range,i,j, mflags; 430 int range, i, j, mflags;
391 sint16 sx, sy; 431 sint16 sx, sy;
392 mapstruct *m; 432 maptile *m;
393 433
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 435
399 for(i= -range;i<=range;i++) 436 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 437 for (j = -range; j <= range; j++)
438 {
401 sx = op->x + i; 439 sx = op->x + i;
402 sy = op->y + j; 440 sy = op->y + j;
403 m = op->map; 441 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 443
406 if (mflags & P_OUT_OF_MAP) continue; 444 if (mflags & P_OUT_OF_MAP)
445 continue;
407 446
408 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
410 { 449 {
411 next = tmp->above; 450 next = tmp->above;
451
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 454 }
455 }
456
416 return 1; 457 return 1;
417} 458}
418 459
419 460void
420void execute_word_of_recall(object *op) { 461execute_word_of_recall (object *op)
421 object *wor=op; 462{
422 while(op!=NULL && op->type!=PLAYER) 463 if (object *pl = op->in_player ())
423 op=op->env; 464 {
424 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 467 else
429 enter_exit(op,wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
430 } 469 }
431 remove_ob(wor); 470
432 free_object(wor); 471 op->destroy ();
433} 472}
434 473
435/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
437 * time delay effect. 476 * time delay effect.
438 */ 477 */
478int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
480{
440 object *dummy; 481 object *dummy;
441 int time; 482 int time;
442 483
443 if(op->type!=PLAYER) 484 if (op->type != PLAYER)
444 return 0; 485 return 0;
445 486
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 488 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 490 return 1;
450 } 491 }
451 492
452 dummy=get_archetype(FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 494
495 if (!dummy)
496 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 499 return 0;
457 } 500 }
501
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 503 if (time < 1)
504 time = 1;
460 505
461 /* value of speed really doesn't make much difference, as long as it is 506 /* 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 507 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 508 * do anything really odd if it say a -1000 or something.
464 */ 509 */
465 dummy->speed = 0.002; 510 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 511 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 512 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 513 dummy->subtype = SP_WORD_OF_RECALL;
470 514
471 /* If we could take advantage of enter_player_savebed() here, it would be 515 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
473 */ 517 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 518 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
477 521
478 (void) insert_ob_in_ob(dummy,op); 522 op->insert (dummy);
523
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
480 return 1; 526 return 1;
481} 527}
482 528
483/* cast_wonder 529/* cast_wonder
484 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
485 * spell. 531 * spell.
486 */ 532 */
533int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 534cast_wonder (object *op, object *caster, int dir, object *spell_ob)
535{
488 object *newspell; 536 object *newspell;
489 537
490 if(!rndm(0, 3)) 538 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 539 return cast_cone (op, caster, dir, spell_ob);
492 540
493 if (spell_ob->randomitems) { 541 if (spell_ob->randomitems)
542 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 543 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 544 if (!newspell)
545 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 546 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 547 return 0;
498 } 548 }
499 if (newspell->type != SPELL) { 549 if (newspell->type != SPELL)
550 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 551 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; 552 return 0;
503 } 553 }
504 /* Prevent inifinit recursion */ 554 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 555 if (newspell->subtype == SP_WONDER)
556 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 557 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 558 return 0;
508 } 559 }
509 return cast_spell(op,caster,dir,newspell, NULL); 560 return cast_spell (op, caster, dir, newspell, NULL);
510 } 561 }
562 return 1;
563}
564
565int
566perceive_self (object *op)
567{
568 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION);
570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
511 return 1; 574 return 0;
512}
513 575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
514 578
515int perceive_self(object *op) { 579 if (object *god = find_god (determine_god (op)))
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 580 buf << " - You worship " << &god->name << ".\n";
517 archetype *at=find_archetype(ARCH_DEPLETION); 581 else
518 object *tmp; 582 buf << " - You worship no god.\n";
519 int i;
520 583
521 tmp=find_god(determine_god(op)); 584 object *tmp = present_arch_in_ob (at, op);
585
586 if (*cp == '\0' && !tmp)
587 buf << " - You feel very mundane. ";
588 else
589 {
590 buf << " - You have: " << cp << ".\n";
591
522 if (tmp) 592 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++) { 593 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 594 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 595 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 } 596 }
544 597
545 if (is_dragon_pl(op)) { 598 if (is_dragon_pl (op))
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 600 for (tmp = op->inv; tmp; tmp = tmp->below)
601 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 {
549 if(tmp->stats.exp == 0) { 604 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
551 } else { 606 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 608
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 609 break;
556 } 610 }
557 } 611 }
558 } 612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614
559 return 1; 615 return 1;
560} 616}
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
803 617
804/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 619 * within some reason.
806 */ 620 */
807 621int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 623{
624 object *tmp;
810 int i,posblocked,negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 626 sint16 x, y;
812 mapstruct *m; 627 maptile *m;
813 const char *name; 628 const char *name;
814 archetype *at; 629 archetype *at;
815 630
816 if(!dir) { 631 if (!dir)
632 {
817 dir=op->facing; 633 dir = op->facing;
818 x = op->x; 634 x = op->x;
819 y = op->y; 635 y = op->y;
820 } else { 636 }
637 else
638 {
821 x = op->x+freearr_x[dir]; 639 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 640 y = op->y + freearr_y[dir];
823 } 641 }
642
824 m = op->map; 643 m = op->map;
825 644
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 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) || 646 (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))) { 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 650 return 0;
831 } 651 }
652
832 if (spell_ob->other_arch) { 653 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 655 else if (spell_ob->race)
656 {
835 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
836 658
837 sprintf(buf1,spell_ob->race,dir); 659 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 660 at = archetype::find (buf1);
839 if (!at) { 661 if (!at)
662 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 665 return 0;
843 } 666 }
667
844 tmp = arch_to_object(at); 668 tmp = arch_to_object (at);
845 } else { 669 }
670 else
671 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 673 return 0;
849 } 674 }
850 675
851 if (tmp->type == SPELL_EFFECT) { 676 if (tmp->type == SPELL_EFFECT)
677 {
852 tmp->attacktype = spell_ob->attacktype; 678 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 679 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 680 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; 681 tmp->range = 0;
682 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 684 {
860 SP_level_duration_adjust(caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 687 }
688
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 690 {
867 SP_level_duration_adjust(caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 693 }
694
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
696 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
875 } 701 }
876 702
877 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
879 */ 706 */
707 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 708 tmp->set_owner (op);
709
881 set_spell_skill(op, caster, spell_ob, tmp); 710 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; 711 tmp->level = casting_level (caster, spell_ob) / 2;
885 712
886 name = tmp->name; 713 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 714 if (!(tmp = m->insert (tmp, x, y, op)))
715 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 717 return 0;
890 } 718 }
719
891 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 723
895 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 727 * created wall can extend, it won't go extend through
899 * blocked spaces. 728 * blocked spaces.
900 */ 729 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 730 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 731 posblocked = 0;
903 negblocked=0; 732 negblocked = 0;
904 733
905 for(i=1; i<=maxrange; i++) { 734 for (i = 1; i <= maxrange; i++)
735 {
906 int dir2; 736 int dir2;
907 737
908 dir2 = (dir<4)?(dir+2):dir-2; 738 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 739
910 x = tmp->x+i*freearr_x[dir2]; 740 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 741 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 742 m = tmp->map;
913 743
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 744 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) && 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 746 {
917 tmp2 = get_object(); 747 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 748 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 749
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 */ 750 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
925 753
754 }
755 else
926 } else posblocked=1; 756 posblocked = 1;
927 757
928 x = tmp->x-i*freearr_x[dir2]; 758 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 759 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 760 m = tmp->map;
931 761
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 762 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) && 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 764 {
935 tmp2 = get_object(); 765 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 766 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 767
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
770 }
771 else
942 } else negblocked=1; 772 negblocked = 1;
943 } 773 }
944 774
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 776 update_all_los (op->map, op->x, op->y);
947 777
778 return 1;
779}
780
781int
782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{
784 uint32 dist, maxdist;
785 int mflags;
786 maptile *m;
787 sint16 sx, sy;
788
789 if (op->type != PLAYER)
790 return 0;
791
792 if (!dir)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
795 return 0;
796 }
797
798 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in.
800 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802
803 if (spellparam)
804 {
805 int count = atoi (spellparam);
806
807 if (count > maxdist)
808 {
809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
810 return 0;
811 }
812
813 for (dist = 0; dist < count; dist++)
814 {
815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
816
817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
818 break;
819
820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
821 break;
822 }
823
824 if (dist < count)
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
827 return 0;
828 }
829
830 /* Remove code that puts player on random space on maps. IMO,
831 * a lot of maps probably have areas the player should not get to,
832 * but may not be marked as NO_MAGIC (as they may be bounded
833 * by such squares). Also, there are probably treasure rooms and
834 * lots of other maps that protect areas with no magic, but the
835 * areas themselves don't contain no magic spaces.
836 */
837 /* This call here is really just to normalize the coordinates */
838 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
839 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
842 return 1; /* Maybe the penalty should be more severe... */
843 }
844 }
845 else
846 {
847 /* Player didn't specify a distance, so lets see how far
848 * we can move the player. Don't know why this stopped on
849 * spaces that blocked the players view.
850 */
851
852 for (dist = 0; dist < maxdist; dist++)
853 {
854 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
855
856 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
857 break;
858
859 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
860 break;
861
862 }
863
864 /* If the destination is blocked, keep backing up until we
865 * find a place for the player.
866 */
867 for (; dist > 0; dist--)
868 {
869 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
870 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
871 continue;
872
873
874 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
875 break;
876
877 }
878 if (!dist)
879 {
880 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
881 return 0;
882 }
883 }
884
885 /* Actually move the player now */
886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 887 return 1;
949}
950 888
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 */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 890 return 1;
1054} 891}
1055
1056 892
1057/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1058 * op is the caster. 894 * op is the caster.
1059 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1060 * spell is the spell object. 896 * spell is the spell object.
1061 */ 897 */
898int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 899cast_heal (object *op, object *caster, object *spell, int dir)
900{
1063 object *tmp; 901 object *tmp;
1064 archetype *at; 902 archetype *at;
1065 object *poison; 903 object *poison;
1066 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1067 905
1068 tmp = find_target_for_friendly_spell(op,dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1069 907
1070 if (tmp==NULL) return 0; 908 if (!tmp)
909 return 0;
1071 910
1072 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1074 */ 913 */
1075 heal = spell->stats.dam; 914 heal = spell->stats.dam;
1076 if (spell->stats.hp) 915 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 917
1080 if (heal) { 918 if (heal)
919 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
922 else
1083 } 923 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 926 * on amount of damage healed.
1088 */ 927 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1091 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1092 932
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 935 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 937 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 939 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 941 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 943
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 944 success = 1;
945 }
946 }
1110 947
948 if (spell->attacktype & AT_DISEASE)
949 if (cure_disease (tmp, op, spell))
950 success = 1;
951
1111 if (spell->attacktype & AT_POISON) { 952 if (spell->attacktype & AT_POISON)
953 {
1112 at = find_archetype("poisoning"); 954 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 955 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 956 if (poison)
957 {
1115 success = 1; 958 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 960 poison->stats.food = 1;
1118 } 961 }
1119 } 962 }
963
1120 if (spell->attacktype & AT_CONFUSION) { 964 if (spell->attacktype & AT_CONFUSION)
965 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 967 if (poison)
968 {
1123 success = 1; 969 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 971 poison->duration = 1;
1126 } 972 }
1127 } 973 }
974
1128 if (spell->attacktype & AT_BLIND) { 975 if (spell->attacktype & AT_BLIND)
976 {
1129 at=find_archetype("blindness"); 977 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 978 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 979 if (poison)
980 {
1132 success = 1; 981 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 983 poison->stats.food = 1;
1135 } 984 }
1136 } 985 }
986
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
988 {
1138 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 990 if (tmp->stats.sp > tmp->stats.maxsp)
991 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 992 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 994 }
995
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
997 {
1144 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1000 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1001 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1003 }
1004
1149 if (spell->stats.food && tmp->stats.food < 999) { 1005 if (spell->stats.food && tmp->stats.food < 999)
1006 {
1150 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1008
1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999;
1011
1152 success = 1; 1012 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1013 /* 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"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1015 }
1016
1156 return success; 1017 return success;
1157} 1018}
1158
1159 1019
1160/* This is used for the spells that gain stats. There are no spells 1020/* 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 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1022 * good comments for those.
1163 */ 1023 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1025 "You grow no stronger.",
1166"You grow no more agile.", 1026 "You grow no more agile.",
1167"You don't feel any healthier.", 1027 "You don't feel any healthier.",
1168"no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1169"You are no easier to look at.", 1031 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1032};
1173 1033
1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1042{
1176 object *force=NULL; 1043 object *force = 0;
1177 int i; 1044 int i;
1178 1045
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1047 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1048 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1049 : op;
1183 tmp = op;
1184 }
1185 1050
1186 if(tmp==NULL) return 0; 1051 if (!tmp)
1187 1052 return 0;
1053
1188 /* If we've already got a force of this type, don't add a new one. */ 1054 /* 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) { 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1056 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1058 {
1191 if (tmp2->name == spell_ob->name) { 1059 if (tmp2->name == spell_ob->name)
1060 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1061 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1062 break;
1194 } 1063 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 {
1196 if ( !silent ) 1066 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1198 "You can not cast %s while %s is in effect", 1068
1199 spell_ob->name, tmp2->name_pl);
1200 return 0; 1069 return 0;
1201 } 1070 }
1202 } 1071 }
1203 } 1072 }
1204 if(force==NULL) { 1073
1074 if (!force)
1075 {
1205 force=get_archetype(FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name); 1078
1208 if (spell_ob->race) 1079 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1080 force->name = spell_ob->race;
1210 else 1081 else
1211 force->name = add_refcount(spell_ob->name); 1082 force->name = spell_ob->name;
1212 free_string(force->name_pl); 1083
1213 force->name_pl = add_refcount(spell_ob->name); 1084 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1086
1216 } else { 1087 }
1217 int duration; 1088 else
1089 {
1090 int duration = change_ability_duration (caster, spell_ob);
1218 1091
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1092 if (duration > force->duration)
1093 {
1221 force->duration = duration; 1094 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1096 }
1223 } else { 1097 else
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1099
1226 return 1; 1100 return 1;
1227 } 1101 }
1102
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1104 force->speed = 1.0;
1230 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1232 1107
1233 /* Now start processing the effects. First, protections */ 1108 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1109 for (i = 0; i < NROFATTACKS; i++)
1110 {
1235 if (spell_ob->resist[i]) { 1111 if (spell_ob->resist[i])
1112 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1114 if (force->resist[i] > 100)
1115 force->resist[i] = 100;
1238 } 1116 }
1239 } 1117 }
1118
1240 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1121
1243 if (tmp->type == PLAYER) { 1122 if (tmp->type == PLAYER)
1123 {
1244 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1125 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1126 {
1247 if (stat) { 1127 if (sint8 stat = spell_ob->stats.stat (i))
1128 {
1248 sm=0; 1129 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1131 sm += rndm (1, 3);
1251 1132
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1135
1255 } 1136 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1137
1257 if (!sm) 1138 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1140 }
1260 } 1141 }
1261 } 1142 }
1262 1143
1263 force->move_type = spell_ob->move_type; 1144 force->move_type = spell_ob->move_type;
1264 1145
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1146 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1147 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1148
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1149 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1150 SET_FLAG (force, FLAG_XRAYS);
1270 1151
1271 /* Haste/bonus speed */ 1152 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1153 if (spell_ob->stats.exp)
1154 {
1155 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1156 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1157 else
1275 force->stats.exp = spell_ob->stats.exp; 1158 force->stats.exp = spell_ob->stats.exp;
1276 } 1159 }
1277 1160
1278 force->stats.wc = spell_ob->stats.wc; 1161 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1162 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1281 1164
1282 insert_ob_in_ob(force,tmp); 1165 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1167 tmp->update_stats ();
1168
1285 return 1; 1169 return 1;
1286} 1170}
1287 1171
1288/* This used to be part of cast_change_ability, but it really didn't make 1172/* 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 1173 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1174 * of the caster.
1291 */ 1175 */
1292 1176int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178{
1294 int i; 1179 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1296 1181
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1183 if (dir != 0)
1184 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1186
1187 if (!tmp)
1188 return 0;
1189 }
1190 else
1301 tmp = op; 1191 tmp = op;
1302 }
1303 1192
1304 /* If we've already got a force of this type, don't add a new one. */ 1193 /* 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) { 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 {
1307 if (tmp2->name == spell_ob->name) { 1198 if (tmp2->name == spell_ob->name)
1199 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1200 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1201 break;
1310 } 1202 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1203 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1204 {
1313 "You can not cast %s while %s is in effect", 1205 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; 1206 return 0;
1316 } 1207 }
1317 } 1208 }
1318 } 1209 }
1210
1319 if(force==NULL) { 1211 if (force == NULL)
1212 {
1320 force=get_archetype(FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1215 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1216 force->name = spell_ob->race;
1325 else 1217 else
1326 force->name = add_refcount(spell_ob->name); 1218 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1219 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1220 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1221 }
1222 else
1223 {
1331 int duration; 1224 int duration;
1332 1225
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1226 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1227 if (duration > force->duration)
1228 {
1335 force->duration = duration; 1229 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1230 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1231 }
1337 } else { 1232 else
1233 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1234 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1235 }
1340 return 0; 1236 return 0;
1341 } 1237 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1238 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1239 force->speed = 1.0;
1344 force->speed_left = -1.0; 1240 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1241 SET_FLAG (force, FLAG_APPLIED);
1346 1242
1347 if(!god) { 1243 if (!god)
1244 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1245 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1246 }
1247 else
1248 {
1350 /* Only give out good benefits, and put a max on it */ 1249 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1250 for (i = 0; i < NROFATTACKS; i++)
1251 {
1352 if (god->resist[i]>0) { 1252 if (god->resist[i] > 0)
1253 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1255 }
1355 } 1256 }
1356 force->path_attuned|=god->path_attuned; 1257 force->path_attuned |= god->path_attuned;
1258
1357 if (spell_ob->attacktype) { 1259 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1260 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1261
1360 }
1361 if (tmp != op) { 1262 if (tmp != op)
1263 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1264 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); 1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1266 }
1364 } else { 1267 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1268 {
1269 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1270 }
1368 1271
1369 } 1272 }
1370 force->stats.wc = spell_ob->stats.wc; 1273 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1274 force->stats.ac = spell_ob->stats.ac;
1372 1275
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1276 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1277 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1278 tmp->update_stats ();
1376 return 1; 1279 return 1;
1377} 1280}
1378
1379
1380 1281
1381/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1382 * 1283 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1285 * 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 * 1286 *
1389 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1390 * the maximum number of large nuggets you could get. 1288 * 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 1289 * because the nuggets themselves will be will be adjusted by charisma
1392 * to the max amount of small nuggets as you could get. 1290 * 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 * 1291 *
1397 * There is also a chance (1:30) that you will get nothing at all 1292 * 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 1293 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1294 * alchemised.
1400 */ 1295 */
1401 1296static void
1402/* I didn't feel like passing these as arguements to the 1297alchemy_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{ 1298{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1300
1414 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1306 * the stuff back to town.
1420 */ 1307 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1309 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1311 value /= 3;
1426 else 1312 else
1427 value = (value*9)/10; 1313 value = value * 9 / 10;
1428 1314
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1315 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1316 total_value += value;
1433 1317
1434 count = value / large->value; 1318 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 1319
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1320 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} 1321}
1455 1322
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1323int
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) 1324alchemy (object *op, object *caster, object *spell_ob)
1486{ 1325{
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) 1326 if (op->type != PLAYER)
1493 return 0; 1327 return 0;
1494 1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1334
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1335 /* 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 1336 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1337 * in sight
1498 */ 1338 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1341 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1342
1343 int weight = 0;
1344
1504 for(y= op->y-1;y<=op->y+1;y++) { 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1346 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1348 {
1349 uint64 value = 0;
1350
1506 nx = x; 1351 sint16 nx = x;
1507 ny = y; 1352 sint16 ny = y;
1508 1353
1509 mp = op->map; 1354 maptile *mp = op->map;
1510 1355
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1357
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1359 continue;
1515 1360
1516 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1362 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1363 * ground level effect.
1519 */ 1364 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1366 continue;
1522 1367
1523 small_nuggets=0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1369 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1370 next = tmp->above;
1371
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1374 {
1531
1532 if (tmp->inv) { 1375 if (tmp->inv)
1376 {
1533 object *next1, *tmp1; 1377 object *next1, *tmp1;
1378
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1380 {
1535 next1 = tmp1->below; 1381 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1384 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1385 }
1542 } 1386 }
1387
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1389
1390 if (weight > weight_max)
1391 break;
1392 }
1544 1393 }
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 1394
1554 /* Insert all the nuggets at one time. This probably saves time, but 1395 value -= rndm (value >> 4);
1555 * it also prevents us from alcheming nuggets that were just created 1396 value = min (value, value_max);
1556 * with this spell. 1397
1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399 if (int nrof = value / nugget [i]->value)
1557 */ 1400 {
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1559 } 1407 }
1408
1409 if (weight > weight_max)
1410 goto bailout;
1411 }
1560 } 1412 }
1561 free_object(large); 1413
1562 free_object(small); 1414bailout:
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; 1415 return 1;
1568} 1416}
1569
1570 1417
1571/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1572 * items. 1419 * items.
1573 */ 1420 */
1421int
1574int remove_curse(object *op, object *caster, object *spell) { 1422remove_curse (object *op, object *caster, object *spell)
1575 object *tmp; 1423{
1576 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1577 1425
1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 {
1431 was_one++;
1432
1433 if (tmp->level <= casting_level (caster, spell))
1434 {
1435 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438
1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */
1442
1443 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 }
1446 }
1447
1448 if (op->type == PLAYER)
1449 {
1450 if (success)
1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1452 else
1453 {
1454 if (was_one)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1456 else
1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1458 }
1459 }
1460
1461 return success;
1462}
1463
1464/* Identifies objects in the players inventory/on the ground */
1465int
1466cast_identify (object *op, object *caster, object *spell)
1467{
1468 object *tmp;
1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470
1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1474 {
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1476 {
1477 identify (tmp);
1582 1478
1583 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) {
1585 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED);
1588
1589 CLEAR_FLAG(tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1480 {
1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482
1483 if (tmp->msg)
1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1594 } 1485 }
1595 }
1596 1486
1597 if (op->type==PLAYER) { 1487 if (!--num_ident)
1598 if (success) { 1488 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 } 1489 }
1490 }
1491
1492 /* If all the power of the spell has been used up, don't go and identify
1493 * stuff on the floor. Only identify stuff on the floor if the spell
1494 * was not fully used.
1495 */
1496 if (num_ident)
1606 } 1497 {
1607 return success; 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1608}
1609
1610/* Identifies objects in the players inventory/on the ground */
1611
1612int cast_identify(object *op, object *caster, object *spell) {
1613 object *tmp;
1614 int success = 0, num_ident;
1615
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1617
1618 if (num_ident < 1) num_ident=1;
1619
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1500 {
1623 identify(tmp); 1501 identify (tmp);
1624 if (op->type==PLAYER) { 1502
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1503 if (object *pl = tmp->visible_to ())
1626 "You have %s.", long_desc(tmp, op)); 1504 {
1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1506
1627 if (tmp->msg) { 1507 if (tmp->msg)
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1509 }
1510
1511 if (!--num_ident)
1512 break;
1513 }
1514 }
1515
1516 if (buf.empty ())
1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1526 spell_effect (spell, op->x, op->y, op->map, op);
1527 return 1;
1528 }
1529}
1530
1531int
1532cast_detection (object *op, object *caster, object *spell, object *skill)
1533{
1534 object *tmp, *last, *god, *detect;
1535 int done_one, range, mflags, floor, level;
1536 sint16 x, y, nx, ny;
1537 maptile *m;
1538
1539 /* We precompute some values here so that we don't have to keep
1540 * doing it over and over again.
1541 */
1542 god = find_god (determine_god (op));
1543 level = casting_level (caster, spell);
1544 range = spell->range + SP_level_range_adjust (caster, spell);
1545
1546 if (!skill)
1547 skill = caster;
1548
1549 unordered_mapwalk (op, -range, -range, range, range)
1550 {
1551 /* For most of the detections, we only detect objects above the
1552 * floor. But this is not true for show invisible.
1553 * Basically, we just go and find the top object and work
1554 * down - that is easier than working up.
1555 */
1556
1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
1560 /* Shouldn't happen, but if there are no objects on a space, this
1561 * would happen.
1562 */
1563 if (!last)
1564 continue;
1565
1566 done_one = 0;
1567 floor = 0;
1568 detect = NULL;
1569 for (tmp = last; tmp; tmp = tmp->below)
1570 {
1571 /* show invisible */
1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1573 /* Might there be other objects that we can make visible? */
1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1576 || tmp->type == CF_HANDLE
1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1583 || tmp->type == LOCKED_DOOR
1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1587 || tmp->type == TRIGGER_PEDESTAL
1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1593 {
1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1595 {
1596 tmp->invisible = 0;
1597 done_one = 1;
1630 } 1598 }
1631 } 1599 }
1632 num_ident--; 1600
1633 success=1; 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1634 if (!num_ident) break; 1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1622 {
1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1624 /* make runes more visibile */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660 } /* for stack of objects on this space */
1661
1662 /* Code here puts an effect of the spell on the space, so you can see
1663 * where the magic is.
1664 */
1665 if (done_one)
1635 } 1666 {
1667 object *detect_ob = arch_to_object (spell->other_arch);
1668
1669 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect)
1671 {
1672 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1679 }
1680
1681 m->insert (detect_ob, nx, ny, op);
1682 }
1683 } /* for processing the surrounding spaces */
1684
1685
1686 /* Now process objects in the players inventory if detect curse or magic */
1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1636 } 1688 {
1637 /* If all the power of the spell has been used up, don't go and identify 1689 done_one = 0;
1638 * stuff on the floor. Only identify stuff on the floor if the spell
1639 * was not fully used.
1640 */
1641 if (num_ident) {
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1644 need_identify(tmp)) {
1645 1690
1646 identify(tmp); 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1647 if (op->type==PLAYER) { 1692 {
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1649 "On the ground is %s.", long_desc(tmp, op)); 1694 {
1650 if (tmp->msg) { 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1696 {
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1698
1699 if (object *pl = tmp->visible_to ())
1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1653 } 1701 }
1654 esrv_send_item(op, tmp);
1655 }
1656 num_ident--;
1657 success=1;
1658 if (!num_ident) break;
1659 }
1660 }
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 1702
1669 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1670int cast_detection(object *op, object *caster, object *spell, object *skill) { 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
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 */ 1705 {
1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1697 1707
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1708 if (object *pl = tmp->visible_to ())
1699 /* Shouldn't happen, but if there are no objects on a space, this 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1700 * would happen.
1701 */
1702 if (!last) continue;
1703
1704 done_one=0;
1705 floor=0;
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) {
1708
1709 /* show invisible */
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1711 /* Might there be other objects that we can make visibile? */
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 }
1726 } 1710 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728
1729 /* All detections below this point don't descend beneath the floor,
1730 * so just continue on. We could be clever and look at the type of
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 */
1734 if (floor) continue;
1735
1736 /* I had thought about making detect magic and detect curse
1737 * show the flash the magic item like it does for detect monster.
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 }
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 */ 1711 } /* if item is not identified */
1816 } /* for the players inventory */ 1712 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1818 return 1; 1715 return 1;
1819} 1716}
1820 1717
1821 1718
1822/** 1719/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1720 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1721 * level whos spell did cause the overcharge.
1825 */ 1722 */
1723static void
1826static void charge_mana_effect(object *victim, int caster_level) 1724charge_mana_effect (object *victim, int caster_level)
1827{ 1725{
1828 1726
1829 /* Prevent explosions for objects without mana. Without this check, doors 1727 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1728 * will explode, too.
1831 */ 1729 */
1832 if (victim->stats.maxsp <= 0) 1730 if (victim->stats.maxsp <= 0)
1833 return; 1731 return;
1834 1732
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1734
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1838 object *tmp; 1736 {
1839
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 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; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1850 } 1740 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1741 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."); 1742 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) { 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1746 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1748 confuse_player (victim, victim, 99);
1860 } 1749 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1752}
1865 1753
1866/* cast_transfer 1754/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1755 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1756 * We let the target go above their normal maximum SP.
1869 */ 1757 */
1870 1758
1759int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1760cast_transfer (object *op, object *caster, object *spell, int dir)
1761{
1872 object *plyr=NULL; 1762 object *plyr = NULL;
1873 sint16 x, y; 1763 sint16 x, y;
1874 mapstruct *m; 1764 maptile *m;
1875 int mflags; 1765 int mflags;
1876 1766
1877 m = op->map; 1767 m = op->map;
1878 x = op->x+freearr_x[dir]; 1768 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 1769 y = op->y + freearr_y[dir];
1880 1770
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1771 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1772
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1773 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1774 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1775 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1776 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 1777 break;
1887 } 1778 }
1888 1779
1889 1780
1890 /* If we did not find a player in the specified direction, transfer 1781 /* 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. 1782 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 1783 */
1893 if(plyr==NULL) 1784 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1785 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)) 1786 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 1787 break;
1897 1788
1898 if (!plyr) { 1789 if (!plyr)
1790 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1791 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 1792 return 0;
1901 } 1793 }
1902 /* give sp */ 1794 /* give sp */
1903 if(spell->stats.dam > 0) { 1795 if (spell->stats.dam > 0)
1796 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1906 return 1; 1799 return 1;
1907 } 1800 }
1908 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1802 else if (op != plyr)
1803 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1804 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 1805
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1806 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 1807
1914 if (rate > 95) rate=95; 1808 if (rate > 95)
1809 rate = 95;
1915 1810
1916 sucked = (plyr->stats.sp * rate) / 100; 1811 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1812 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1813 if (QUERY_FLAG (op, FLAG_ALIVE))
1814 {
1919 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1922 if (sucked > 0) { 1818 if (sucked > 0)
1819 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1924 } 1821 }
1925 } 1822 }
1926 return 1; 1823 return 1;
1927 } 1824 }
1928 return 0; 1825 return 0;
1929} 1826}
1930 1827
1931 1828
1932/* counterspell: nullifies spell effects. 1829/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1830 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1831 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1832 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1833 * this may nullify it.
1937 */ 1834 */
1835void
1938void counterspell(object *op,int dir) 1836counterspell (object *op, int dir)
1939{ 1837{
1940 object *tmp, *head, *next; 1838 object *tmp, *head, *next;
1941 int mflags; 1839 int mflags;
1942 mapstruct *m; 1840 maptile *m;
1943 sint16 sx,sy; 1841 sint16 sx, sy;
1944 1842
1945 sx = op->x + freearr_x[dir]; 1843 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 1844 sy = op->y + freearr_y[dir];
1947 m = op->map; 1845 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1846 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 1847 if (mflags & P_OUT_OF_MAP)
1848 return;
1849
1850 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 1851 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1852 next = tmp->above;
1953 1853
1954 /* Need to look at the head object - otherwise, if tmp 1854 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1855 * points to a monster, we don't have all the necessary
1956 * info for it. 1856 * info for it.
1957 */ 1857 */
1858 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1859 head = tmp->head;
1860 else
1959 else head = tmp; 1861 head = tmp;
1960 1862
1961 /* don't attack our own spells */ 1863 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1864 if (tmp->owner && tmp->owner == op->owner)
1865 continue;
1963 1866
1964 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1869 * monsters either.
1967 */ 1870 */
1968 1871
1969 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1873 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1874 && !QUERY_FLAG (head, FLAG_MONSTER)
1972 (op->level > head->level)) { 1875 && (op->level > head->level))
1973 remove_ob(head); 1876 head->destroy ();
1974 free_object(head); 1877 else
1975 } else switch(head->type) { 1878 switch (head->type)
1879 {
1976 case SPELL_EFFECT: 1880 case SPELL_EFFECT:
1881 // XXX: Don't affect floor spelleffects. See also XXX comment
1882 // about sanctuary in spell_util.C
1883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1884 continue;
1885
1977 if(op->level > head->level) { 1886 if (op->level > head->level)
1978 remove_ob(head); 1887 head->destroy ();
1979 free_object(head); 1888
1980 }
1981 break; 1889 break;
1982 1890
1983 /* I really don't get this rune code that much - that 1891 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1892 * random chance seems really low.
1985 */ 1893 */
1986 case RUNE: 1894 case RUNE:
1987 if(rndm(0, 149) == 0) { 1895 if (rndm (0, 149) == 0)
1896 {
1988 head->stats.hp--; /* weaken the rune */ 1897 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1898 if (!head->stats.hp)
1990 remove_ob(head); 1899 head->destroy ();
1991 free_object(head);
1992 } 1900 }
1993 }
1994 break; 1901 break;
1995 } 1902 }
1996 } 1903 }
1997} 1904}
1998
1999
2000 1905
2001/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1907int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1908cast_consecrate (object *op, object *caster, object *spell)
1909{
2003 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2004 1911
2005 object *tmp, *god=find_god(determine_god(op)); 1912 object *tmp, *god = find_god (determine_god (op));
2006 1913
2007 if(!god) { 1914 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1915 {
2009 "You can't consecrate anything if you don't worship a god!"); 1916 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 1917 return 0;
2011 } 1918 }
2012 1919
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1920 for (tmp = op->below; tmp; tmp = tmp->below)
1921 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break;
2015 if(tmp->type==HOLY_ALTAR) { 1924 if (tmp->type == HOLY_ALTAR)
1925 {
2016 1926
2017 if(tmp->level > caster_level(caster, spell)) { 1927 if (tmp->level > casting_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1928 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1930 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 } 1931 }
1932 else
1933 {
1934 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf;
1937 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch;
1939
1940 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1944 return 1;
2033 } 1945 }
1946 }
2034 } 1947 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1948 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 1949 return 0;
2037} 1950}
2038 1951
2039/* animate_weapon - 1952/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1953 * 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 1954 * 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, 1957 * 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 1958 * 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 1959 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2048 */ 1961 */
2049 1962int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1963animate_weapon (object *op, object *caster, object *spell, int dir)
1964{
2051 object *weapon, *tmp; 1965 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2053 int a, i; 1967 int a, i;
2054 sint16 x, y; 1968 sint16 x, y;
2055 mapstruct *m; 1969 maptile *m;
2056 materialtype_t *mt; 1970
2057
2058 if(!spell->other_arch){ 1971 if (!spell->other_arch)
1972 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 1975 return 0;
2062 } 1976 }
2063 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 1978 if (op->type != PLAYER)
1979 return 0;
2065 1980
2066 /* if player already has a golem, abort */ 1981 /* 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) { 1982 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 1983 {
1984 control_golem (golem, dir);
2069 return 0; 1985 return 0;
2070 } 1986 }
2071 1987
2072 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2073 if(!dir) 1989 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2075 1991
2076 m = op->map; 1992 m = op->map;
2077 x = op->x+freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2079 1995
2080 /* if there's no place to put the golem, abort */ 1996 /* 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) || 1997 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)) { 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1999 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2001 return 0;
2085 } 2002 }
2086 2003
2087 /* Use the weapon marked by the player. */ 2004 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2005 weapon = find_marked_object (op);
2089 2006
2090 if (!weapon) { 2007 if (!weapon)
2008 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2010 return 0;
2093 } 2011 }
2012
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2013 if (spell->race && weapon->arch->archname != spell->race)
2014 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2016 return 0;
2097 } 2017 }
2018
2098 if (weapon->type != WEAPON) { 2019 if (weapon->type != WEAPON)
2020 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2022 return 0;
2101 } 2023 }
2024
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2104 query_name(weapon));
2105 return 0; 2028 return 0;
2106 } 2029 }
2107 2030
2108 if (weapon->nrof > 1) { 2031 weapon = weapon->split ();
2109 tmp = get_split_ob(weapon, 1);
2110 esrv_send_item(op, weapon);
2111 weapon = tmp;
2112 }
2113 2032
2114 /* create the golem object */ 2033 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2116 2035
2117 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2038 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2039 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2040 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2043 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 2044
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* 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 2046 * removed flag - it should only be set if weapon->split was
2131 * used above. 2047 * used above.
2132 */ 2048 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2050 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2051
2136 esrv_send_item(op, weapon); 2052 tmp->insert (weapon);
2053
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* 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 2055 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2056 * body_info, skills, etc)
2140 */ 2057 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2060 tmp->update_stats ();
2144 2061
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* 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 - 2063 * 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. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2065 */
2149 2066
2150 /* modify weapon's animated wc */ 2067 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2068 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; 2069 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2070 tmp->stats.wc = -127;
2154 2071
2155 /* Modify hit points for weapon */ 2072 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2073 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2074 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2075 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2076 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2077 tmp->stats.hp = tmp->stats.maxhp;
2161 2078
2162 /* Modify weapon's damage */ 2079 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2080 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 2081 if (tmp->stats.dam < 0)
2165 + weapon->magic 2082 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2083
2169 2084
2170 /* attacktype */ 2085 /* attacktype */
2171 if ( ! tmp->attacktype) 2086 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2173 2088
2174 mt = NULL; 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2175 if (op->materialname != NULL) 2090 {
2176 mt = name_to_material(op->materialname);
2177 if (mt != NULL) {
2178 for (i=0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2093 a = mt->save[0];
2181 } else { 2094 }
2095 else
2096 {
2182 for (i=0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2184 a = 10; 2099 a = 10;
2185 } 2100 }
2101
2186 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2107 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2108 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2109 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2110 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2111 tmp->resist[ATNR_BLIND] = 100;
2196 2112
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2114
2199 if (a > 14) a = 14; 2115 if (a > 14)
2116 a = 14;
2117
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2119
2202 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2122
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2123 if (!spell->race)
2124 {
2208 sprintf(buf, "animated %s", weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2126 tmp->name = buf;
2211 2127
2212 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2133 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 } 2134 }
2224 2135
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* 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)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2227 2138
2228 tmp->speed_left= -1; 2139 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2140 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2141
2142 m->insert (tmp, x, y, op);
2233 return 1; 2143 return 1;
2234} 2144}
2235 2145
2236/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2237 2147
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2240 */ 2150 */
2241 2151int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2153{
2243 int success; 2154 int success;
2244 2155
2245 if(!op->map) return 0; /* shouldnt happen */ 2156 if (!op->map)
2157 return 0; /* shouldnt happen */
2246 2158
2247 success=change_map_light(op->map,spell->stats.dam); 2159 success = op->map->change_map_light (spell->stats.dam);
2160
2248 if(!success) { 2161 if (!success)
2162 {
2249 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2165 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2167 }
2168
2254 return success; 2169 return success;
2255} 2170}
2256
2257
2258
2259
2260 2171
2261/* create an aura spell object and put it in the player's inventory. 2172/* 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, 2173 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2174 * spell is the spell object itself.
2264 */ 2175 */
2176int
2265int create_aura(object *op, object *caster, object *spell) 2177create_aura (object *op, object *caster, object *spell)
2266{ 2178{
2267 int refresh=0; 2179 int refresh = 0;
2268 object *new_aura; 2180 object *new_aura;
2269 2181
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2182 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2183 if (new_aura)
2184 refresh = 1;
2185 else
2272 else new_aura = arch_to_object(spell->other_arch); 2186 new_aura = arch_to_object (spell->other_arch);
2273 2187
2274 new_aura->duration = spell->duration + 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2189
2277 new_aura->stats.dam = spell->stats.dam 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2191
2280 set_owner(new_aura,op);
2281 set_spell_skill(op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2283 2194
2284 new_aura->level = caster_level(caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2285 if (refresh) 2197 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2199 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2289 insert_ob_in_ob(new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2290 return 1; 2205 return 1;
2291} 2206}
2292
2293 2207
2294/* move aura function. An aura is a part of someone's inventory, 2208/* 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 2209 * which he carries with him, but which acts on the map immediately
2296 * around him. 2210 * around him.
2297 * Aura parameters: 2211 * Aura parameters:
2298 * duration: duration counter. 2212 * duration: duration counter.
2299 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2301 */ 2215 */
2302 2216void
2303void move_aura(object *aura) { 2217move_aura (object *aura)
2304 int i, mflags; 2218{
2305 object *env;
2306 mapstruct *m;
2307
2308 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2309 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2310 2222
2311 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2313 */ 2225 */
2314 remove_ob(aura); 2226 aura->remove ();
2315 2227
2316 /* exit if we're out of gas */ 2228 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2229 if (aura->duration-- < 0)
2318 free_object(aura); 2230 {
2231 aura->destroy ();
2319 return; 2232 return;
2320 } 2233 }
2321 2234
2322 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2236 if (!env || !env->map)
2324 free_object(aura); 2237 {
2238 aura->destroy ();
2325 return; 2239 return;
2326 } 2240 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2241
2330 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2332 */ 2244 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2245 aura->insert_at (env, aura);
2334 2246
2335 for(i=1;i<9;i++) { 2247 for (int i = 1; i < 9; i++)
2336 sint16 nx, ny; 2248 {
2337 nx = aura->x + freearr_x[i]; 2249 mapxy pos (env);
2338 ny = aura->y + freearr_y[i]; 2250 pos.move (i);
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2340 2251
2341 /* Consider the movement tyep of the person with the aura as 2252 /* 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 2253 * 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. 2254 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2255 */
2345 if (!(mflags & P_OUT_OF_MAP) 2256 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 { 2257 {
2348 hit_map(aura,i,aura->attacktype,0); 2258 hit_map (aura, i, aura->attacktype, 0);
2349 2259
2350 if(aura->other_arch) { 2260 if (aura->other_arch)
2351 object *new_ob;
2352
2353 new_ob = arch_to_object(aura->other_arch); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2354 new_ob->x = nx;
2355 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0);
2357 } 2262 }
2358 }
2359 } 2263 }
2264
2360 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2266 env->insert (aura);
2362 insert_ob_in_ob(aura, env); 2267 aura->set_owner (owner);
2363} 2268}
2364 2269
2365/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2366 * op is the piece object. 2271 * op is the piece object.
2367 */ 2272 */
2368 2273void
2369void move_peacemaker(object *op) { 2274move_peacemaker (object *op)
2370 object *tmp; 2275{
2371 2276 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) { 2277 {
2373 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2374 object *victim=tmp; 2279 object *victim = tmp->head_ ();
2375 2280
2376 if (tmp->head) victim=tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2282 continue;
2283
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2285 continue;
2286
2379 if (victim->stats.exp == 0) continue; 2287 if (victim->stats.exp == 0)
2288 continue;
2380 2289
2381 def_lev = MAX(1,victim->level); 2290 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2291 atk_lev = MAX (1, op->level);
2383 2292
2384 if (rndm(0, atk_lev-1) > def_lev) { 2293 if (rndm (0, atk_lev - 1) > def_lev)
2294 {
2385 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2386 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2299 victim->stats.exp = 0;
2389#if 0 2300#if 0
2390 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2392 */ 2303 */
2393 victim->stats.dam = 0; 2304 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2305 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2306 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2307 victim->stats.Pow = 0;
2397#endif 2308#endif
2398 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2403 if(victim->name) { 2315 if (victim->name)
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2317 }
2406 }
2407 } 2318 }
2408} 2319}
2409
2410 2320
2411/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2413 */ 2323 */
2414 2324int
2415int write_mark(object *op, object *spell, const char *msg) { 2325write_mark (object *op, object *spell, const char *msg)
2416 char rune[HUGE_BUF]; 2326{
2417 object *tmp;
2418
2419 if (!msg || msg[0] == 0) { 2327 if (!msg || msg[0] == 0)
2328 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2330 return 0;
2422 } 2331 }
2423 2332
2424 if (strcasestr_local(msg, "endmsg")) { 2333 if (strcasestr_local (msg, "endmsg"))
2334 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 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); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2337 return 0;
2428 } 2338 }
2339
2429 if (!spell->other_arch) return 0; 2340 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; 2341 return 0;
2342
2343 object *tmp = arch_to_object (spell->other_arch);
2344
2345 tmp->race = op->name; /*Save the owner of the rune */
2346 tmp->msg = msg;
2347
2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2350 return 1;
2440} 2351}
2352

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