ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.113 by root, Sat Nov 7 18:30:06 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (!wand || wand->type != WAND)
68 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 73 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 74 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); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 76 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 77 tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 84
86 tmp->x = op->x; 85 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 86 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 87
88 tmp->insert_at (op);
89 return 1; 89 return 1;
90 } 90 }
91 91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 99 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1;
101 101
102 if (!ncharges)
103 ncharges = 1;
104
102 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 106 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)); 107
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
106 SET_FLAG(wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 112 }
113
110 return 1; 114 return 1;
111} 115}
112 116
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* 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 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 119 * arrows.
118 * great a plus, the default is used. 122 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 123 * 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 124 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
122 */ 126 */
123 127int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
125{ 129{
126 int missile_plus=0, bonus_plus=0; 130 int bonus_plus = 0;
127 const char *missile_name; 131 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 132
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 135 missile_name = tmp->race;
136 }
137 136
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 138
140 if (find_archetype(missile_name)==NULL) { 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 144 return 0;
145 }
146
147 object *missile = missile_arch->instance ();
148
149 if (spellparam)
144 } 150 {
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 152 if (isalpha (*spellparam))
153 {
150 artifact *al = find_artifactlist(missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
151 155
152 for ( ; al != NULL; al=al->next) 156 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 157 if (!strcasecmp (al->item->name, spellparam))
158 break;
154 159
155 if (!al) { 160 if (!al)
156 free_object(missile); 161 {
162 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
158 stringarg);
159 return 0; 164 return 0;
160 } 165 }
166
161 if (al->item->slaying) { 167 if (al->item->slaying)
162 free_object(missile); 168 {
169 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 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; 171 return 0;
166 } 172 }
173
167 give_artifact_abilities(missile, al->item); 174 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 175 /* 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 176 * 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. 177 * the parsing of having to do both plus and type.
171 */ 178 */
172 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 180 missile_plus = 0;
174 } else 181 }
175 if (atoi(stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
176 missile_plus = atoi(stringarg); 183 missile_plus = atoi (spellparam);
177 } 184 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 185
186 missile_plus = clamp (missile_plus, -4, 4);
187
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
190
185 if (missile->nrof < 1) 191 if (missile->nrof < 1)
186 missile->nrof=1; 192 missile->nrof = 1;
187 193
188 missile->magic = missile_plus; 194 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 195 /* Can't get any money for these objects */
190 missile->value=0; 196 missile->value = 0;
191 197
192 SET_FLAG(missile, FLAG_IDENTIFIED); 198 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 199
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 201 pick_up (op, missile);
199 } 202
200 return 1; 203 return 1;
201} 204}
202 205
203 206
204/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
207{ 211{
208 int food_value; 212 int food_value;
209 archetype *at=NULL; 213 archetype *at = NULL;
210 object *new_op; 214 object *new_op;
211 215
212 food_value=spell_ob->stats.food + 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 217
215 if(stringarg) { 218 if (spellparam)
219 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
217 if (at == NULL) 221 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
219 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 224 spellparam = NULL;
225 }
226
227 if (!spellparam)
221 } 228 {
222
223 if(!stringarg) {
224 archetype *at_tmp; 229 archetype *at_tmp;
225 230
226 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 233 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 235 * to be altered from the donor.
231 */ 236 */
232 237
233 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 239 for_all_archetypes (at_tmp)
240 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
242 {
236 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 245 * the item we have now, take it instead.
239 */ 246 */
240 if (at_tmp->clone.stats.food<=food_value && 247 if (at_tmp->stats.food <= food_value
248 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
242 at=at_tmp; 252 at = at_tmp;
243 } 253 }
244 } 254 }
245 } 255 }
256
246 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
247 * know 258 * know
248 */ 259 */
249 if (!at) { 260 if (!at)
261 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 263 return 0;
252 } 264 }
253 265
254 food_value/=at->clone.stats.food; 266 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 268 new_op->nrof = food_value;
257 269
258 new_op->value = 0; 270 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 271 if (new_op->nrof < 1)
272 new_op->nrof = 1;
260 273
261 cast_create_obj(op, caster,new_op, dir); 274 cast_create_obj (op, caster, new_op, dir);
262 return 1; 275 return 1;
263} 276}
264 277
278int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 279probe (object *op, object *caster, object *spell_ob, int dir)
280{
266 int r, mflags, maxrange; 281 int r, mflags, maxrange;
267 object *tmp; 282 object *tmp;
268 mapstruct *m; 283 maptile *m;
269 284
270
271 if(!dir) { 285 if (!dir)
286 {
272 examine_monster(op,op); 287 examine_monster (op, op);
273 return 1; 288 return 1;
274 } 289 }
290
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 292 for (r = 1; r < maxrange; r++)
293 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 295
279 m = op->map; 296 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 297 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 298
282 if (mflags & P_OUT_OF_MAP) break; 299 if (mflags & P_OUT_OF_MAP)
300 break;
283 301
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 305 return 0;
287 } 306 }
307
288 if (mflags & P_IS_ALIVE) { 308 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 309 {
310 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))) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 314 if (tmp->head != NULL)
293 tmp=tmp->head; 315 tmp = tmp->head;
294 examine_monster(op,tmp); 316 examine_monster (op, tmp);
295 return 1; 317 return 1;
296 } 318 }
297 } 319 }
298 } 320 }
321
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 323 return 1;
301} 324}
302
303 325
304/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 327 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 330 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 331 * pl is invisible.
310 */ 332 */
333int
311int makes_invisible_to(object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
312{ 335{
313
314 if (!pl->invisible) return 0; 336 if (!pl->invisible)
337 return 0;
338
315 if (pl->type == PLAYER ) { 339 if (pl->type == PLAYER)
340 {
316 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 342 if (!pl->contr->invis_race)
343 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 345 return 0;
346
347 return 1;
320 } 348 }
349
321 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
323 return 1; 352 return 1;
353
324 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 355 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 356 return 0;
329 } else { 357
330 /* monsters are invisible to everything */ 358 if (mon->race.contains (pl->contr->invis_race))
331 return 1; 359 return 1;
360
361 /* Nothing matched above, return 0 */
362 return 0;
363 }
364 else
365 {
366 /* monsters are invisible to everything */
367 return 1;
332 } 368 }
333} 369}
334 370
335/* Makes the player or character invisible. 371/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 372 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 375 * 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 376 * 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/ 377 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 378 * normal applies.
343 */ 379 */
380int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 381cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 382{
346
347 if(op->invisible>1000) { 383 if (op->invisible > 1000)
384 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 386 return 0;
350 } 387 }
351 388
352 /* Remove the switch with 90% duplicate code - just handle the differences with 389 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 390 * and if statement or two.
354 */ 391 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 392 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 393 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 394 if (op->invisible > 1000)
395 op->invisible = 1000;
358 396
359 if (op->type == PLAYER) { 397 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 398 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 399 op->contr->invis_race = spell_ob->race;
400
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 401 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 402 op->contr->tmp_invis = 0;
365 else 403 else
366 op->contr->tmp_invis=1; 404 op->contr->tmp_invis = 1;
367 405
368 op->contr->hidden = 0; 406 op->contr->hidden = 0;
369 } 407 }
408
370 if (makes_invisible_to(op, op)) 409 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 411 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 413
375 update_object(op,UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
376 415
377 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
378 * harm to the player. 417 * harm to the player.
379 */ 418 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
381 if (tmp->enemy == op) 420 if (tmp->enemy == op)
382 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
383 return 1; 423 return 1;
384} 424}
385 425
386/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 427 */
428int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
389 object *tmp, *next; 430{
390 int range,i,j, mflags; 431 int range, i, j, mflags;
391 sint16 sx, sy; 432 sint16 sx, sy;
392 mapstruct *m; 433 maptile *m;
393 434
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 436
399 for(i= -range;i<=range;i++) 437 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 438 for (j = -range; j <= range; j++)
439 {
401 sx = op->x + i; 440 sx = op->x + i;
402 sy = op->y + j; 441 sy = op->y + j;
403 m = op->map; 442 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 444
406 if (mflags & P_OUT_OF_MAP) continue; 445 if (mflags & P_OUT_OF_MAP)
446 continue;
407 447
408 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
410 { 450 {
411 next = tmp->above; 451 next = tmp->above;
452
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 455 }
456 }
457
416 return 1; 458 return 1;
417} 459}
418 460
419 461void
420void execute_word_of_recall(object *op) { 462execute_word_of_recall (object *op)
421 object *wor=op; 463{
422 while(op!=NULL && op->type!=PLAYER) 464 if (object *pl = op->in_player ())
423 op=op->env; 465 {
424 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 468 else
429 enter_exit(op,wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
430 } 470 }
431 remove_ob(wor); 471
432 free_object(wor); 472 op->destroy ();
433} 473}
434 474
435/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
437 * time delay effect. 477 * time delay effect.
438 */ 478 */
479int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
481{
440 object *dummy; 482 object *dummy;
441 int time; 483 int time;
442 484
443 if(op->type!=PLAYER) 485 if (op->type != PLAYER)
444 return 0; 486 return 0;
445 487
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 489 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 491 return 1;
450 } 492 }
451 493
452 dummy=get_archetype(FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 495
496 if (!dummy)
497 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 500 return 0;
457 } 501 }
502
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
460 506
461 /* value of speed really doesn't make much difference, as long as it is 507 /* 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 508 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
464 */ 510 */
465 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
470 515
471 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
473 */ 518 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 519 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
477 522
478 (void) insert_ob_in_ob(dummy,op); 523 op->insert (dummy);
524
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
480 return 1; 527 return 1;
481} 528}
482 529
483/* cast_wonder 530/* cast_wonder
484 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
485 * spell. 532 * spell.
486 */ 533 */
534int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 535cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536{
488 object *newspell; 537 object *newspell;
489 538
490 if(!rndm(0, 3)) 539 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 540 return cast_cone (op, caster, dir, spell_ob);
492 541
493 if (spell_ob->randomitems) { 542 if (spell_ob->randomitems)
543 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 545 if (!newspell)
546 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 548 return 0;
498 } 549 }
499 if (newspell->type != SPELL) { 550 if (newspell->type != SPELL)
551 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 552 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; 553 return 0;
503 } 554 }
504 /* Prevent inifinit recursion */ 555 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 556 if (newspell->subtype == SP_WONDER)
557 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 559 return 0;
508 } 560 }
509 return cast_spell(op,caster,dir,newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
510 } 562 }
563 return 1;
564}
565
566int
567perceive_self (object *op)
568{
569 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (shstr_depletion);
571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
511 return 1; 575 return 0;
512}
513 576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
514 579
515int perceive_self(object *op) { 580 if (object *god = find_god (determine_god (op)))
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 581 buf << " - You worship " << &god->name << ".\n";
517 archetype *at=find_archetype(ARCH_DEPLETION); 582 else
518 object *tmp; 583 buf << " - You worship no god.\n";
519 int i;
520 584
521 tmp=find_god(determine_god(op)); 585 object *tmp = present_arch_in_ob (at, op);
586
587 if (*cp == '\0' && !tmp)
588 buf << " - You feel very mundane. ";
589 else
590 {
591 buf << " - You have: " << cp << ".\n";
592
522 if (tmp) 593 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++) { 594 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 595 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 596 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 } 597 }
544 598
545 if (is_dragon_pl(op)) { 599 if (is_dragon_pl (op))
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 {
549 if(tmp->stats.exp == 0) { 605 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
551 } else { 607 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 609
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 610 break;
556 } 611 }
557 } 612 }
558 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
559 return 1; 616 return 1;
560} 617}
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
803 618
804/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 620 * within some reason.
806 */ 621 */
807 622int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 624{
625 object *tmp;
810 int i,posblocked,negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 627 sint16 x, y;
812 mapstruct *m; 628 maptile *m;
813 const char *name; 629 const char *name;
814 archetype *at; 630 archetype *at;
815 631
816 if(!dir) { 632 if (!dir)
633 {
817 dir=op->facing; 634 dir = op->facing;
818 x = op->x; 635 x = op->x;
819 y = op->y; 636 y = op->y;
820 } else { 637 }
638 else
639 {
821 x = op->x+freearr_x[dir]; 640 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 641 y = op->y + freearr_y[dir];
823 } 642 }
643
824 m = op->map; 644 m = op->map;
825 645
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 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) || 647 (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))) { 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 651 return 0;
831 } 652 }
653
832 if (spell_ob->other_arch) { 654 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 656 else if (spell_ob->race)
657 {
835 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
836 659
837 sprintf(buf1,spell_ob->race,dir); 660 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 661 at = archetype::find (buf1);
839 if (!at) { 662 if (!at)
663 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 666 return 0;
843 } 667 }
668
844 tmp = arch_to_object(at); 669 tmp = arch_to_object (at);
845 } else { 670 }
671 else
672 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 674 return 0;
849 } 675 }
850 676
851 if (tmp->type == SPELL_EFFECT) { 677 if (tmp->type == SPELL_EFFECT)
678 {
852 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 681 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; 682 tmp->range = 0;
683 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 685 {
860 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 688 }
689
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 691 {
867 SP_level_duration_adjust(caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 694 }
695
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
875 } 702 }
876 703
877 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
879 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 709 tmp->set_owner (op);
710
881 set_spell_skill(op, caster, spell_ob, tmp); 711 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; 712 tmp->level = casting_level (caster, spell_ob) / 2;
885 713
886 name = tmp->name; 714 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 718 return 0;
890 } 719 }
720
891 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 724
895 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
899 * blocked spaces. 729 * blocked spaces.
900 */ 730 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 732 posblocked = 0;
903 negblocked=0; 733 negblocked = 0;
904 734
905 for(i=1; i<=maxrange; i++) { 735 for (i = 1; i <= maxrange; i++)
736 {
906 int dir2; 737 int dir2;
907 738
908 dir2 = (dir<4)?(dir+2):dir-2; 739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 740
910 x = tmp->x+i*freearr_x[dir2]; 741 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 742 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 743 m = tmp->map;
913 744
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 745 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) && 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 747 {
917 tmp2 = get_object(); 748 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 749 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 750
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 */ 751 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
925 754
755 }
756 else
926 } else posblocked=1; 757 posblocked = 1;
927 758
928 x = tmp->x-i*freearr_x[dir2]; 759 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 760 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 761 m = tmp->map;
931 762
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 763 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) && 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 765 {
935 tmp2 = get_object(); 766 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 767 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 768
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
771 }
772 else
942 } else negblocked=1; 773 negblocked = 1;
943 } 774 }
944 775
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
947 778
779 return 1;
780}
781
782int
783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784{
785 uint32 dist, maxdist;
786 int mflags;
787 maptile *m;
788 sint16 sx, sy;
789
790 if (op->type != PLAYER)
791 return 0;
792
793 if (!dir)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796 return 0;
797 }
798
799 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in.
801 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803
804 if (spellparam)
805 {
806 int count = atoi (spellparam);
807
808 if (count > maxdist)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0;
812 }
813
814 for (dist = 0; dist < count; dist++)
815 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break;
820
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break;
823 }
824
825 if (dist < count)
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 return 0;
829 }
830
831 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces.
837 */
838 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */
844 }
845 }
846 else
847 {
848 /* Player didn't specify a distance, so lets see how far
849 * we can move the player. Don't know why this stopped on
850 * spaces that blocked the players view.
851 */
852
853 for (dist = 0; dist < maxdist; dist++)
854 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break;
859
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864
865 /* If the destination is blocked, keep backing up until we
866 * find a place for the player.
867 */
868 for (; dist > 0; dist--)
869 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue;
873
874
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break;
877
878 }
879 if (!dist)
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882 return 0;
883 }
884 }
885
886 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 888 return 1;
949}
950 889
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 */ 890 op->speed_left = -5. * fabs (op->speed); /* Freeze them for a short while */
891
1053 return 1; 892 return 1;
1054} 893}
1055
1056 894
1057/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1058 * op is the caster. 896 * op is the caster.
1059 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1060 * spell is the spell object. 898 * spell is the spell object.
1061 */ 899 */
900int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 901cast_heal (object *op, object *caster, object *spell, int dir)
902{
1063 object *tmp; 903 object *tmp;
1064 archetype *at; 904 archetype *at;
1065 object *poison; 905 object *poison;
1066 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1067 907
1068 tmp = find_target_for_friendly_spell(op,dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1069 909
1070 if (tmp==NULL) return 0; 910 if (!tmp)
911 return 0;
1071 912
1072 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1074 */ 915 */
1075 heal = spell->stats.dam; 916 heal = spell->stats.dam;
1076 if (spell->stats.hp) 917 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 919
1080 if (heal) { 920 if (heal)
921 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
924 else
1083 } 925 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 928 * on amount of damage healed.
1088 */ 929 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1091 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1092 934
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 937 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 939 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 941 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 943 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 945
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 946 success = 1;
947 }
948 }
1110 949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
1111 if (spell->attacktype & AT_POISON) { 954 if (spell->attacktype & AT_POISON)
1112 at = find_archetype("poisoning"); 955 {
956 at = archetype::find (shstr_poisoning);
1113 poison=present_arch_in_ob(at,tmp); 957 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 958 if (poison)
959 {
1115 success = 1; 960 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 962 poison->stats.food = 1;
1118 } 963 }
1119 } 964 }
965
1120 if (spell->attacktype & AT_CONFUSION) { 966 if (spell->attacktype & AT_CONFUSION)
967 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1122 if (poison) { 969 if (poison)
970 {
1123 success = 1; 971 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 973 poison->duration = 1;
1126 } 974 }
1127 } 975 }
976
1128 if (spell->attacktype & AT_BLIND) { 977 if (spell->attacktype & AT_BLIND)
1129 at=find_archetype("blindness"); 978 {
979 at = archetype::find (shstr_blindness);
1130 poison=present_arch_in_ob(at,tmp); 980 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 981 if (poison)
982 {
1132 success = 1; 983 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 985 poison->stats.food = 1;
1135 } 986 }
1136 } 987 }
988
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
1138 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 992 if (tmp->stats.sp > tmp->stats.maxsp)
993 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 994 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 996 }
997
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1144 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1002 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1003 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1005 }
1006
1149 if (spell->stats.food && tmp->stats.food < 999) { 1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1150 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1152 success = 1; 1014 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1015 /* 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"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1017 }
1018
1156 return success; 1019 return success;
1157} 1020}
1158
1159 1021
1160/* This is used for the spells that gain stats. There are no spells 1022/* 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 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1024 * good comments for those.
1163 */ 1025 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1027 "You grow no stronger.",
1166"You grow no more agile.", 1028 "You grow no more agile.",
1167"You don't feel any healthier.", 1029 "You don't feel any healthier.",
1168"no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1169"You are no easier to look at.", 1033 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1034};
1173 1035
1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1044{
1176 object *force=NULL; 1045 object *force = 0;
1177 int i; 1046 int i;
1178 1047
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1049 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1050 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1051 : op;
1183 tmp = op;
1184 }
1185 1052
1186 if(tmp==NULL) return 0; 1053 if (!tmp)
1187 1054 return 0;
1055
1188 /* If we've already got a force of this type, don't add a new one. */ 1056 /* 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) { 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1058 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1060 {
1191 if (tmp2->name == spell_ob->name) { 1061 if (tmp2->name == spell_ob->name)
1062 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1063 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1064 break;
1194 } 1065 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 {
1196 if ( !silent ) 1068 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1198 "You can not cast %s while %s is in effect", 1070 "You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl); 1071 &spell_ob->name, &tmp2->name_pl);
1072
1200 return 0; 1073 return 0;
1201 } 1074 }
1202 } 1075 }
1203 } 1076 }
1204 if(force==NULL) {
1205 force=get_archetype(FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race);
1210 else
1211 force->name = add_refcount(spell_ob->name);
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name);
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1077
1216 } else { 1078 int duration = change_ability_duration (spell_ob, caster);
1217 int duration;
1218 1079
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1080 if (force)
1081 {
1220 if (duration > force->duration) { 1082 if (duration > force->duration)
1083 {
1221 force->duration = duration; 1084 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086 }
1223 } else { 1087 else
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1089
1226 return 1; 1090 return 1;
1227 } 1091 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1229 force->speed = 1.0; 1108 force->speed = 1.0;
1230 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1232 1111
1233 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1113 for (i = 0; i < NROFATTACKS; i++)
1114 {
1235 if (spell_ob->resist[i]) { 1115 if (spell_ob->resist[i])
1116 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1118 if (force->resist[i] > 100)
1119 force->resist[i] = 100;
1238 } 1120 }
1239 } 1121 }
1122
1240 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1125
1243 if (tmp->type == PLAYER) { 1126 if (tmp->type == PLAYER)
1127 {
1244 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1129 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1130 {
1247 if (stat) { 1131 if (sint8 stat = spell_ob->stats.stat (i))
1132 {
1248 sm=0; 1133 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1135 sm += rndm (1, 3);
1251 1136
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1139
1255 } 1140 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1141
1257 if (!sm) 1142 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1144 }
1260 } 1145 }
1261 } 1146 }
1262 1147
1263 force->move_type = spell_ob->move_type; 1148 force->move_type = spell_ob->move_type;
1264 1149
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1150 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1151 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1152
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1153 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1154 SET_FLAG (force, FLAG_XRAYS);
1270 1155
1271 /* Haste/bonus speed */ 1156 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1157 if (spell_ob->stats.exp)
1158 {
1159 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1160 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1161 else
1275 force->stats.exp = spell_ob->stats.exp; 1162 force->stats.exp = spell_ob->stats.exp;
1276 } 1163 }
1277 1164
1278 force->stats.wc = spell_ob->stats.wc; 1165 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1166 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1281 1168
1282 insert_ob_in_ob(force,tmp); 1169 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1171 tmp->update_stats ();
1172
1285 return 1; 1173 return 1;
1286} 1174}
1287 1175
1288/* This used to be part of cast_change_ability, but it really didn't make 1176/* 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 1177 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1178 * of the caster.
1291 */ 1179 */
1292 1180int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1182{
1294 int i; 1183 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1296 1185
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1187 if (dir != 0)
1188 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1190
1191 if (!tmp)
1192 return 0;
1193 }
1194 else
1301 tmp = op; 1195 tmp = op;
1302 }
1303 1196
1304 /* If we've already got a force of this type, don't add a new one. */ 1197 /* 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) { 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 {
1307 if (tmp2->name == spell_ob->name) { 1202 if (tmp2->name == spell_ob->name)
1203 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1204 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1205 break;
1310 } 1206 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1207 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1208 {
1313 "You can not cast %s while %s is in effect", 1209 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; 1210 return 0;
1316 } 1211 }
1317 } 1212 }
1318 } 1213 }
1214
1319 if(force==NULL) { 1215 if (force == NULL)
1216 {
1320 force=get_archetype(FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1219 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1220 force->name = spell_ob->race;
1325 else 1221 else
1326 force->name = add_refcount(spell_ob->name); 1222 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1223 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1225 }
1226 else
1227 {
1331 int duration; 1228 int duration;
1332 1229
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1230 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1231 if (duration > force->duration)
1232 {
1335 force->duration = duration; 1233 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1234 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1235 }
1337 } else { 1236 else
1237 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1239 }
1340 return 0; 1240 return 0;
1341 } 1241 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1242 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1243 force->speed = 1.0;
1344 force->speed_left = -1.0; 1244 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1245 SET_FLAG (force, FLAG_APPLIED);
1346 1246
1347 if(!god) { 1247 if (!god)
1248 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1249 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1250 }
1251 else
1252 {
1350 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1254 for (i = 0; i < NROFATTACKS; i++)
1352 if (god->resist[i]>0) { 1255 if (god->resist[i] > 0)
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1257
1355 }
1356 force->path_attuned|=god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1259
1357 if (spell_ob->attacktype) { 1260 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1261 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1262
1360 }
1361 if (tmp != op) { 1263 if (tmp != op)
1264 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1265 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); 1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1267 }
1364 } else { 1268 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1269 {
1270 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1271 }
1368 1272
1369 } 1273 }
1370 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1372 1276
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1278 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1279 tmp->update_stats ();
1376 return 1; 1280 return 1;
1377} 1281}
1378
1379
1380 1282
1381/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1382 * 1284 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1286 * 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 * 1287 *
1389 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1390 * the maximum number of large nuggets you could get. 1289 * 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 1290 * because the nuggets themselves will be will be adjusted by charisma
1392 * to the max amount of small nuggets as you could get. 1291 * 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 * 1292 *
1397 * There is also a chance (1:30) that you will get nothing at all 1293 * 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 1294 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1295 * alchemised.
1400 */ 1296 */
1401 1297static void
1402/* I didn't feel like passing these as arguements to the 1298alchemy_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{ 1299{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1301
1414 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1307 * the stuff back to town.
1420 */ 1308 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1310 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1312 value /= 3;
1426 else 1313 else
1427 value = (value*9)/10; 1314 value = value * 9 / 10;
1428 1315
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1316 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1317 total_value += value;
1433 1318
1434 count = value / large->value; 1319 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 1320
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1321 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} 1322}
1455 1323
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1324int
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) 1325alchemy (object *op, object *caster, object *spell_ob)
1486{ 1326{
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) 1327 if (op->type != PLAYER)
1493 return 0; 1328 return 0;
1494 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* 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 1337 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1338 * in sight
1498 */ 1339 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1342 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1343
1344 int weight = 0;
1345
1504 for(y= op->y-1;y<=op->y+1;y++) { 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1347 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1349 {
1350 uint64 value = 0;
1351
1506 nx = x; 1352 sint16 nx = x;
1507 ny = y; 1353 sint16 ny = y;
1508 1354
1509 mp = op->map; 1355 maptile *mp = op->map;
1510 1356
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1358
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1360 continue;
1515 1361
1516 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1363 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1364 * ground level effect.
1519 */ 1365 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1367 continue;
1522 1368
1523 small_nuggets=0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1370 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1371 next = tmp->above;
1372
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1375 {
1531
1532 if (tmp->inv) { 1376 if (tmp->inv)
1377 {
1533 object *next1, *tmp1; 1378 object *next1, *tmp1;
1379
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 {
1535 next1 = tmp1->below; 1382 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1385 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1386 }
1542 } 1387 }
1388
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1390
1391 if (weight > weight_max)
1392 break;
1393 }
1544 1394 }
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 1395
1554 /* Insert all the nuggets at one time. This probably saves time, but 1396 value -= rndm (value >> 4);
1555 * it also prevents us from alcheming nuggets that were just created 1397 value = min (value, value_max);
1556 * with this spell. 1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1557 */ 1401 {
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1559 } 1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1560 } 1413 }
1561 free_object(large); 1414
1562 free_object(small); 1415bailout:
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; 1416 return 1;
1568} 1417}
1569
1570 1418
1571/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1572 * items. 1420 * items.
1573 */ 1421 */
1422int
1574int remove_curse(object *op, object *caster, object *spell) { 1423remove_curse (object *op, object *caster, object *spell)
1575 object *tmp; 1424{
1576 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1577 1426
1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431 {
1432 was_one++;
1433
1434 if (tmp->level <= casting_level (caster, spell))
1435 {
1436 success++;
1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1439
1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1442 tmp->value = 0; /* Still can't sell it */
1443
1444 if (object *pl = tmp->visible_to ())
1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 }
1447 }
1448
1449 if (op->type == PLAYER)
1450 {
1451 if (success)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1453 else
1454 {
1455 if (was_one)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1457 else
1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1459 }
1460 }
1461
1462 return success;
1463}
1464
1465/* Identifies objects in the players inventory/on the ground */
1466int
1467cast_identify (object *op, object *caster, object *spell)
1468{
1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471
1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1473
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1475 {
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1477 {
1478 identify (tmp);
1582 1479
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) 1480 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1481 {
1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483
1484 if (tmp->msg)
1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1594 } 1486 }
1595 }
1596 1487
1597 if (op->type==PLAYER) { 1488 if (!--num_ident)
1598 if (success) { 1489 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 } 1490 }
1491 }
1492
1493 /* If all the power of the spell has been used up, don't go and identify
1494 * stuff on the floor. Only identify stuff on the floor if the spell
1495 * was not fully used.
1496 */
1497 if (num_ident)
1606 } 1498 {
1607 return success; 1499 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)) { 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1501 {
1623 identify(tmp); 1502 identify (tmp);
1624 if (op->type==PLAYER) { 1503
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1504 if (object *pl = tmp->visible_to ())
1626 "You have %s.", long_desc(tmp, op)); 1505 {
1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1507
1627 if (tmp->msg) { 1508 if (tmp->msg)
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1510 }
1511
1512 if (!--num_ident)
1513 break;
1514 }
1515 }
1516
1517 if (buf.empty ())
1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1529 }
1530}
1531
1532int
1533cast_detection (object *op, object *caster, object *spell, object *skill)
1534{
1535 object *tmp, *last, *god, *detect;
1536 int done_one, range, mflags, floor, level;
1537 sint16 x, y, nx, ny;
1538 maptile *m;
1539
1540 /* We precompute some values here so that we don't have to keep
1541 * doing it over and over again.
1542 */
1543 god = find_god (determine_god (op));
1544 level = casting_level (caster, spell);
1545 range = spell->range + SP_level_range_adjust (caster, spell);
1546
1547 if (!skill)
1548 skill = caster;
1549
1550 unordered_mapwalk (op, -range, -range, range, range)
1551 {
1552 /* For most of the detections, we only detect objects above the
1553 * floor. But this is not true for show invisible.
1554 * Basically, we just go and find the top object and work
1555 * down - that is easier than working up.
1556 */
1557
1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1559 last = tmp;
1560
1561 /* Shouldn't happen, but if there are no objects on a space, this
1562 * would happen.
1563 */
1564 if (!last)
1565 continue;
1566
1567 done_one = 0;
1568 floor = 0;
1569 detect = NULL;
1570 for (tmp = last; tmp; tmp = tmp->below)
1571 {
1572 /* show invisible */
1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1574 /* Might there be other objects that we can make visible? */
1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1577 || tmp->type == T_HANDLE
1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1584 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1588 || tmp->type == TRIGGER_PEDESTAL
1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1594 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 {
1597 tmp->invisible = 0;
1598 done_one = 1;
1630 } 1599 }
1631 } 1600 }
1632 num_ident--; 1601
1633 success=1; 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1634 if (!num_ident) break; 1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1657 {
1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661 } /* for stack of objects on this space */
1662
1663 /* Code here puts an effect of the spell on the space, so you can see
1664 * where the magic is.
1665 */
1666 if (done_one)
1635 } 1667 {
1668 object *detect_ob = arch_to_object (spell->other_arch);
1669
1670 /* if this is set, we want to copy the face */
1671 if (done_one == 2 && detect)
1672 {
1673 detect_ob->face = detect->face;
1674 detect_ob->animation_id = detect->animation_id;
1675 detect_ob->anim_speed = detect->anim_speed;
1676 detect_ob->last_anim = 0;
1677 /* by default, the detect_ob is already animated */
1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1680 }
1681
1682 m->insert (detect_ob, nx, ny, op);
1683 }
1684 } /* for processing the surrounding spaces */
1685
1686
1687 /* Now process objects in the players inventory if detect curse or magic */
1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1636 } 1689 {
1637 /* If all the power of the spell has been used up, don't go and identify 1690 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 1691
1646 identify(tmp); 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1647 if (op->type==PLAYER) { 1693 {
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1649 "On the ground is %s.", long_desc(tmp, op)); 1695 {
1650 if (tmp->msg) { 1696 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:"); 1697 {
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699
1700 if (object *pl = tmp->visible_to ())
1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1653 } 1702 }
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 1703
1669 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1670int cast_detection(object *op, object *caster, object *spell, object *skill) { 1705 (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 */ 1706 {
1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1697 1708
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1709 if (object *pl = tmp->visible_to ())
1699 /* Shouldn't happen, but if there are no objects on a space, this 1710 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 } 1711 }
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 */ 1712 } /* if item is not identified */
1816 } /* for the players inventory */ 1713 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1818 return 1; 1716 return 1;
1819} 1717}
1820 1718
1821 1719
1822/** 1720/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1721 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1722 * level whos spell did cause the overcharge.
1825 */ 1723 */
1724static void
1826static void charge_mana_effect(object *victim, int caster_level) 1725charge_mana_effect (object *victim, int caster_level)
1827{ 1726{
1828 1727
1829 /* Prevent explosions for objects without mana. Without this check, doors 1728 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1729 * will explode, too.
1831 */ 1730 */
1832 if (victim->stats.maxsp <= 0) 1731 if (victim->stats.maxsp <= 0)
1833 return; 1732 return;
1834 1733
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1735
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1838 object *tmp; 1737 {
1839
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 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; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1850 } 1741 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1742 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."); 1743 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) { 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1749 confuse_player (victim, victim, 99);
1860 } 1750 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1753}
1865 1754
1866/* cast_transfer 1755/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
1869 */ 1758 */
1870 1759
1760int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1761cast_transfer (object *op, object *caster, object *spell, int dir)
1762{
1872 object *plyr=NULL; 1763 object *plyr = NULL;
1873 sint16 x, y; 1764 sint16 x, y;
1874 mapstruct *m; 1765 maptile *m;
1875 int mflags; 1766 int mflags;
1876 1767
1877 m = op->map; 1768 m = op->map;
1878 x = op->x+freearr_x[dir]; 1769 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 1770 y = op->y + freearr_y[dir];
1880 1771
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1773
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 1778 break;
1887 } 1779 }
1888 1780
1889 1781
1890 /* If we did not find a player in the specified direction, transfer 1782 /* 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. 1783 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 1784 */
1893 if(plyr==NULL) 1785 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1786 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)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 1788 break;
1897 1789
1898 if (!plyr) { 1790 if (!plyr)
1791 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 1793 return 0;
1901 } 1794 }
1902 /* give sp */ 1795 /* give sp */
1903 if(spell->stats.dam > 0) { 1796 if (spell->stats.dam > 0)
1797 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1906 return 1; 1800 return 1;
1907 } 1801 }
1908 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1803 else if (op != plyr)
1804 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1805 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 1806
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1807 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 1808
1914 if (rate > 95) rate=95; 1809 if (rate > 95)
1810 rate = 95;
1915 1811
1916 sucked = (plyr->stats.sp * rate) / 100; 1812 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1813 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1814 if (QUERY_FLAG (op, FLAG_ALIVE))
1815 {
1919 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1922 if (sucked > 0) { 1819 if (sucked > 0)
1820 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1924 } 1822 }
1925 } 1823 }
1926 return 1; 1824 return 1;
1927 } 1825 }
1928 return 0; 1826 return 0;
1929} 1827}
1930 1828
1931 1829
1932/* counterspell: nullifies spell effects. 1830/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1831 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1832 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1833 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1834 * this may nullify it.
1937 */ 1835 */
1836void
1938void counterspell(object *op,int dir) 1837counterspell (object *op, int dir)
1939{ 1838{
1940 object *tmp, *head, *next; 1839 object *tmp, *head, *next;
1941 int mflags; 1840 int mflags;
1942 mapstruct *m; 1841 maptile *m;
1943 sint16 sx,sy; 1842 sint16 sx, sy;
1944 1843
1945 sx = op->x + freearr_x[dir]; 1844 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 1845 sy = op->y + freearr_y[dir];
1947 m = op->map; 1846 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 1848 if (mflags & P_OUT_OF_MAP)
1849 return;
1850
1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 1852 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1853 next = tmp->above;
1953 1854
1954 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
1956 * info for it. 1857 * info for it.
1957 */ 1858 */
1859 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1860 head = tmp->head;
1861 else
1959 else head = tmp; 1862 head = tmp;
1960 1863
1961 /* don't attack our own spells */ 1864 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1865 if (tmp->owner && tmp->owner == op->owner)
1866 continue;
1963 1867
1964 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1870 * monsters either.
1967 */ 1871 */
1968 1872
1969 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1874 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1972 (op->level > head->level)) { 1876 && (op->level > head->level))
1973 remove_ob(head); 1877 head->destroy ();
1974 free_object(head); 1878 else
1975 } else switch(head->type) { 1879 switch (head->type)
1880 {
1976 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
1977 if(op->level > head->level) { 1887 if (op->level > head->level)
1978 remove_ob(head); 1888 head->destroy ();
1979 free_object(head); 1889
1980 }
1981 break; 1890 break;
1982 1891
1983 /* I really don't get this rune code that much - that 1892 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1893 * random chance seems really low.
1985 */ 1894 */
1986 case RUNE: 1895 case RUNE:
1987 if(rndm(0, 149) == 0) { 1896 if (rndm (0, 149) == 0)
1897 {
1988 head->stats.hp--; /* weaken the rune */ 1898 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1899 if (!head->stats.hp)
1990 remove_ob(head); 1900 head->destroy ();
1991 free_object(head);
1992 } 1901 }
1993 }
1994 break; 1902 break;
1995 } 1903 }
1996 } 1904 }
1997} 1905}
1998
1999
2000 1906
2001/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1908int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1909cast_consecrate (object *op, object *caster, object *spell)
1910{
2003 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2004 1912
2005 object *tmp, *god=find_god(determine_god(op)); 1913 object *tmp, *god = find_god (determine_god (op));
2006 1914
2007 if(!god) { 1915 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1916 {
2009 "You can't consecrate anything if you don't worship a god!"); 1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 1918 return 0;
2011 } 1919 }
2012 1920
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1921 for (tmp = op->below; tmp; tmp = tmp->below)
1922 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break;
2015 if(tmp->type==HOLY_ALTAR) { 1925 if (tmp->type == HOLY_ALTAR)
1926 {
2016 1927
2017 if(tmp->level > caster_level(caster, spell)) { 1928 if (tmp->level > casting_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1929 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1931 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 } 1932 }
1933 else
1934 {
1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf;
1938 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch;
1940
1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1;
2033 } 1946 }
1947 }
2034 } 1948 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 1950 return 0;
2037} 1951}
2038 1952
2039/* animate_weapon - 1953/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1954 * 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 1955 * 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, 1958 * 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 1959 * 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 1960 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2048 */ 1962 */
2049 1963int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1964animate_weapon (object *op, object *caster, object *spell, int dir)
1965{
2051 object *weapon, *tmp; 1966 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2053 int a, i; 1968 int a, i;
2054 sint16 x, y; 1969 sint16 x, y;
2055 mapstruct *m; 1970 maptile *m;
2056 materialtype_t *mt; 1971
2057
2058 if(!spell->other_arch){ 1972 if (!spell->other_arch)
1973 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 1976 return 0;
2062 } 1977 }
2063 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 1979 if (op->type != PLAYER)
1980 return 0;
2065 1981
2066 /* if player already has a golem, abort */ 1982 /* 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) { 1983 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 1984 {
1985 control_golem (golem, dir);
2069 return 0; 1986 return 0;
2070 } 1987 }
2071 1988
2072 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2073 if(!dir) 1990 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2075 1992
2076 m = op->map; 1993 m = op->map;
2077 x = op->x+freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2079 1996
2080 /* if there's no place to put the golem, abort */ 1997 /* 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) || 1998 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)) { 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2002 return 0;
2085 } 2003 }
2086 2004
2087 /* Use the weapon marked by the player. */ 2005 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2006 weapon = find_marked_object (op);
2089 2007
2090 if (!weapon) { 2008 if (!weapon)
2009 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2011 return 0;
2093 } 2012 }
2013
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2014 if (spell->race && weapon->arch->archname != spell->race)
2015 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2017 return 0;
2097 } 2018 }
2019
2098 if (weapon->type != WEAPON) { 2020 if (weapon->type != WEAPON)
2021 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2023 return 0;
2101 } 2024 }
2025
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2027 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2028 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; 2029 return 0;
2106 } 2030 }
2107 2031
2108 if (weapon->nrof > 1) { 2032 weapon = weapon->split ();
2109 tmp = get_split_ob(weapon, 1);
2110 esrv_send_item(op, weapon);
2111 weapon = tmp;
2112 }
2113 2033
2114 /* create the golem object */ 2034 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2116 2036
2117 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2039 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2040 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2041 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2044 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 2045
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* 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 2047 * removed flag - it should only be set if weapon->split was
2131 * used above. 2048 * used above.
2132 */ 2049 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2051 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2052
2136 esrv_send_item(op, weapon); 2053 tmp->insert (weapon);
2054
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* 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 2056 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2057 * body_info, skills, etc)
2140 */ 2058 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2061 tmp->update_stats ();
2144 2062
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2063 /* 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 - 2064 * 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. 2065 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2066 */
2149 2067
2150 /* modify weapon's animated wc */ 2068 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2069 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; 2070 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2071 tmp->stats.wc = -127;
2154 2072
2155 /* Modify hit points for weapon */ 2073 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2074 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2075 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2076 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2077 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2078 tmp->stats.hp = tmp->stats.maxhp;
2161 2079
2162 /* Modify weapon's damage */ 2080 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2081 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 2082 if (tmp->stats.dam < 0)
2165 + weapon->magic 2083 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2084
2169 2085
2170 /* attacktype */ 2086 /* attacktype */
2171 if ( ! tmp->attacktype) 2087 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2173 2089
2174 mt = NULL; 2090 if (materialtype_t *mt = name_to_material (op->materialname))
2175 if (op->materialname != NULL) 2091 {
2176 mt = name_to_material(op->materialname);
2177 if (mt != NULL) {
2178 for (i=0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2094 a = mt->save[0];
2181 } else { 2095 }
2096 else
2097 {
2182 for (i=0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2099 tmp->resist[i] = 5;
2184 a = 10; 2100 a = 10;
2185 } 2101 }
2102
2186 /* Set weapon's immunity */ 2103 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2104 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2105 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2106 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2107 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2108 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2109 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2110 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2111 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2112 tmp->resist[ATNR_BLIND] = 100;
2196 2113
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2114 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2115
2199 if (a > 14) a = 14; 2116 if (a > 14)
2117 a = 14;
2118
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2119 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2120
2202 /* Determine golem's speed */ 2121 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2122 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2123
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2124 if (!spell->race)
2125 {
2208 sprintf(buf, "animated %s", weapon->name); 2126 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2127 tmp->name = buf;
2211 2128
2212 tmp->face = weapon->face; 2129 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2130 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2131 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2132 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2133 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2134 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 } 2135 }
2224 2136
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2137 /* 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)); 2138 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2227 2139
2228 tmp->speed_left= -1; 2140 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2141 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2142
2143 m->insert (tmp, x, y, op);
2233 return 1; 2144 return 1;
2234} 2145}
2235 2146
2236/* cast_daylight() - changes the map darkness level *lower* */ 2147/* cast_daylight() - changes the map darkness level *lower* */
2237 2148
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2150 * This changes the light level for the entire map.
2240 */ 2151 */
2241 2152int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2153cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{
2243 int success; 2155 int success;
2244 2156
2245 if(!op->map) return 0; /* shouldnt happen */ 2157 if (!op->map)
2158 return 0; /* shouldnt happen */
2246 2159
2247 success=change_map_light(op->map,spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2248 if(!success) { 2162 if (!success)
2163 {
2249 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2166 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2168 }
2169
2254 return success; 2170 return success;
2255} 2171}
2256
2257
2258
2259
2260 2172
2261/* create an aura spell object and put it in the player's inventory. 2173/* 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, 2174 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2175 * spell is the spell object itself.
2264 */ 2176 */
2177int
2265int create_aura(object *op, object *caster, object *spell) 2178create_aura (object *op, object *caster, object *spell)
2266{ 2179{
2267 int refresh=0; 2180 int refresh = 0;
2268 object *new_aura; 2181 object *new_aura;
2269 2182
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2183 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2184 if (new_aura)
2185 refresh = 1;
2186 else
2272 else new_aura = arch_to_object(spell->other_arch); 2187 new_aura = arch_to_object (spell->other_arch);
2273 2188
2274 new_aura->duration = spell->duration + 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2190
2277 new_aura->stats.dam = spell->stats.dam 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2192
2280 set_owner(new_aura,op);
2281 set_spell_skill(op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2283 2195
2284 new_aura->level = caster_level(caster, spell); 2196 new_aura->level = casting_level (caster, spell);
2197
2285 if (refresh) 2198 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2200 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2289 insert_ob_in_ob(new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2290 return 1; 2206 return 1;
2291} 2207}
2292
2293 2208
2294/* move aura function. An aura is a part of someone's inventory, 2209/* 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 2210 * which he carries with him, but which acts on the map immediately
2296 * around him. 2211 * around him.
2297 * Aura parameters: 2212 * Aura parameters:
2298 * duration: duration counter. 2213 * duration: duration counter.
2299 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2301 */ 2216 */
2302 2217void
2303void move_aura(object *aura) { 2218move_aura (object *aura)
2304 int i, mflags; 2219{
2305 object *env;
2306 mapstruct *m;
2307
2308 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2309 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2310 2223
2311 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2313 */ 2226 */
2314 remove_ob(aura); 2227 aura->remove ();
2315 2228
2316 /* exit if we're out of gas */ 2229 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2230 if (aura->duration-- < 0)
2318 free_object(aura); 2231 {
2232 aura->destroy ();
2319 return; 2233 return;
2320 } 2234 }
2321 2235
2322 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2237 if (!env || !env->map)
2324 free_object(aura); 2238 {
2239 aura->destroy ();
2325 return; 2240 return;
2326 } 2241 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2242
2330 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2332 */ 2245 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2246 aura->insert_at (env, aura);
2334 2247
2335 for(i=1;i<9;i++) { 2248 for (int i = 1; i < 9; i++)
2336 sint16 nx, ny; 2249 {
2337 nx = aura->x + freearr_x[i]; 2250 mapxy pos (env);
2338 ny = aura->y + freearr_y[i]; 2251 pos.move (i);
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2340 2252
2341 /* Consider the movement tyep of the person with the aura as 2253 /* 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 2254 * 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. 2255 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2256 */
2345 if (!(mflags & P_OUT_OF_MAP) 2257 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 { 2258 {
2348 hit_map(aura,i,aura->attacktype,0); 2259 hit_map (aura, i, aura->attacktype, 0);
2349 2260
2350 if(aura->other_arch) { 2261 if (aura->other_arch)
2351 object *new_ob;
2352
2353 new_ob = arch_to_object(aura->other_arch); 2262 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 } 2263 }
2358 }
2359 } 2264 }
2265
2360 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2267 env->insert (aura);
2362 insert_ob_in_ob(aura, env); 2268 aura->set_owner (owner);
2363} 2269}
2364 2270
2365/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2366 * op is the piece object. 2272 * op is the piece object.
2367 */ 2273 */
2368 2274void
2369void move_peacemaker(object *op) { 2275move_peacemaker (object *op)
2370 object *tmp; 2276{
2371 2277 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) { 2278 {
2373 int atk_lev, def_lev; 2279 int atk_lev, def_lev;
2374 object *victim=tmp; 2280 object *victim = tmp->head_ ();
2375 2281
2376 if (tmp->head) victim=tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2282 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2283 continue;
2284
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2285 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2286 continue;
2287
2379 if (victim->stats.exp == 0) continue; 2288 if (victim->stats.exp == 0)
2289 continue;
2380 2290
2381 def_lev = MAX(1,victim->level); 2291 def_lev = max (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2292 atk_lev = max (1, op->level);
2383 2293
2384 if (rndm(0, atk_lev-1) > def_lev) { 2294 if (rndm (0, atk_lev - 1) > def_lev)
2295 {
2385 /* make this sucker peaceful. */ 2296 /* make this sucker peaceful. */
2386 2297
2298 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2299 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2300 victim->stats.exp = 0;
2389#if 0 2301#if 0
2390 /* No idea why these were all set to zero - if something 2302 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2303 * makes this creature agressive, he should still do damage.
2392 */ 2304 */
2393 victim->stats.dam = 0; 2305 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2306 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2307 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2308 victim->stats.Pow = 0;
2397#endif 2309#endif
2398 victim->attack_movement = RANDO2; 2310 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2312 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2313 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2314 CLEAR_FLAG (victim, FLAG_MONSTER);
2315
2403 if(victim->name) { 2316 if (victim->name)
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2317 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2318 }
2406 }
2407 } 2319 }
2408} 2320}
2409
2410 2321
2411/* This writes a rune that contains the appropriate message. 2322/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2323 * There really isn't any adjustments we make.
2413 */ 2324 */
2414 2325int
2415int write_mark(object *op, object *spell, const char *msg) { 2326write_mark (object *op, object *spell, const char *msg)
2416 char rune[HUGE_BUF]; 2327{
2417 object *tmp;
2418
2419 if (!msg || msg[0] == 0) { 2328 if (!msg || msg[0] == 0)
2329 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2331 return 0;
2332 }
2333
2334 if (!msg_is_safe (msg))
2422 } 2335 {
2423
2424 if (strcasestr_local(msg, "endmsg")) {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2336 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); 2337 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2338 return 0;
2428 } 2339 }
2340
2429 if (!spell->other_arch) return 0; 2341 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; 2342 return 0;
2343
2344 object *tmp = arch_to_object (spell->other_arch);
2345
2346 tmp->race = op->name; /*Save the owner of the rune */
2347 tmp->msg = msg;
2348
2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2350
2351 return 1;
2440} 2352}
2353

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines