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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.53 by root, Tue May 22 10:50:01 2007 UTC

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

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