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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 1.81 by root, Sat May 3 12:29:09 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (wand == NULL || wand->type != WAND)
67 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 72 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 75 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 78
79 if (!tmp->stats.dam)
80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 83
86 tmp->x = op->x; 84 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 85 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 86
87 tmp->insert_at (op);
89 return 1; 88 return 1;
90 } 89 }
91 90
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
93 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
95 else { 95 else
96 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 98 return 0;
99 } 99 }
100 if (!ncharges) ncharges = 1;
101 100
101 if (!ncharges)
102 ncharges = 1;
103
102 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 106
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 {
106 SET_FLAG(wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 111 }
112
110 return 1; 113 return 1;
111} 114}
112 115
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 118 * arrows.
118 * great a plus, the default is used. 121 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
122 */ 125 */
123 126int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 128{
126 int missile_plus=0, bonus_plus=0; 129 int bonus_plus = 0;
127 const char *missile_name; 130 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 131
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 134 missile_name = tmp->race;
136 }
137 135
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 137
140 if (find_archetype(missile_name)==NULL) { 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
141 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 143 return 0;
144 } 144 }
145 missile = get_archetype(missile_name);
146 145
146 object *missile = missile_arch->instance ();
147
147 if (stringarg) { 148 if (stringarg)
149 {
148 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 151 if (isalpha (*stringarg))
152 {
150 artifact *al = find_artifactlist(missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
151 154
152 for ( ; al != NULL; al=al->next) 155 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 156 if (!strcasecmp (al->item->name, stringarg))
157 break;
154 158
155 if (!al) { 159 if (!al)
156 free_object(missile); 160 {
161 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 163 return 0;
160 } 164 }
165
161 if (al->item->slaying) { 166 if (al->item->slaying)
162 free_object(missile); 167 {
168 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
164 missile_name, stringarg);
165 return 0; 170 return 0;
166 } 171 }
172
167 give_artifact_abilities(missile, al->item); 173 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
171 */ 177 */
172 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 179 missile_plus = 0;
174 } else 180 }
175 if (atoi(stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 182 missile_plus = atoi (stringarg);
177 } 183 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 184
185 missile_plus = clamp (missile_plus, -4, 4);
186
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
185 if (missile->nrof < 1) 190 if (missile->nrof < 1)
186 missile->nrof=1; 191 missile->nrof = 1;
187 192
188 missile->magic = missile_plus; 193 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
190 missile->value=0; 195 missile->value = 0;
191 196
192 SET_FLAG(missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 198
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 200 pick_up (op, missile);
199 } 201
200 return 1; 202 return 1;
201} 203}
202 204
203 205
204/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If stringarg is NULL, it will create food dependent on level --PeterM*/
208int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 210{
208 int food_value; 211 int food_value;
209 archetype *at=NULL; 212 archetype *at = NULL;
210 object *new_op; 213 object *new_op;
211 214
212 food_value=spell_ob->stats.food + 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 216
215 if(stringarg) { 217 if (stringarg)
218 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 220 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 223 stringarg = NULL;
221 } 224 }
222 225
223 if(!stringarg) { 226 if (!stringarg)
227 {
224 archetype *at_tmp; 228 archetype *at_tmp;
225 229
226 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 232 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 234 * to be altered from the donor.
231 */ 235 */
232 236
233 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 238 for_all_archetypes (at_tmp)
239 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 {
236 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 244 * the item we have now, take it instead.
239 */ 245 */
240 if (at_tmp->clone.stats.food<=food_value && 246 if (at_tmp->stats.food <= food_value
247 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
242 at=at_tmp; 251 at = at_tmp;
243 } 252 }
244 } 253 }
245 } 254 }
255
246 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
247 * know 257 * know
248 */ 258 */
249 if (!at) { 259 if (!at)
260 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 262 return 0;
252 } 263 }
253 264
254 food_value/=at->clone.stats.food; 265 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 267 new_op->nrof = food_value;
257 268
258 new_op->value = 0; 269 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 270 if (new_op->nrof < 1)
271 new_op->nrof = 1;
260 272
261 cast_create_obj(op, caster,new_op, dir); 273 cast_create_obj (op, caster, new_op, dir);
262 return 1; 274 return 1;
263} 275}
264 276
277int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 278probe (object *op, object *caster, object *spell_ob, int dir)
279{
266 int r, mflags, maxrange; 280 int r, mflags, maxrange;
267 object *tmp; 281 object *tmp;
268 mapstruct *m; 282 maptile *m;
269 283
270
271 if(!dir) { 284 if (!dir)
285 {
272 examine_monster(op,op); 286 examine_monster (op, op);
273 return 1; 287 return 1;
274 } 288 }
289
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 291 for (r = 1; r < maxrange; r++)
292 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 294
279 m = op->map; 295 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 296 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 297
282 if (mflags & P_OUT_OF_MAP) break; 298 if (mflags & P_OUT_OF_MAP)
299 break;
283 300
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 304 return 0;
287 } 305 }
288 if (mflags & P_IS_ALIVE) { 306 if (mflags & P_IS_ALIVE)
307 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 308 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))) { 309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 312 if (tmp->head != NULL)
293 tmp=tmp->head; 313 tmp = tmp->head;
294 examine_monster(op,tmp); 314 examine_monster (op, tmp);
295 return 1; 315 return 1;
296 } 316 }
297 } 317 }
298 } 318 }
319
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 321 return 1;
301} 322}
302
303 323
304/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 325 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 328 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 329 * pl is invisible.
310 */ 330 */
331int
311int makes_invisible_to(object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
312{ 333{
313
314 if (!pl->invisible) return 0; 334 if (!pl->invisible)
335 return 0;
336
315 if (pl->type == PLAYER ) { 337 if (pl->type == PLAYER)
338 {
316 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 340 if (!pl->contr->invis_race)
341 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 343 return 0;
344
345 return 1;
320 } 346 }
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;
351
324 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 353 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 354 return 0;
329 } else { 355
330 /* monsters are invisible to everything */ 356 if (strstr (mon->race, pl->contr->invis_race))
331 return 1; 357 return 1;
358
359 /* Nothing matched above, return 0 */
360 return 0;
361 }
362 else
363 {
364 /* monsters are invisible to everything */
365 return 1;
332 } 366 }
333} 367}
334 368
335/* Makes the player or character invisible. 369/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 370 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 373 * 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 374 * 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/ 375 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 376 * normal applies.
343 */ 377 */
378int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 379cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 380{
346
347 if(op->invisible>1000) { 381 if (op->invisible > 1000)
382 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 384 return 0;
350 } 385 }
351 386
352 /* Remove the switch with 90% duplicate code - just handle the differences with 387 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 388 * and if statement or two.
354 */ 389 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 391 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 392 if (op->invisible > 1000)
393 op->invisible = 1000;
358 394
359 if (op->type == PLAYER) { 395 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 396 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 397 op->contr->invis_race = spell_ob->race;
398
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 400 op->contr->tmp_invis = 0;
365 else 401 else
366 op->contr->tmp_invis=1; 402 op->contr->tmp_invis = 1;
367 403
368 op->contr->hidden = 0; 404 op->contr->hidden = 0;
369 } 405 }
406
370 if (makes_invisible_to(op, op)) 407 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 409 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 411
375 update_object(op,UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
376 413
377 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
378 * harm to the player. 415 * harm to the player.
379 */ 416 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
381 if (tmp->enemy == op) 418 if (tmp->enemy == op)
382 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
383 return 1; 421 return 1;
384} 422}
385 423
386/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 425 */
426int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 427cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{
389 object *tmp, *next; 429 object *tmp, *next;
390 int range,i,j, mflags; 430 int range, i, j, mflags;
391 sint16 sx, sy; 431 sint16 sx, sy;
392 mapstruct *m; 432 maptile *m;
393 433
394 if(op->type!=PLAYER) 434 if (op->type != PLAYER)
395 return 0; 435 return 0;
396 436
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 438
399 for(i= -range;i<=range;i++) 439 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 440 for (j = -range; j <= range; j++)
441 {
401 sx = op->x + i; 442 sx = op->x + i;
402 sy = op->y + j; 443 sy = op->y + j;
403 m = op->map; 444 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 446
406 if (mflags & P_OUT_OF_MAP) continue; 447 if (mflags & P_OUT_OF_MAP)
448 continue;
407 449
408 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 452 {
411 next = tmp->above; 453 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 456 }
457 }
458
416 return 1; 459 return 1;
417} 460}
418 461
419 462void
420void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
421 object *wor=op; 464{
422 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
423 op=op->env; 466 {
424 467 if (pl->ms ().flags () & P_NO_CLERIC && !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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 469 else
470 {
471 // remove first so we do not call update_stats
472 op->remove ();
429 enter_exit(op,wor); 473 pl->enter_exit (op);
474 }
430 } 475 }
431 remove_ob(wor); 476
432 free_object(wor); 477 op->destroy ();
433} 478}
434 479
435/* Word of recall causes the player to return 'home'. 480/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 481 * we put a force into the player object, so that there is a
437 * time delay effect. 482 * time delay effect.
438 */ 483 */
484int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 485cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{
440 object *dummy; 487 object *dummy;
441 int time; 488 int time;
442 489
443 if(op->type!=PLAYER) 490 if (op->type != PLAYER)
444 return 0; 491 return 0;
445 492
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 493 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 494 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 496 return 1;
450 } 497 }
451 498
452 dummy=get_archetype(FORCE_NAME); 499 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 500 if (dummy == NULL)
501 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 504 return 0;
457 } 505 }
506
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 508 if (time < 1)
509 time = 1;
460 510
461 /* value of speed really doesn't make much difference, as long as it is 511 /* 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 512 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 513 * do anything really odd if it say a -1000 or something.
464 */ 514 */
465 dummy->speed = 0.002; 515 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 516 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 517 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 518 dummy->subtype = SP_WORD_OF_RECALL;
470 519
471 /* If we could take advantage of enter_player_savebed() here, it would be 520 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 521 * nice, but until the map load fails, we can't.
473 */ 522 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 523 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 524 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 525 EXIT_Y (dummy) = op->contr->bed_y;
477 526
478 (void) insert_ob_in_ob(dummy,op); 527 op->insert (dummy);
528
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530
480 return 1; 531 return 1;
481} 532}
482 533
483/* cast_wonder 534/* cast_wonder
484 * wonder is really just a spell that will likely cast another 535 * wonder is really just a spell that will likely cast another
485 * spell. 536 * spell.
486 */ 537 */
538int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 539cast_wonder (object *op, object *caster, int dir, object *spell_ob)
540{
488 object *newspell; 541 object *newspell;
489 542
490 if(!rndm(0, 3)) 543 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 544 return cast_cone (op, caster, dir, spell_ob);
492 545
493 if (spell_ob->randomitems) { 546 if (spell_ob->randomitems)
547 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 548 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 549 if (!newspell)
550 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 551 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 552 return 0;
498 } 553 }
499 if (newspell->type != SPELL) { 554 if (newspell->type != SPELL)
555 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 556 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; 557 return 0;
503 } 558 }
504 /* Prevent inifinit recursion */ 559 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 560 if (newspell->subtype == SP_WONDER)
561 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 562 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 563 return 0;
508 } 564 }
509 return cast_spell(op,caster,dir,newspell, NULL); 565 return cast_spell (op, caster, dir, newspell, NULL);
510 } 566 }
511 return 1; 567 return 1;
512} 568}
513 569
514 570int
515int perceive_self(object *op) { 571perceive_self (object *op)
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 572{
573 const char *cp = describe_item (op, op);
517 archetype *at=find_archetype(ARCH_DEPLETION); 574 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp;
519 int i;
520 575
521 tmp=find_god(determine_god(op)); 576 dynbuf_text buf;
522 if (tmp) 577
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 578 if (player *pl = op->contr)
579 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
581
582 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n";
524 else 584 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 585 buf << "You worship no god.\n";
526 586
527 tmp=present_arch_in_ob(at,op); 587 object *tmp = present_arch_in_ob (at, op);
528 588
529 if(*cp=='\0' && tmp==NULL) 589 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 590 buf << "You feel very mundane. ";
531 else { 591 else
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 592 {
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 593 buf << "You have: " << cp << ".\n";
534 if (tmp!=NULL) { 594
595 if (tmp)
535 for (i=0; i<NUM_STATS; i++) { 596 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 597 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
538 "Your %s is depleted by %d", statname[i],
539 -(get_attr_value(&tmp->stats,i)));
540 }
541 }
542 }
543 } 599 }
544 600
545 if (is_dragon_pl(op)) { 601 if (is_dragon_pl (op))
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 603 for (tmp = op->inv; tmp; tmp = tmp->below)
604 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 605 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 {
549 if(tmp->stats.exp == 0) { 607 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 608 buf << "Your metabolism isn't focused on anything.\n";
551 } else { 609 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 611
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 612 break;
556 } 613 }
557 } 614 }
558 } 615
616 buf << '\0'; // zero-terminate
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619
559 return 1; 620 return 1;
560} 621}
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
803 622
804/* This creates magic walls. Really, it can create most any object, 623/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 624 * within some reason.
806 */ 625 */
807 626int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 627magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 628{
629 object *tmp;
810 int i,posblocked,negblocked, maxrange; 630 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 631 sint16 x, y;
812 mapstruct *m; 632 maptile *m;
813 const char *name; 633 const char *name;
814 archetype *at; 634 archetype *at;
815 635
816 if(!dir) { 636 if (!dir)
637 {
817 dir=op->facing; 638 dir = op->facing;
818 x = op->x; 639 x = op->x;
819 y = op->y; 640 y = op->y;
820 } else { 641 }
642 else
643 {
821 x = op->x+freearr_x[dir]; 644 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 645 y = op->y + freearr_y[dir];
823 } 646 }
647
824 m = op->map; 648 m = op->map;
825 649
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 650 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) || 651 (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))) { 652 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
653 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 655 return 0;
831 } 656 }
657
832 if (spell_ob->other_arch) { 658 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 659 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 660 else if (spell_ob->race)
661 {
835 char buf1[MAX_BUF]; 662 char buf1[MAX_BUF];
836 663
837 sprintf(buf1,spell_ob->race,dir); 664 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 665 at = archetype::find (buf1);
839 if (!at) { 666 if (!at)
667 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 670 return 0;
843 } 671 }
672
844 tmp = arch_to_object(at); 673 tmp = arch_to_object (at);
845 } else { 674 }
675 else
676 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 677 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 678 return 0;
849 } 679 }
850 680
851 if (tmp->type == SPELL_EFFECT) { 681 if (tmp->type == SPELL_EFFECT)
682 {
852 tmp->attacktype = spell_ob->attacktype; 683 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 684 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 685 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; 686 tmp->range = 0;
687 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 688 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 689 {
860 SP_level_duration_adjust(caster, spell_ob); 690 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 691 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 692 }
693
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 694 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 695 {
867 SP_level_duration_adjust(caster, spell_ob); 696 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 697 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 698 }
699
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
701 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 702 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 703 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 704 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 705 SET_FLAG (tmp, FLAG_ALIVE);
875 } 706 }
876 707
877 /* This can't really hurt - if the object doesn't kill anything, 708 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 709 * these fields just won't be used. Do not set the owner for
710 * earthwalls, though, so they survive restarts.
879 */ 711 */
712 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 713 tmp->set_owner (op);
714
881 set_spell_skill(op, caster, spell_ob, tmp); 715 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; 716 tmp->level = caster_level (caster, spell_ob) / 2;
885 717
886 name = tmp->name; 718 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 719 if (!(tmp = m->insert (tmp, x, y, op)))
720 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 722 return 0;
890 } 723 }
724
891 /* If this is a spellcasting wall, need to insert the spell object */ 725 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 726 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 728
895 /* This code causes the wall to extend some distance in 729 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 730 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 731 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 732 * created wall can extend, it won't go extend through
899 * blocked spaces. 733 * blocked spaces.
900 */ 734 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 735 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 736 posblocked = 0;
903 negblocked=0; 737 negblocked = 0;
904 738
905 for(i=1; i<=maxrange; i++) { 739 for (i = 1; i <= maxrange; i++)
740 {
906 int dir2; 741 int dir2;
907 742
908 dir2 = (dir<4)?(dir+2):dir-2; 743 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 744
910 x = tmp->x+i*freearr_x[dir2]; 745 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 746 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 747 m = tmp->map;
913 748
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 749 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) && 750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 751 {
917 tmp2 = get_object(); 752 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 753 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 754
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 */ 755 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 757 tmp2->insert (arch_to_object (tmp2->other_arch));
925 758
759 }
760 else
926 } else posblocked=1; 761 posblocked = 1;
927 762
928 x = tmp->x-i*freearr_x[dir2]; 763 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 764 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 765 m = tmp->map;
931 766
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 767 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) && 768 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 769 {
935 tmp2 = get_object(); 770 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 771 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 772
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 774 tmp2->insert (arch_to_object (tmp2->other_arch));
775 }
776 else
942 } else negblocked=1; 777 negblocked = 1;
943 } 778 }
944 779
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 781 update_all_los (op->map, op->x, op->y);
947 782
783 return 1;
784}
785
786int
787dimension_door (object *op, object *caster, object *spob, int dir)
788{
789 uint32 dist, maxdist;
790 int mflags;
791 maptile *m;
792 sint16 sx, sy;
793
794 if (op->type != PLAYER)
795 return 0;
796
797 if (!dir)
798 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
800 return 0;
801 }
802
803 /* Given the new outdoor maps, can't let players dimension door for
804 * ever, so put limits in.
805 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807
808 if (op->contr->count)
809 {
810 if (op->contr->count > maxdist)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
813 return 0;
814 }
815
816 for (dist = 0; dist < op->contr->count; dist++)
817 {
818 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
819
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break;
822
823 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
824 break;
825 }
826
827 if (dist < op->contr->count)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
830 op->contr->count = 0;
831 return 0;
832 }
833
834 op->contr->count = 0;
835
836 /* Remove code that puts player on random space on maps. IMO,
837 * a lot of maps probably have areas the player should not get to,
838 * but may not be marked as NO_MAGIC (as they may be bounded
839 * by such squares). Also, there are probably treasure rooms and
840 * lots of other maps that protect areas with no magic, but the
841 * areas themselves don't contain no magic spaces.
842 */
843 /* This call here is really just to normalize the coordinates */
844 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
845 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
846 {
847 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
848 return 1; /* Maybe the penalty should be more severe... */
849 }
850 }
851 else
852 {
853 /* Player didn't specify a distance, so lets see how far
854 * we can move the player. Don't know why this stopped on
855 * spaces that blocked the players view.
856 */
857
858 for (dist = 0; dist < maxdist; dist++)
859 {
860 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
861
862 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
863 break;
864
865 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
866 break;
867
868 }
869
870 /* If the destination is blocked, keep backing up until we
871 * find a place for the player.
872 */
873 for (; dist > 0; dist--)
874 {
875 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
876 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
877 continue;
878
879
880 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
881 break;
882
883 }
884 if (!dist)
885 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
887 return 0;
888 }
889 }
890
891 /* Actually move the player now */
892 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 893 return 1;
949}
950 894
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 */ 895 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 896 return 1;
1054} 897}
1055
1056 898
1057/* cast_heal: Heals something. 899/* cast_heal: Heals something.
1058 * op is the caster. 900 * op is the caster.
1059 * dir is the direction he is casting it in. 901 * dir is the direction he is casting it in.
1060 * spell is the spell object. 902 * spell is the spell object.
1061 */ 903 */
904int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 905cast_heal (object *op, object *caster, object *spell, int dir)
906{
1063 object *tmp; 907 object *tmp;
1064 archetype *at; 908 archetype *at;
1065 object *poison; 909 object *poison;
1066 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1067 911
1068 tmp = find_target_for_friendly_spell(op,dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1069 913
1070 if (tmp==NULL) return 0; 914 if (!tmp)
915 return 0;
1071 916
1072 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1074 */ 919 */
1075 heal = spell->stats.dam; 920 heal = spell->stats.dam;
1076 if (spell->stats.hp) 921 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 922 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 923
1080 if (heal) { 924 if (heal)
925 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
928 else
1083 } 929 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 932 * on amount of damage healed.
1088 */ 933 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
936
1091 tmp->stats.hp += heal; 937 tmp->stats.hp += heal;
1092 938
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 939 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 941 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 943 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 945 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 947 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 949
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 950 success = 1;
951 }
952 }
1110 953
954 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op, spell))
956 success = 1;
957
1111 if (spell->attacktype & AT_POISON) { 958 if (spell->attacktype & AT_POISON)
959 {
1112 at = find_archetype("poisoning"); 960 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 961 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 962 if (poison)
963 {
1115 success = 1; 964 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 966 poison->stats.food = 1;
1118 } 967 }
1119 } 968 }
969
1120 if (spell->attacktype & AT_CONFUSION) { 970 if (spell->attacktype & AT_CONFUSION)
971 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 972 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 973 if (poison)
974 {
1123 success = 1; 975 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 977 poison->duration = 1;
1126 } 978 }
1127 } 979 }
980
1128 if (spell->attacktype & AT_BLIND) { 981 if (spell->attacktype & AT_BLIND)
982 {
1129 at=find_archetype("blindness"); 983 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 984 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 985 if (poison)
986 {
1132 success = 1; 987 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 989 poison->stats.food = 1;
1135 } 990 }
1136 } 991 }
992
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 993 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
994 {
1138 tmp->stats.sp += spell->last_sp; 995 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 996 if (tmp->stats.sp > tmp->stats.maxsp)
997 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 998 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1000 }
1001
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1002 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1003 {
1144 tmp->stats.grace += spell->last_grace; 1004 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1005 if (tmp->stats.grace > tmp->stats.maxgrace)
1006 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1007 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1008 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1009 }
1010
1149 if (spell->stats.food && tmp->stats.food < 999) { 1011 if (spell->stats.food && tmp->stats.food < 999)
1012 {
1150 tmp->stats.food += spell->stats.food; 1013 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1014
1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1017
1152 success = 1; 1018 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1019 /* 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"); 1020 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1021 }
1022
1156 return success; 1023 return success;
1157} 1024}
1158
1159 1025
1160/* This is used for the spells that gain stats. There are no spells 1026/* 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 1027 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1028 * good comments for those.
1163 */ 1029 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1030static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1031 "You grow no stronger.",
1166"You grow no more agile.", 1032 "You grow no more agile.",
1167"You don't feel any healthier.", 1033 "You don't feel any healthier.",
1168"no wis", 1034 "You didn't grow any more intelligent.",
1035 "You do not feel any wiser.",
1036 "You don't feel any more powerful."
1169"You are no easier to look at.", 1037 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1038};
1173 1039
1040int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1042{
1176 object *force=NULL; 1043 object *force = NULL;
1177 int i; 1044 int i;
1178 1045
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1047 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1048 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1049 : op;
1183 tmp = op;
1184 }
1185 1050
1186 if(tmp==NULL) return 0; 1051 if (!tmp)
1187 1052 return 0;
1053
1188 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1189 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1056 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1058 {
1191 if (tmp2->name == spell_ob->name) { 1059 if (tmp2->name == spell_ob->name)
1060 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1061 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1062 break;
1194 } 1063 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 {
1196 if ( !silent ) 1066 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1198 "You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl);
1200 return 0; 1068 return 0;
1201 } 1069 }
1202 } 1070 }
1203 } 1071 }
1204 if(force==NULL) { 1072 if (force == NULL)
1073 {
1205 force=get_archetype(FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1076 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1077 force->name = spell_ob->race;
1210 else 1078 else
1211 force->name = add_refcount(spell_ob->name); 1079 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1080 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1081 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1082
1216 } else { 1083 }
1084 else
1085 {
1217 int duration; 1086 int duration;
1218 1087
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1088 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1089 if (duration > force->duration)
1090 {
1221 force->duration = duration; 1091 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1093 }
1223 } else { 1094 else
1095 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1096 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1097 }
1098
1226 return 1; 1099 return 1;
1227 } 1100 }
1101
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1103 force->speed = 1.0;
1230 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1232 1106
1233 /* Now start processing the effects. First, protections */ 1107 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1108 for (i = 0; i < NROFATTACKS; i++)
1109 {
1235 if (spell_ob->resist[i]) { 1110 if (spell_ob->resist[i])
1111 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1113 if (force->resist[i] > 100)
1114 force->resist[i] = 100;
1238 } 1115 }
1239 } 1116 }
1117
1240 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1120
1243 if (tmp->type == PLAYER) { 1121 if (tmp->type == PLAYER)
1122 {
1244 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1124 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1125 {
1247 if (stat) { 1126 if (sint8 stat = spell_ob->stats.stat (i))
1127 {
1248 sm=0; 1128 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1129 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1130 sm += rndm (1, 3);
1251 1131
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1134
1255 } 1135 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1136
1257 if (!sm) 1137 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1139 }
1260 } 1140 }
1261 } 1141 }
1262 1142
1263 force->move_type = spell_ob->move_type; 1143 force->move_type = spell_ob->move_type;
1264 1144
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1146 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1147
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1149 SET_FLAG (force, FLAG_XRAYS);
1270 1150
1271 /* Haste/bonus speed */ 1151 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1152 if (spell_ob->stats.exp)
1153 {
1154 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1155 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1156 else
1275 force->stats.exp = spell_ob->stats.exp; 1157 force->stats.exp = spell_ob->stats.exp;
1276 } 1158 }
1277 1159
1278 force->stats.wc = spell_ob->stats.wc; 1160 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1161 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1281 1163
1282 insert_ob_in_ob(force,tmp); 1164 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1166 tmp->update_stats ();
1167
1285 return 1; 1168 return 1;
1286} 1169}
1287 1170
1288/* This used to be part of cast_change_ability, but it really didn't make 1171/* 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 1172 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1173 * of the caster.
1291 */ 1174 */
1292 1175int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1177{
1294 int i; 1178 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1180
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1182 if (dir != 0)
1183 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1185 }
1186 else
1187 {
1301 tmp = op; 1188 tmp = op;
1302 } 1189 }
1303 1190
1304 /* If we've already got a force of this type, don't add a new one. */ 1191 /* 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) { 1192 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1193 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1194 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1195 {
1307 if (tmp2->name == spell_ob->name) { 1196 if (tmp2->name == spell_ob->name)
1197 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1198 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1199 break;
1310 } 1200 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1201 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1202 {
1313 "You can not cast %s while %s is in effect", 1203 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; 1204 return 0;
1316 } 1205 }
1317 } 1206 }
1318 } 1207 }
1319 if(force==NULL) { 1208 if (force == NULL)
1209 {
1320 force=get_archetype(FORCE_NAME); 1210 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1211 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1212 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1213 force->name = spell_ob->race;
1325 else 1214 else
1326 force->name = add_refcount(spell_ob->name); 1215 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1216 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1217 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1218 }
1219 else
1220 {
1331 int duration; 1221 int duration;
1332 1222
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1223 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1224 if (duration > force->duration)
1225 {
1335 force->duration = duration; 1226 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1228 }
1337 } else { 1229 else
1230 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1231 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1232 }
1340 return 0; 1233 return 0;
1341 } 1234 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1235 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1236 force->speed = 1.0;
1344 force->speed_left = -1.0; 1237 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1238 SET_FLAG (force, FLAG_APPLIED);
1346 1239
1347 if(!god) { 1240 if (!god)
1241 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1242 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1243 }
1244 else
1245 {
1350 /* Only give out good benefits, and put a max on it */ 1246 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1247 for (i = 0; i < NROFATTACKS; i++)
1248 {
1352 if (god->resist[i]>0) { 1249 if (god->resist[i] > 0)
1250 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1251 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1252 }
1355 } 1253 }
1356 force->path_attuned|=god->path_attuned; 1254 force->path_attuned |= god->path_attuned;
1255
1357 if (spell_ob->attacktype) { 1256 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1257 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1258
1360 }
1361 if (tmp != op) { 1259 if (tmp != op)
1260 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1261 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); 1262 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1263 }
1364 } else { 1264 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1265 {
1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1267 }
1368 1268
1369 } 1269 }
1370 force->stats.wc = spell_ob->stats.wc; 1270 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1271 force->stats.ac = spell_ob->stats.ac;
1372 1272
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1273 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1274 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1275 tmp->update_stats ();
1376 return 1; 1276 return 1;
1377} 1277}
1378
1379
1380 1278
1381/* Alchemy code by Mark Wedel 1279/* Alchemy code by Mark Wedel
1382 * 1280 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1281 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1282 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1385 * about 90% of that of the item itself. It uses the value of the
1386 * object before charisma adjustments, because the nuggets themselves
1387 * will be will be adjusted by charisma when sold.
1388 * 1283 *
1389 * Large nuggets are worth 25 gp each (base). You will always get 1284 * The value of the gold nuggets being about 90% of that of the item
1390 * the maximum number of large nuggets you could get. 1285 * itself. It uses the value of the object before charisma adjustments,
1391 * Small nuggets are worth 1 gp each (base). You will get from 0 1286 * because the nuggets themselves will be will be adjusted by charisma
1392 * to the max amount of small nuggets as you could get. 1287 * when sold.
1393 *
1394 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1288 *
1397 * There is also a chance (1:30) that you will get nothing at all 1289 * 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 1290 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1291 * alchemised.
1400 */ 1292 */
1401 1293static void
1402/* I didn't feel like passing these as arguements to the 1294alchemy_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{ 1295{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1296 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1297
1414 /* Give third price when we alchemy money (This should hopefully 1298 /* Give third price when we alchemy money (this should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1299 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1300 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1301 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1302 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1303 * the stuff back to town.
1420 */ 1304 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1305 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1306 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1307 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1308 value /= 3;
1426 else 1309 else
1427 value = (value*9)/10; 1310 value = value * 9 / 10;
1428 1311
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1312 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1313 total_value += value;
1433 1314
1434 count = value / large->value; 1315 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 1316
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1317 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} 1318}
1455 1319
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1320int
1457 int x, int y)
1458{
1459 object *tmp;
1460 int flag=0;
1461
1462 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player
1464 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1466
1467 if (small_nuggets) {
1468 tmp = get_object();
1469 copy_object(small, tmp);
1470 tmp-> nrof = small_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475 if (large_nuggets) {
1476 tmp = get_object();
1477 copy_object(large, tmp);
1478 tmp-> nrof = large_nuggets;
1479 tmp->x = x;
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 }
1483}
1484
1485int alchemy(object *op, object *caster, object *spell_ob) 1321alchemy (object *op, object *caster, object *spell_ob)
1486{ 1322{
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) 1323 if (op->type != PLAYER)
1493 return 0; 1324 return 0;
1494 1325
1326 archetype *nugget[3];
1327
1328 nugget[0] = archetype::find ("pyrite3");
1329 nugget[1] = archetype::find ("pyrite2");
1330 nugget[2] = archetype::find ("pyrite");
1331
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1332 /* 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 1333 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1334 * in sight
1498 */ 1335 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1336 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1337 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1338 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1339
1340 int weight = 0;
1341
1504 for(y= op->y-1;y<=op->y+1;y++) { 1342 for (int y = op->y - 1; y <= op->y + 1; y++)
1343 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1344 for (int x = op->x - 1; x <= op->x + 1; x++)
1345 {
1346 uint64 value = 0;
1347
1506 nx = x; 1348 sint16 nx = x;
1507 ny = y; 1349 sint16 ny = y;
1508 1350
1509 mp = op->map; 1351 maptile *mp = op->map;
1510 1352
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1353 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1354
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1355 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1356 continue;
1515 1357
1516 /* Treat alchemy a little differently - most spell effects 1358 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1359 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1360 * ground level effect.
1519 */ 1361 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1362 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1363 continue;
1522 1364
1523 small_nuggets=0; 1365 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1366 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1367 next = tmp->above;
1368
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1369 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1370 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1371 {
1531
1532 if (tmp->inv) { 1372 if (tmp->inv)
1373 {
1533 object *next1, *tmp1; 1374 object *next1, *tmp1;
1375
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1376 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1377 {
1535 next1 = tmp1->below; 1378 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1379 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1380 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1381 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1382 }
1542 } 1383 }
1384
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp, value, weight);
1386
1387 if (weight > weight_max)
1388 break;
1389 }
1544 1390 }
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 1391
1554 /* Insert all the nuggets at one time. This probably saves time, but 1392 value -= rndm (value >> 4);
1555 * it also prevents us from alcheming nuggets that were just created 1393 value = min (value, value_max);
1556 * with this spell. 1394
1395 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1396 if (int nrof = value / nugget [i]->value)
1557 */ 1397 {
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1398 value -= nrof * nugget[i]->value;
1399
1400 object *tmp = arch_to_object (nugget[i]);
1401 tmp->nrof = nrof;
1402 tmp->flag [FLAG_IDENTIFIED] = true;
1403 op->map->insert (tmp, x, y, op, 0);
1559 } 1404 }
1405
1406 if (weight > weight_max)
1407 goto bailout;
1408 }
1560 } 1409 }
1561 free_object(large); 1410
1562 free_object(small); 1411bailout:
1563 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly.
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1412 return 1;
1568} 1413}
1569
1570 1414
1571/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1572 * items. 1416 * items.
1573 */ 1417 */
1418int
1574int remove_curse(object *op, object *caster, object *spell) { 1419remove_curse (object *op, object *caster, object *spell)
1420{
1575 object *tmp; 1421 object *tmp;
1576 int success = 0, was_one = 0; 1422 int success = 0, was_one = 0;
1577 1423
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1424 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1428 {
1583 was_one++; 1429 was_one++;
1430
1584 if (tmp->level <= caster_level(caster, spell)) { 1431 if (tmp->level <= caster_level (caster, spell))
1432 {
1585 success++; 1433 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1434 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1436
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1439 tmp->value = 0; /* Still can't sell it */
1440
1441 if (object *pl = tmp->visible_to ())
1442 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 }
1444 }
1445
1446 if (op->type == PLAYER)
1447 {
1448 if (success)
1449 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1450 else
1451 {
1452 if (was_one)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1454 else
1455 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1456 }
1457 }
1458
1459 return success;
1460}
1461
1462/* Identifies objects in the players inventory/on the ground */
1463int
1464cast_identify (object *op, object *caster, object *spell)
1465{
1466 dynbuf_text buf;
1467 object *tmp;
1468
1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473
1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 {
1478 identify (tmp);
1479
1592 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1481 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1483
1484 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1594 } 1486 }
1595 }
1596 1487
1597 if (op->type==PLAYER) { 1488 num_ident--;
1598 if (success) { 1489 if (!num_ident)
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1490 break;
1600 } else {
1601 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1603 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1605 } 1491 }
1492 }
1493
1494 /* If all the power of the spell has been used up, don't go and identify
1495 * stuff on the floor. Only identify stuff on the floor if the spell
1496 * was not fully used.
1497 */
1498 if (num_ident)
1606 } 1499 {
1607 return success; 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1608}
1609
1610/* Identifies objects in the players inventory/on the ground */
1611
1612int cast_identify(object *op, object *caster, object *spell) {
1613 object *tmp;
1614 int success = 0, num_ident;
1615
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1617
1618 if (num_ident < 1) num_ident=1;
1619
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502 {
1623 identify(tmp); 1503 identify (tmp);
1624 if (op->type==PLAYER) { 1504
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1505 if (object *pl = tmp->visible_to ())
1626 "You have %s.", long_desc(tmp, op)); 1506 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1508
1627 if (tmp->msg) { 1509 if (tmp->msg)
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1511 }
1512
1513 num_ident--;
1514 if (!num_ident)
1515 break;
1516 }
1517 }
1518
1519 if (buf.empty ())
1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1529 spell_effect (spell, op->x, op->y, op->map, op);
1530 return 1;
1531 }
1532}
1533
1534int
1535cast_detection (object *op, object *caster, object *spell, object *skill)
1536{
1537 object *tmp, *last, *god, *detect;
1538 int done_one, range, mflags, floor, level;
1539 sint16 x, y, nx, ny;
1540 maptile *m;
1541
1542 /* We precompute some values here so that we don't have to keep
1543 * doing it over and over again.
1544 */
1545 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell);
1548
1549 if (!skill)
1550 skill = caster;
1551
1552 for (x = op->x - range; x <= op->x + range; x++)
1553 for (y = op->y - range; y <= op->y + range; y++)
1554 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up.
1564 */
1565
1566 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1567 last = tmp;
1568
1569 /* Shouldn't happen, but if there are no objects on a space, this
1570 * would happen.
1571 */
1572 if (!last)
1573 continue;
1574
1575 done_one = 0;
1576 floor = 0;
1577 detect = NULL;
1578 for (tmp = last; tmp; tmp = tmp->below)
1579 {
1580 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1582 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1585 tmp->type == CF_HANDLE ||
1586 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1587 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1589 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1591 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1592 {
1593 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1594 {
1595 tmp->invisible = 0;
1596 done_one = 1;
1597 }
1598 }
1599
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1;
1602
1603 /* All detections below this point don't descend beneath the floor,
1604 * so just continue on. We could be clever and look at the type of
1605 * detection to completely break out if we don't care about objects beneath
1606 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */
1608 if (floor)
1609 continue;
1610
1611 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster.
1613 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant.
1616 */
1617
1618 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4;
1626 done_one = 1;
1627 }
1628 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 {
1631 done_one = 2;
1632 if (!detect)
1633 detect = tmp;
1634 }
1635 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match.
1638 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1641 (strstr (spell->race, tmp->race))))
1642 {
1643 done_one = 2;
1644 if (!detect)
1645 detect = tmp;
1646 }
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1;
1652 }
1653 } /* for stack of objects on this space */
1654
1655 /* Code here puts an effect of the spell on the space, so you can see
1656 * where the magic is.
1657 */
1658 if (done_one)
1659 {
1660 object *detect_ob = arch_to_object (spell->other_arch);
1661
1662 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect)
1664 {
1665 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1672 }
1673
1674 m->insert (detect_ob, nx, ny, op);
1675 }
1676 } /* for processing the surrounding spaces */
1677
1678
1679 /* Now process objects in the players inventory if detect curse or magic */
1680 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1681 {
1682 done_one = 0;
1683
1684 for (tmp = op->inv; tmp; tmp = tmp->below)
1685 {
1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1687 {
1688 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1689 {
1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1691
1692 if (object *pl = tmp->visible_to ())
1693 esrv_update_item (UPD_FLAGS, pl, tmp);
1630 } 1694 }
1695
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1631 } 1698 {
1632 num_ident--; 1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1633 success=1;
1634 if (!num_ident) break;
1635 }
1636 }
1637 /* If all the power of the spell has been used up, don't go and identify
1638 * stuff on the floor. Only identify stuff on the floor if the spell
1639 * was not fully used.
1640 */
1641 if (num_ident) {
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1644 need_identify(tmp)) {
1645 1700
1646 identify(tmp); 1701 if (object *pl = tmp->visible_to ())
1647 if (op->type==PLAYER) { 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1648 new_draw_info_format(NDI_UNIQUE, 0,op,
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 } 1703 }
1654 esrv_send_item(op, tmp);
1655 }
1656 num_ident--;
1657 success=1;
1658 if (!num_ident) break;
1659 }
1660 }
1661 if (!success)
1662 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1663 else {
1664 spell_effect(spell, op->x, op->y, op->map, op);
1665 }
1666 return success;
1667}
1668
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 }
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 */ 1704 } /* if item is not identified */
1816 } /* for the players inventory */ 1705 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1706 } /* if detect magic/curse and object is a player */
1707
1818 return 1; 1708 return 1;
1819} 1709}
1820 1710
1821 1711
1822/** 1712/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1713 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1714 * level whos spell did cause the overcharge.
1825 */ 1715 */
1716static void
1826static void charge_mana_effect(object *victim, int caster_level) 1717charge_mana_effect (object *victim, int caster_level)
1827{ 1718{
1828 1719
1829 /* Prevent explosions for objects without mana. Without this check, doors 1720 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1721 * will explode, too.
1831 */ 1722 */
1832 if (victim->stats.maxsp <= 0) 1723 if (victim->stats.maxsp <= 0)
1833 return; 1724 return;
1834 1725
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1726 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1727
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1728 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 {
1838 object *tmp; 1730 object *tmp;
1839 1731
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 1733
1842 /* Explodes a fireball centered at player */ 1734 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 1735 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1736 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; 1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 1738
1847 tmp->y = victim->y; 1739 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 1741 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1853 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1749 confuse_player (victim, victim, 99);
1860 } 1750 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1753}
1865 1754
1866/* cast_transfer 1755/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
1869 */ 1758 */
1870 1759
1760int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1761cast_transfer (object *op, object *caster, object *spell, int dir)
1762{
1872 object *plyr=NULL; 1763 object *plyr = NULL;
1873 sint16 x, y; 1764 sint16 x, y;
1874 mapstruct *m; 1765 maptile *m;
1875 int mflags; 1766 int mflags;
1876 1767
1877 m = op->map; 1768 m = op->map;
1878 x = op->x+freearr_x[dir]; 1769 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 1770 y = op->y + freearr_y[dir];
1880 1771
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1773
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 1778 break;
1887 } 1779 }
1888 1780
1889 1781
1890 /* If we did not find a player in the specified direction, transfer 1782 /* If we did not find a player in the specified direction, transfer
1891 * to anyone on top of us. This is used for the rune of transference mostly. 1783 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 1784 */
1893 if(plyr==NULL) 1785 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1895 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 1788 break;
1897 1789
1898 if (!plyr) { 1790 if (!plyr)
1791 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 1793 return 0;
1901 } 1794 }
1902 /* give sp */ 1795 /* give sp */
1903 if(spell->stats.dam > 0) { 1796 if (spell->stats.dam > 0)
1797 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1799 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 1800 return 1;
1907 } 1801 }
1908 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1803 else if (op != plyr)
1804 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1805 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 1806
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1807 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 1808
1914 if (rate > 95) rate=95; 1809 if (rate > 95)
1810 rate = 95;
1915 1811
1916 sucked = (plyr->stats.sp * rate) / 100; 1812 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1813 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1814 if (QUERY_FLAG (op, FLAG_ALIVE))
1815 {
1919 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1922 if (sucked > 0) { 1819 if (sucked > 0)
1820 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1821 charge_mana_effect (op, caster_level (caster, spell));
1924 } 1822 }
1925 } 1823 }
1926 return 1; 1824 return 1;
1927 } 1825 }
1928 return 0; 1826 return 0;
1929} 1827}
1930 1828
1931 1829
1932/* counterspell: nullifies spell effects. 1830/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1831 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1832 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1833 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1834 * this may nullify it.
1937 */ 1835 */
1836void
1938void counterspell(object *op,int dir) 1837counterspell (object *op, int dir)
1939{ 1838{
1940 object *tmp, *head, *next; 1839 object *tmp, *head, *next;
1941 int mflags; 1840 int mflags;
1942 mapstruct *m; 1841 maptile *m;
1943 sint16 sx,sy; 1842 sint16 sx, sy;
1944 1843
1945 sx = op->x + freearr_x[dir]; 1844 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 1845 sy = op->y + freearr_y[dir];
1947 m = op->map; 1846 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 1848 if (mflags & P_OUT_OF_MAP)
1849 return;
1850
1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 1852 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1853 next = tmp->above;
1953 1854
1954 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
1956 * info for it. 1857 * info for it.
1957 */ 1858 */
1859 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1860 head = tmp->head;
1861 else
1959 else head = tmp; 1862 head = tmp;
1960 1863
1961 /* don't attack our own spells */ 1864 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1865 if (tmp->owner && tmp->owner == op->owner)
1866 continue;
1963 1867
1964 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1870 * monsters either.
1967 */ 1871 */
1968 1872
1969 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1874 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1972 (op->level > head->level)) { 1876 && (op->level > head->level))
1973 remove_ob(head); 1877 head->destroy ();
1974 free_object(head); 1878 else
1975 } else switch(head->type) { 1879 switch (head->type)
1880 {
1976 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
1977 if(op->level > head->level) { 1887 if (op->level > head->level)
1978 remove_ob(head); 1888 head->destroy ();
1979 free_object(head); 1889
1980 }
1981 break; 1890 break;
1982 1891
1983 /* I really don't get this rune code that much - that 1892 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1893 * random chance seems really low.
1985 */ 1894 */
1986 case RUNE: 1895 case RUNE:
1987 if(rndm(0, 149) == 0) { 1896 if (rndm (0, 149) == 0)
1897 {
1988 head->stats.hp--; /* weaken the rune */ 1898 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1899 if (!head->stats.hp)
1990 remove_ob(head); 1900 head->destroy ();
1991 free_object(head);
1992 } 1901 }
1993 }
1994 break; 1902 break;
1995 } 1903 }
1996 } 1904 }
1997} 1905}
1998
1999
2000 1906
2001/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1908int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1909cast_consecrate (object *op, object *caster, object *spell)
1910{
2003 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2004 1912
2005 object *tmp, *god=find_god(determine_god(op)); 1913 object *tmp, *god = find_god (determine_god (op));
2006 1914
2007 if(!god) { 1915 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1916 {
2009 "You can't consecrate anything if you don't worship a god!"); 1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 1918 return 0;
2011 } 1919 }
2012 1920
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1921 for (tmp = op->below; tmp; tmp = tmp->below)
1922 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break;
2015 if(tmp->type==HOLY_ALTAR) { 1925 if (tmp->type == HOLY_ALTAR)
1926 {
2016 1927
2017 if(tmp->level > caster_level(caster, spell)) { 1928 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1929 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1931 return 0;
2021 } else {
2022 /* If we got here, we are consecrating an altar */
2023 if(tmp->name) free_string(tmp->name);
2024 sprintf(buf,"Altar of %s",god->name);
2025 tmp->name = add_string(buf);
2026 tmp->level = caster_level(caster, spell);
2027 tmp->other_arch = god->arch;
2028 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2029 new_draw_info_format(NDI_UNIQUE,0, op,
2030 "You consecrated the altar to %s!",god->name);
2031 return 1;
2032 } 1932 }
1933 else
1934 {
1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell);
1939 tmp->other_arch = god->arch;
1940
1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1;
2033 } 1946 }
1947 }
2034 } 1948 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 1950 return 0;
2037} 1951}
2038 1952
2039/* animate_weapon - 1953/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1954 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2041 * The golem is based on the archetype specified, modified by the caster's level 1955 * The golem is based on the archetype specified, modified by the caster's level
2044 * This code was very odd - code early on would only let players use the spell, 1958 * This code was very odd - code early on would only let players use the spell,
2045 * yet the code wass full of player checks. I've presumed that the code 1959 * yet the code wass full of player checks. I've presumed that the code
2046 * that only let players use it was correct, and removed all the other 1960 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2048 */ 1962 */
2049 1963int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1964animate_weapon (object *op, object *caster, object *spell, int dir)
1965{
2051 object *weapon, *tmp; 1966 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2053 int a, i; 1968 int a, i;
2054 sint16 x, y; 1969 sint16 x, y;
2055 mapstruct *m; 1970 maptile *m;
2056 materialtype_t *mt; 1971
2057
2058 if(!spell->other_arch){ 1972 if (!spell->other_arch)
1973 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 1976 return 0;
2062 } 1977 }
2063 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 1979 if (op->type != PLAYER)
1980 return 0;
2065 1981
2066 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2067 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1983 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 1984 {
1985 control_golem (golem, dir);
2069 return 0; 1986 return 0;
2070 } 1987 }
2071 1988
2072 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2073 if(!dir) 1990 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1991 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 1992
2076 m = op->map; 1993 m = op->map;
2077 x = op->x+freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2079 1996
2080 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2081 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if ((dir == -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)) { 1999 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2002 return 0;
2085 } 2003 }
2086 2004
2087 /* Use the weapon marked by the player. */ 2005 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2006 weapon = find_marked_object (op);
2089 2007
2090 if (!weapon) { 2008 if (!weapon)
2009 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2011 return 0;
2093 } 2012 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2013 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2014 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2016 return 0;
2097 } 2017 }
2098 if (weapon->type != WEAPON) { 2018 if (weapon->type != WEAPON)
2019 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2020 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2021 return 0;
2101 } 2022 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2023 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2024 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2025 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; 2026 return 0;
2106 } 2027 }
2107 2028
2108 if (weapon->nrof > 1) { 2029 weapon = weapon->split ();
2109 tmp = get_split_ob(weapon, 1);
2110 esrv_send_item(op, weapon);
2111 weapon = tmp;
2112 }
2113 2030
2114 /* create the golem object */ 2031 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2032 tmp = arch_to_object (spell->other_arch);
2116 2033
2117 /* if animated by a player, give the player control of the golem */ 2034 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2035 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2036 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2037 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2038 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2039 tmp->set_owner (op);
2040 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2041 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 2042
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2043 /* 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 2044 * removed flag - it should only be set if weapon->split was
2131 * used above. 2045 * used above.
2132 */ 2046 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2048 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2049
2136 esrv_send_item(op, weapon); 2050 tmp->insert (weapon);
2051
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2052 /* 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 2053 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2054 * body_info, skills, etc)
2140 */ 2055 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2056 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2057 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2058 tmp->update_stats ();
2144 2059
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2060 /* 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 - 2061 * 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. 2062 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2063 */
2149 2064
2150 /* modify weapon's animated wc */ 2065 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2066 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; 2067 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2068 tmp->stats.wc = -127;
2154 2069
2155 /* Modify hit points for weapon */ 2070 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2071 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2072 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2073 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2074 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2075 tmp->stats.hp = tmp->stats.maxhp;
2161 2076
2162 /* Modify weapon's damage */ 2077 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2078 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 2079 if (tmp->stats.dam < 0)
2165 + weapon->magic 2080 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2081
2169 2082
2170 /* attacktype */ 2083 /* attacktype */
2171 if ( ! tmp->attacktype) 2084 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2085 tmp->attacktype = AT_PHYSICAL;
2173 2086
2174 mt = NULL; 2087 if (materialtype_t *mt = name_to_material (op->materialname))
2175 if (op->materialname != NULL) 2088 {
2176 mt = name_to_material(op->materialname);
2177 if (mt != NULL) {
2178 for (i=0; i < NROFATTACKS; i++) 2089 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2090 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2091 a = mt->save[0];
2181 } else { 2092 }
2093 else
2094 {
2182 for (i=0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2096 tmp->resist[i] = 5;
2184 a = 10; 2097 a = 10;
2185 } 2098 }
2099
2186 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2105 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2106 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2107 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2108 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2109 tmp->resist[ATNR_BLIND] = 100;
2196 2110
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2112
2199 if (a > 14) a = 14; 2113 if (a > 14)
2114 a = 14;
2115
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2117
2202 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2119 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2120
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2121 if (!spell->race)
2122 {
2208 sprintf(buf, "animated %s", weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2124 tmp->name = buf;
2211 2125
2212 tmp->face = weapon->face; 2126 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2127 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2128 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2129 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2131 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 } 2132 }
2224 2133
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* 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)); 2135 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2136
2228 tmp->speed_left= -1; 2137 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2138 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2139
2140 m->insert (tmp, x, y, op);
2233 return 1; 2141 return 1;
2234} 2142}
2235 2143
2236/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2237 2145
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2240 */ 2148 */
2241 2149
2150int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{
2243 int success; 2153 int success;
2244 2154
2245 if(!op->map) return 0; /* shouldnt happen */ 2155 if (!op->map)
2156 return 0; /* shouldnt happen */
2246 2157
2247 success=change_map_light(op->map,spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2248 if(!success) { 2160 if (!success)
2161 {
2249 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2164 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2166 }
2254 return success; 2167 return success;
2255} 2168}
2256
2257
2258
2259
2260 2169
2261/* create an aura spell object and put it in the player's inventory. 2170/* 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, 2171 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2172 * spell is the spell object itself.
2264 */ 2173 */
2174int
2265int create_aura(object *op, object *caster, object *spell) 2175create_aura (object *op, object *caster, object *spell)
2266{ 2176{
2267 int refresh=0; 2177 int refresh = 0;
2268 object *new_aura; 2178 object *new_aura;
2269 2179
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2181 if (new_aura)
2182 refresh = 1;
2183 else
2272 else new_aura = arch_to_object(spell->other_arch); 2184 new_aura = arch_to_object (spell->other_arch);
2273 2185
2274 new_aura->duration = spell->duration + 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2187
2277 new_aura->stats.dam = spell->stats.dam 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2189
2280 set_owner(new_aura,op);
2281 set_spell_skill(op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2283 2192
2284 new_aura->level = caster_level(caster, spell); 2193 new_aura->level = caster_level (caster, spell);
2194
2285 if (refresh) 2195 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2197 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2289 insert_ob_in_ob(new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2290 return 1; 2203 return 1;
2291} 2204}
2292
2293 2205
2294/* move aura function. An aura is a part of someone's inventory, 2206/* 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 2207 * which he carries with him, but which acts on the map immediately
2296 * around him. 2208 * around him.
2297 * Aura parameters: 2209 * Aura parameters:
2298 * duration: duration counter. 2210 * duration: duration counter.
2299 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2301 */ 2213 */
2302 2214void
2303void move_aura(object *aura) { 2215move_aura (object *aura)
2304 int i, mflags; 2216{
2305 object *env;
2306 mapstruct *m;
2307
2308 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2309 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2310 2220
2311 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2313 */ 2223 */
2314 remove_ob(aura); 2224 aura->remove ();
2315 2225
2316 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2227 if (aura->duration-- < 0)
2318 free_object(aura); 2228 {
2229 aura->destroy ();
2319 return; 2230 return;
2320 } 2231 }
2321 2232
2322 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2234 if (!env || !env->map)
2324 free_object(aura); 2235 {
2236 aura->destroy ();
2325 return; 2237 return;
2326 } 2238 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2239
2330 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2332 */ 2242 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2243 aura->insert_at (env, aura);
2334 2244
2335 for(i=1;i<9;i++) { 2245 for (int i = 1; i < 9; i++)
2336 sint16 nx, ny; 2246 {
2337 nx = aura->x + freearr_x[i]; 2247 mapxy pos (env);
2338 ny = aura->y + freearr_y[i]; 2248 pos.move (i);
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2340 2249
2341 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2342 * movement type of the aura. Eg, if the player is flying, the aura 2251 * 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. 2252 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2253 */
2345 if (!(mflags & P_OUT_OF_MAP) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2347 { 2255 {
2348 hit_map(aura,i,aura->attacktype,0); 2256 hit_map (aura, i, aura->attacktype, 0);
2349 2257
2350 if(aura->other_arch) { 2258 if (aura->other_arch)
2351 object *new_ob;
2352
2353 new_ob = arch_to_object(aura->other_arch); 2259 pos.insert (arch_to_object (aura->other_arch), aura);
2354 new_ob->x = nx;
2355 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0);
2357 } 2260 }
2358 }
2359 } 2261 }
2262
2360 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2264 env->insert (aura);
2362 insert_ob_in_ob(aura, env); 2265 aura->set_owner (owner);
2363} 2266}
2364 2267
2365/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2366 * op is the piece object. 2269 * op is the piece object.
2367 */ 2270 */
2368 2271void
2369void move_peacemaker(object *op) { 2272move_peacemaker (object *op)
2273{
2370 object *tmp; 2274 object *tmp;
2371 2275
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 {
2373 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2374 object *victim=tmp; 2279 object *victim = tmp->head_ ();
2375 2280
2376 if (tmp->head) victim=tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2282 continue;
2283
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2285 continue;
2286
2379 if (victim->stats.exp == 0) continue; 2287 if (victim->stats.exp == 0)
2288 continue;
2380 2289
2381 def_lev = MAX(1,victim->level); 2290 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2291 atk_lev = MAX (1, op->level);
2383 2292
2384 if (rndm(0, atk_lev-1) > def_lev) { 2293 if (rndm (0, atk_lev - 1) > def_lev)
2294 {
2385 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2386 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2299 victim->stats.exp = 0;
2389#if 0 2300#if 0
2390 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2392 */ 2303 */
2393 victim->stats.dam = 0; 2304 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2305 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2306 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2307 victim->stats.Pow = 0;
2397#endif 2308#endif
2398 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2403 if(victim->name) { 2315 if (victim->name)
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2317 }
2406 }
2407 } 2318 }
2408} 2319}
2409 2320
2410 2321
2411/* This writes a rune that contains the appropriate message. 2322/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2323 * There really isn't any adjustments we make.
2413 */ 2324 */
2414 2325
2326int
2415int write_mark(object *op, object *spell, const char *msg) { 2327write_mark (object *op, object *spell, const char *msg)
2328{
2416 char rune[HUGE_BUF]; 2329 char rune[HUGE_BUF];
2417 object *tmp; 2330 object *tmp;
2418 2331
2419 if (!msg || msg[0] == 0) { 2332 if (!msg || msg[0] == 0)
2333 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2335 return 0;
2422 } 2336 }
2423 2337
2424 if (strcasestr_local(msg, "endmsg")) { 2338 if (strcasestr_local (msg, "endmsg"))
2339 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2340 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); 2341 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2342 return 0;
2428 } 2343 }
2429 if (!spell->other_arch) return 0; 2344 if (!spell->other_arch)
2345 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2346 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2347
2432 rune[HUGE_BUF-2] = 0; 2348 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2349
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2350 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2351 tmp->msg = rune;
2436 tmp->x = op->x; 2352
2437 tmp->y = op->y; 2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2354 return 1;
2440} 2355}

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