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

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