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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_effect.C,v 1.3 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (wand == NULL || wand->type != WAND)
68 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 73 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 77 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 78 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
98 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 100 return 0;
98 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 {
106 SET_FLAG(wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 113 }
114
110 return 1; 115 return 1;
111} 116}
112 117
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 120 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
122 */ 127 */
123 128
129int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 131{
126 int missile_plus=0, bonus_plus=0; 132 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 133 const char *missile_name;
128 object *tmp, *missile; 134 object *tmp, *missile;
129 tag_t tag;
130 135
131 missile_name = "arrow"; 136 missile_name = "arrow";
132 137
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 140 missile_name = tmp->race;
136 }
137 141
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 143
140 if (find_archetype(missile_name)==NULL) { 144 if (archetype::find (missile_name) == NULL)
145 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name); 147 return 0;
143 return 0;
144 } 148 }
149
145 missile = get_archetype(missile_name); 150 missile = get_archetype (missile_name);
146 151
147 if (stringarg) { 152 if (stringarg)
153 {
148 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 155 if (isalpha (*stringarg))
156 {
150 artifact *al = find_artifactlist(missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
151 158
152 for ( ; al != NULL; al=al->next) 159 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 160 if (!strcasecmp (al->item->name, stringarg))
161 break;
154 162
155 if (!al) { 163 if (!al)
156 free_object(missile); 164 {
165 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg); 167 return 0;
159 return 0; 168 }
160 } 169
161 if (al->item->slaying) { 170 if (al->item->slaying)
162 free_object(missile); 171 {
172 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
164 missile_name, stringarg); 174 return 0;
165 return 0; 175 }
166 } 176
167 give_artifact_abilities(missile, al->item); 177 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 178 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 179 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 180 * the parsing of having to do both plus and type.
171 */ 181 */
172 bonus_plus = 1 + (al->item->value / 5); 182 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 183 missile_plus = 0;
174 } else 184 }
175 if (atoi(stringarg) < missile_plus) 185 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 186 missile_plus = atoi (stringarg);
177 } 187 }
188
178 if (missile_plus > 4) 189 if (missile_plus > 4)
179 missile_plus = 4; 190 missile_plus = 4;
180 else if (missile_plus < -4) 191 else if (missile_plus < -4)
181 missile_plus = -4; 192 missile_plus = -4;
182 193
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
185 if (missile->nrof < 1) 197 if (missile->nrof < 1)
186 missile->nrof=1; 198 missile->nrof = 1;
187 199
188 missile->magic = missile_plus; 200 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 201 /* Can't get any money for these objects */
190 missile->value=0; 202 missile->value = 0;
191 203
192 SET_FLAG(missile, FLAG_IDENTIFIED); 204 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 205
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 207 pick_up (op, missile);
199 } 208
200 return 1; 209 return 1;
201} 210}
202 211
203 212
204/* allows the choice of what sort of food object to make. 213/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 214 * If stringarg is NULL, it will create food dependent on level --PeterM*/
215int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 217{
208 int food_value; 218 int food_value;
209 archetype *at=NULL; 219 archetype *at = NULL;
210 object *new_op; 220 object *new_op;
211 221
212 food_value=spell_ob->stats.food + 222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 223
215 if(stringarg) { 224 if (stringarg)
225 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 227 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 230 stringarg = NULL;
221 } 231 }
222 232
223 if(!stringarg) { 233 if (!stringarg)
234 {
224 archetype *at_tmp; 235 archetype *at_tmp;
225 236
226 /* We try to find the archetype with the maximum food value. 237 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 238 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 239 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 241 * to be altered from the donor.
231 */ 242 */
232 243
233 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 245 for_all_archetypes (at_tmp)
246 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 247 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 {
236 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 251 * the item we have now, take it instead.
239 */ 252 */
240 if (at_tmp->clone.stats.food<=food_value && 253 if (at_tmp->stats.food <= food_value
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 254 && (!at
242 at=at_tmp; 255 || at_tmp->stats.food > at->stats.food
256 || (at_tmp->stats.food == at->stats.food
257 && at_tmp->weight < at->weight)))
258 at = at_tmp;
259 }
260 }
243 } 261 }
244 }
245 }
246 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
247 * know 263 * know
248 */ 264 */
249 if (!at) { 265 if (!at)
266 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 268 return 0;
252 } 269 }
253 270
254 food_value/=at->clone.stats.food; 271 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 272 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 273 new_op->nrof = food_value;
257 274
258 new_op->value = 0; 275 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 276 if (new_op->nrof < 1)
277 new_op->nrof = 1;
260 278
261 cast_create_obj(op, caster,new_op, dir); 279 cast_create_obj (op, caster, new_op, dir);
262 return 1; 280 return 1;
263} 281}
264 282
283int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 284probe (object *op, object *caster, object *spell_ob, int dir)
285{
266 int r, mflags, maxrange; 286 int r, mflags, maxrange;
267 object *tmp; 287 object *tmp;
268 mapstruct *m; 288 maptile *m;
269 289
270 290
271 if(!dir) { 291 if (!dir)
292 {
272 examine_monster(op,op); 293 examine_monster (op, op);
273 return 1; 294 return 1;
274 } 295 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 297 for (r = 1; r < maxrange; r++)
298 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 300
279 m = op->map; 301 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 303
282 if (mflags & P_OUT_OF_MAP) break; 304 if (mflags & P_OUT_OF_MAP)
305 break;
283 306
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 310 return 0;
287 } 311 }
288 if (mflags & P_IS_ALIVE) { 312 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 313 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 318 if (tmp->head != NULL)
293 tmp=tmp->head; 319 tmp = tmp->head;
294 examine_monster(op,tmp); 320 examine_monster (op, tmp);
295 return 1; 321 return 1;
296 } 322 }
297 } 323 }
298 } 324 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 326 return 1;
301} 327}
302 328
303 329
304/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 331 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 334 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 335 * pl is invisible.
310 */ 336 */
337int
311int makes_invisible_to(object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
312{ 339{
313 340
314 if (!pl->invisible) return 0; 341 if (!pl->invisible)
342 return 0;
315 if (pl->type == PLAYER ) { 343 if (pl->type == PLAYER)
344 {
316 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 346 if (!pl->contr->invis_race)
347 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0;
319 return 1; 350 return 1;
320 } 351 }
321 /* invis_race is set if we get here */ 352 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 354 return 1;
324 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 356 if (!mon->race)
357 return 0;
326 if (strstr(mon->race, pl->contr->invis_race)) return 1; 358 if (strstr (mon->race, pl->contr->invis_race))
359 return 1;
327 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
328 return 0; 361 return 0;
329 } else { 362 }
363 else
364 {
330 /* monsters are invisible to everything */ 365 /* monsters are invisible to everything */
331 return 1; 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 } 457 }
415 } 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 {
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
430 } 476 }
431 remove_ob(wor); 477
432 free_object(wor); 478 op->destroy ();
433} 479}
434 480
435/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
437 * time delay effect. 483 * time delay effect.
438 */ 484 */
485int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 486cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{
440 object *dummy; 488 object *dummy;
441 int time; 489 int time;
442 490
443 if(op->type!=PLAYER) 491 if (op->type != PLAYER)
444 return 0; 492 return 0;
445 493
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 494 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 495 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 497 return 1;
450 } 498 }
451 499
452 dummy=get_archetype(FORCE_NAME); 500 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 501 if (dummy == NULL)
502 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 505 return 0;
457 } 506 }
507
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 509 if (time < 1)
510 time = 1;
460 511
461 /* value of speed really doesn't make much difference, as long as it is 512 /* 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 513 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
464 */ 515 */
465 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
470 520
471 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
473 */ 523 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 524 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
477 527
478 (void) insert_ob_in_ob(dummy,op); 528 op->insert (dummy);
529
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
480 return 1; 532 return 1;
481} 533}
482 534
483/* cast_wonder 535/* cast_wonder
484 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
485 * spell. 537 * spell.
486 */ 538 */
539int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 540cast_wonder (object *op, object *caster, int dir, object *spell_ob)
541{
488 object *newspell; 542 object *newspell;
489 543
490 if(!rndm(0, 3)) 544 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 545 return cast_cone (op, caster, dir, spell_ob);
492 546
493 if (spell_ob->randomitems) { 547 if (spell_ob->randomitems)
548 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 549 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 550 if (!newspell)
551 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 552 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 553 return 0;
498 } 554 }
499 if (newspell->type != SPELL) { 555 if (newspell->type != SPELL)
556 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 557 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; 558 return 0;
503 } 559 }
504 /* Prevent inifinit recursion */ 560 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 561 if (newspell->subtype == SP_WONDER)
562 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 563 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 564 return 0;
508 } 565 }
509 return cast_spell(op,caster,dir,newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
510 } 567 }
511 return 1; 568 return 1;
512} 569}
513 570
514 571int
515int perceive_self(object *op) { 572perceive_self (object *op)
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 573{
574 const char *cp = describe_item (op, op);
517 archetype *at=find_archetype(ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp;
519 int i;
520 576
521 tmp=find_god(determine_god(op)); 577 dynbuf_text buf;
522 if (tmp) 578
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
583 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n";
524 else 585 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 586 buf << "You worship no god.\n";
526 587
527 tmp=present_arch_in_ob(at,op); 588 object *tmp = present_arch_in_ob (at, op);
528 589
529 if(*cp=='\0' && tmp==NULL) 590 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 591 buf << "You feel very mundane. ";
531 else { 592 else
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 593 {
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 594 buf << "You have: " << cp << ".\n";
534 if (tmp!=NULL) { 595
596 if (tmp)
535 for (i=0; i<NUM_STATS; i++) { 597 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 598 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 599 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 } 600 }
542 }
543 }
544 601
545 if (is_dragon_pl(op)) { 602 if (is_dragon_pl (op))
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 604 for (tmp = op->inv; tmp; tmp = tmp->below)
605 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
549 if(tmp->stats.exp == 0) { 607 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 608 if (tmp->stats.exp == 0)
551 } else { 609 buf << "Your metabolism isn't focused on anything.\n";
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 else
553 } 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 612
555 break; 613 break;
556 } 614 }
557 }
558 } 615 }
616
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
618
559 return 1; 619 return 1;
560} 620}
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 /* Check to see if the player is on a transport */
601 if (op->contr && op->contr->transport) {
602 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n");
603 return 0;
604 }
605
606 /* The first thing to do is to check if we have a marked destination
607 * dummy is used to make a check inventory for the force
608 */
609 dummy=arch_to_object(spell->other_arch);
610 if(dummy == NULL){
611 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
612 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
613 return 0;
614 }
615 force=check_inv_recursive (op,dummy);
616
617 if (force==NULL) {
618 /* Here we know there is no destination marked up.
619 * We have 2 things to do:
620 * 1. Mark the destination in the player inventory.
621 * 2. Let the player know it worked.
622 */
623 free_string (dummy->name);
624 dummy->name = add_string (op->map->path);
625 EXIT_X(dummy)= op->x;
626 EXIT_Y(dummy)= op->y;
627 insert_ob_in_ob (dummy,op);
628 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.");
629 return 1;
630 }
631 free_object (dummy);
632
633 /* Here we know where the town portal should go to
634 * We should kill any existing portal associated with the player.
635 * Than we should create the 2 portals.
636 * For each of them, we need:
637 * - To create the portal with the name of the player+destination map
638 * - set the owner of the town portal
639 * - To mark the position of the portal in the player's inventory
640 * for easier destruction.
641 *
642 * The mark works has follow:
643 * slaying: Existing town portal
644 * hp, sp : x & y of the associated portal
645 * name : name of the portal
646 * race : map the portal is in
647 */
648
649 /* First step: killing existing town portals */
650 dummy=get_archetype(spell->race);
651 if(dummy == NULL){
652 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
653 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
654 return 0;
655 }
656 perm_portal = find_archetype (spell->slaying);
657
658 /* To kill a town portal, we go trough the player's inventory,
659 * for each marked portal in player's inventory,
660 * -We try load the associated map (if impossible, consider the portal destructed)
661 * -We find any portal in the specified location.
662 * If it has the good name, we destruct it.
663 * -We destruct the force indicating that portal.
664 */
665 while ( (old_force=check_inv_recursive (op,dummy))) {
666 exitx=EXIT_X(old_force);
667 exity=EXIT_Y(old_force);
668 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
669
670 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
671 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
672 else exitmap = ready_map_name(old_force->race, 0);
673
674 if (exitmap) {
675 tmp=present_arch (perm_portal,exitmap,exitx,exity);
676 while (tmp) {
677 if (tmp->name == old_force->name) {
678 remove_ob (tmp);
679 free_object (tmp);
680 break;
681 } else {
682 tmp = tmp->above;
683 }
684 }
685 }
686 remove_ob (old_force);
687 free_object (old_force);
688 LOG (llevDebug,"\n");
689 }
690 free_object (dummy);
691
692 /* Creating the portals.
693 * The very first thing to do is to ensure
694 * access to the destination map.
695 * If we can't, don't fizzle. Simply warn player.
696 * This ensure player pays his mana for the spell
697 * because HE is responsible of forgotting.
698 * 'force' is the destination of the town portal, which we got
699 * from the players inventory above.
700 */
701
702 /* Ensure exit map is loaded*/
703 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
704 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
705 else
706 exitmap = ready_map_name(force->name, 0);
707
708 /* If we were unable to load (ex. random map deleted), warn player*/
709 if (exitmap==NULL) {
710 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
711 remove_ob(force);
712 free_object(force);
713 return 1;
714 }
715
716 op_level = caster_level(caster, spell);
717 if (op_level<15)
718 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);
719 else if (op_level<30)
720 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);
721 else if (op_level<60)
722 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
723 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);
724
725 /* Create a portal in front of player
726 * dummy contain the portal and
727 * force contain the track to kill it later
728 */
729
730 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
731 dummy=get_archetype(spell->slaying); /*The portal*/
732 if(dummy == NULL) {
733 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
734 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
735 return 0;
736 }
737 EXIT_PATH(dummy) = add_string (force->name);
738 EXIT_X(dummy)=EXIT_X(force);
739 EXIT_Y(dummy)=EXIT_Y(force);
740 FREE_AND_COPY(dummy->name, portal_name);
741 FREE_AND_COPY(dummy->name_pl, portal_name);
742 dummy->msg=add_string (portal_message);
743 dummy->race=add_string (op->name); /*Save the owner of the portal*/
744 cast_create_obj (op, caster, dummy, 0);
745
746 /* Now we need to to create a town portal marker inside the player
747 * object, so on future castings, we can know that he has an active
748 * town portal.
749 */
750 tmp=get_archetype(spell->race);
751 if(tmp == NULL){
752 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
753 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
754 return 0;
755 }
756 tmp->race=add_string (op->map->path);
757 FREE_AND_COPY(tmp->name, portal_name);
758 EXIT_X(tmp)=dummy->x;
759 EXIT_Y(tmp)=dummy->y;
760 insert_ob_in_ob (tmp,op);
761
762 /* Create a portal in the destination map
763 * dummy contain the portal and
764 * force the track to kill it later
765 * the 'force' variable still contains the 'reminder' of
766 * where this portal goes to.
767 */
768 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
769 dummy=get_archetype (spell->slaying); /*The portal*/
770 if(dummy == NULL) {
771 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
772 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
773 return 0;
774 }
775 EXIT_PATH(dummy) = add_string (op->map->path);
776 EXIT_X(dummy)=op->x;
777 EXIT_Y(dummy)=op->y;
778 FREE_AND_COPY(dummy->name, portal_name);
779 FREE_AND_COPY(dummy->name_pl, portal_name);
780 dummy->msg=add_string (portal_message);
781 dummy->x=EXIT_X(force);
782 dummy->y=EXIT_Y(force);
783 dummy->race=add_string (op->name); /*Save the owner of the portal*/
784 insert_ob_in_map(dummy,exitmap,op,0);
785
786 /* Now we create another town portal marker that
787 * points back to the one we just made
788 */
789 tmp=get_archetype(spell->race);
790 if(tmp == NULL){
791 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
792 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
793 return 0;
794 }
795 tmp->race=add_string(force->name);
796 FREE_AND_COPY(tmp->name, portal_name);
797 EXIT_X(tmp)=dummy->x;
798 EXIT_Y(tmp)=dummy->y;
799 insert_ob_in_ob (tmp,op);
800
801 /* Describe the player what happened
802 */
803 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
804 remove_ob(force); /* Delete the force inside the player*/
805 free_object(force);
806 return 1;
807}
808
809 621
810/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
811 * within some reason. 623 * within some reason.
812 */ 624 */
813 625int
814int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 626magic_wall (object *op, object *caster, int dir, object *spell_ob)
815 object *tmp, *tmp2; 627{
628 object *tmp;
816 int i,posblocked,negblocked, maxrange; 629 int i, posblocked, negblocked, maxrange;
817 sint16 x, y; 630 sint16 x, y;
818 mapstruct *m; 631 maptile *m;
819 const char *name; 632 const char *name;
820 archetype *at; 633 archetype *at;
821 634
822 if(!dir) { 635 if (!dir)
636 {
823 dir=op->facing; 637 dir = op->facing;
824 x = op->x; 638 x = op->x;
825 y = op->y; 639 y = op->y;
826 } else { 640 }
641 else
642 {
827 x = op->x+freearr_x[dir]; 643 x = op->x + freearr_x[dir];
828 y = op->y+freearr_y[dir]; 644 y = op->y + freearr_y[dir];
829 } 645 }
646
830 m = op->map; 647 m = op->map;
831 648
832 if ((spell_ob->move_block || x != op->x || y != op->y) && 649 if ((spell_ob->move_block || x != op->x || y != op->y) &&
833 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 650 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
834 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 651 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
652 {
835 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
836 return 0; 654 return 0;
837 } 655 }
656
838 if (spell_ob->other_arch) { 657 if (spell_ob->other_arch)
839 tmp = arch_to_object(spell_ob->other_arch); 658 tmp = arch_to_object (spell_ob->other_arch);
840 } else if (spell_ob->race) { 659 else if (spell_ob->race)
660 {
841 char buf1[MAX_BUF]; 661 char buf1[MAX_BUF];
842 662
843 sprintf(buf1,spell_ob->race,dir); 663 sprintf (buf1, spell_ob->race, dir);
844 at = find_archetype(buf1); 664 at = archetype::find (buf1);
845 if (!at) { 665 if (!at)
666 {
846 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
847 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
669 return 0;
670 }
671
672 tmp = arch_to_object (at);
673 }
674 else
675 {
676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
848 return 0; 677 return 0;
849 }
850 tmp = arch_to_object(at);
851 } else {
852 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
853 spell_ob->name);
854 return 0;
855 } 678 }
856 679
857 if (tmp->type == SPELL_EFFECT) { 680 if (tmp->type == SPELL_EFFECT)
681 {
858 tmp->attacktype = spell_ob->attacktype; 682 tmp->attacktype = spell_ob->attacktype;
859 tmp->duration = spell_ob->duration + 683 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
860 SP_level_duration_adjust(caster, spell_ob); 684 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
861 tmp->stats.dam = spell_ob->stats.dam +
862 SP_level_dam_adjust(caster, spell_ob);
863 tmp->range = 0; 685 tmp->range = 0;
686 }
864 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 687 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
865 tmp->stats.hp = spell_ob->duration + 688 {
866 SP_level_duration_adjust(caster, spell_ob); 689 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
867 tmp->stats.maxhp = tmp->stats.hp; 690 tmp->stats.maxhp = tmp->stats.hp;
868 set_owner(tmp,op);
869 set_spell_skill(op, caster, spell_ob, tmp);
870 } 691 }
692
871 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 693 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
872 tmp->stats.food = spell_ob->duration + 694 {
873 SP_level_duration_adjust(caster, spell_ob); 695 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
874 SET_FLAG(tmp, FLAG_IS_USED_UP); 696 SET_FLAG (tmp, FLAG_IS_USED_UP);
875 } 697 }
698
876 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
700 {
877 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 701 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
878 tmp->stats.maxhp = tmp->stats.hp; 702 tmp->stats.maxhp = tmp->stats.hp;
879 SET_FLAG(tmp, FLAG_TEAR_DOWN); 703 SET_FLAG (tmp, FLAG_TEAR_DOWN);
880 SET_FLAG(tmp, FLAG_ALIVE); 704 SET_FLAG (tmp, FLAG_ALIVE);
881 } 705 }
882 706
883 /* This can't really hurt - if the object doesn't kill anything, 707 /* This can't really hurt - if the object doesn't kill anything,
884 * these fields just won't be used. 708 * these fields just won't be used. Do not set the owner for
709 * earthwalls, though, so they survive restarts.
885 */ 710 */
711 if (tmp->type != EARTHWALL) //TODO
886 set_owner(tmp,op); 712 tmp->set_owner (op);
713
887 set_spell_skill(op, caster, spell_ob, tmp); 714 set_spell_skill (op, caster, spell_ob, tmp);
888 tmp->x = x;
889 tmp->y = y;
890 tmp->level = caster_level(caster, spell_ob) / 2; 715 tmp->level = caster_level (caster, spell_ob) / 2;
891 716
892 name = tmp->name; 717 name = tmp->name;
893 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 718 if (!(tmp = m->insert (tmp, x, y, op)))
719 {
894 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
895 return 0; 721 return 0;
896 } 722 }
723
897 /* If this is a spellcasting wall, need to insert the spell object */ 724 /* If this is a spellcasting wall, need to insert the spell object */
898 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
899 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
900 727
901 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
902 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
903 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
904 * created wall can extend, it won't go extend through 731 * created wall can extend, it won't go extend through
905 * blocked spaces. 732 * blocked spaces.
906 */ 733 */
907 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 734 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
908 posblocked=0; 735 posblocked = 0;
909 negblocked=0; 736 negblocked = 0;
910 737
911 for(i=1; i<=maxrange; i++) { 738 for (i = 1; i <= maxrange; i++)
912 int dir2; 739 {
913 740 int dir2;
741
914 dir2 = (dir<4)?(dir+2):dir-2; 742 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
915 743
916 x = tmp->x+i*freearr_x[dir2]; 744 x = tmp->x + i * freearr_x[dir2];
917 y = tmp->y+i*freearr_y[dir2]; 745 y = tmp->y + i * freearr_y[dir2];
918 m = tmp->map; 746 m = tmp->map;
919 747
920 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
921 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
922 !posblocked) { 750 {
923 tmp2 = get_object(); 751 object *tmp2 = tmp->clone ();
924 copy_object(tmp,tmp2); 752 m->insert (tmp2, x, y, op);
925 tmp2->x = x; 753
926 tmp2->y = y;
927 insert_ob_in_map(tmp2,m,op,0);
928 /* If this is a spellcasting wall, need to insert the spell object */ 754 /* If this is a spellcasting wall, need to insert the spell object */
929 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
930 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
931 757
932 } else posblocked=1; 758 }
759 else
760 posblocked = 1;
933 761
934 x = tmp->x-i*freearr_x[dir2]; 762 x = tmp->x - i * freearr_x[dir2];
935 y = tmp->y-i*freearr_y[dir2]; 763 y = tmp->y - i * freearr_y[dir2];
936 m = tmp->map; 764 m = tmp->map;
937 765
938 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 766 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
939 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 767 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
940 !negblocked) { 768 {
941 tmp2 = get_object(); 769 object *tmp2 = tmp->clone ();
942 copy_object(tmp,tmp2); 770 m->insert (tmp2, x, y, op);
943 tmp2->x = x; 771
944 tmp2->y = y;
945 insert_ob_in_map(tmp2,m,op,0);
946 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
947 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
948 } else negblocked=1; 774 }
775 else
776 negblocked = 1;
949 } 777 }
950 778
951 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 779 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
952 update_all_los(op->map, op->x, op->y); 780 update_all_los (op->map, op->x, op->y);
953 781
782 return 1;
783}
784
785int
786dimension_door (object *op, object *caster, object *spob, int dir)
787{
788 uint32 dist, maxdist;
789 int mflags;
790 maptile *m;
791 sint16 sx, sy;
792
793 if (op->type != PLAYER)
794 return 0;
795
796 if (!dir)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
799 return 0;
800 }
801
802 /* Given the new outdoor maps, can't let players dimension door for
803 * ever, so put limits in.
804 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806
807 if (op->contr->count)
808 {
809 if (op->contr->count > maxdist)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
812 return 0;
813 }
814
815 for (dist = 0; dist < op->contr->count; dist++)
816 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break;
821
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break;
824 }
825
826 if (dist < op->contr->count)
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 op->contr->count = 0;
830 return 0;
831 }
832
833 op->contr->count = 0;
834
835 /* Remove code that puts player on random space on maps. IMO,
836 * a lot of maps probably have areas the player should not get to,
837 * but may not be marked as NO_MAGIC (as they may be bounded
838 * by such squares). Also, there are probably treasure rooms and
839 * lots of other maps that protect areas with no magic, but the
840 * areas themselves don't contain no magic spaces.
841 */
842 /* This call here is really just to normalize the coordinates */
843 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
844 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
845 {
846 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
847 return 1; /* Maybe the penalty should be more severe... */
848 }
849 }
850 else
851 {
852 /* Player didn't specify a distance, so lets see how far
853 * we can move the player. Don't know why this stopped on
854 * spaces that blocked the players view.
855 */
856
857 for (dist = 0; dist < maxdist; dist++)
858 {
859 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
860
861 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
862 break;
863
864 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
865 break;
866
867 }
868
869 /* If the destination is blocked, keep backing up until we
870 * find a place for the player.
871 */
872 for (; dist > 0; dist--)
873 {
874 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
875 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
876 continue;
877
878
879 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
880 break;
881
882 }
883 if (!dist)
884 {
885 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
886 return 0;
887 }
888 }
889
890 /* Actually move the player now */
891 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
954 return 1; 892 return 1;
955}
956 893
957int dimension_door(object *op,object *caster, object *spob, int dir) {
958 uint32 dist, maxdist;
959 int mflags;
960 mapstruct *m;
961 sint16 sx, sy;
962
963 if(op->type!=PLAYER)
964 return 0;
965
966 if(!dir) {
967 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
968 return 0;
969 }
970
971 /* Given the new outdoor maps, can't let players dimension door for
972 * ever, so put limits in.
973 */
974 maxdist = spob->range +
975 SP_level_range_adjust(caster, spob);
976
977 if(op->contr->count) {
978 if (op->contr->count > maxdist) {
979 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
980 return 0;
981 }
982
983 for(dist=0;dist<op->contr->count; dist++) {
984 mflags = get_map_flags(op->map, &m,
985 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
986 &sx, &sy);
987
988 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
989
990 if ((mflags & P_BLOCKSVIEW) &&
991 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
992 }
993
994 if(dist<op->contr->count) {
995 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
996 op->contr->count=0;
997 return 0;
998 }
999 op->contr->count=0;
1000
1001 /* Remove code that puts player on random space on maps. IMO,
1002 * a lot of maps probably have areas the player should not get to,
1003 * but may not be marked as NO_MAGIC (as they may be bounded
1004 * by such squares). Also, there are probably treasure rooms and
1005 * lots of other maps that protect areas with no magic, but the
1006 * areas themselves don't contain no magic spaces.
1007 */
1008 /* This call here is really just to normalize the coordinates */
1009 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1010 &sx, &sy);
1011 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1012 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1013 return 1; /* Maybe the penalty should be more severe... */
1014 }
1015 } else {
1016 /* Player didn't specify a distance, so lets see how far
1017 * we can move the player. Don't know why this stopped on
1018 * spaces that blocked the players view.
1019 */
1020
1021 for(dist=0; dist < maxdist; dist++) {
1022 mflags = get_map_flags(op->map, &m,
1023 op->x+freearr_x[dir] * (dist+1),
1024 op->y+freearr_y[dir] * (dist+1),
1025 &sx, &sy);
1026
1027 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1028
1029 if ((mflags & P_BLOCKSVIEW) &&
1030 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1031
1032 }
1033
1034 /* If the destination is blocked, keep backing up until we
1035 * find a place for the player.
1036 */
1037 for(;dist>0; dist--) {
1038 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1039 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1040
1041
1042 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1043
1044 }
1045 if(!dist) {
1046 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1047 return 0;
1048 }
1049 }
1050
1051 /* Actually move the player now */
1052 remove_ob(op);
1053 op->x+=freearr_x[dir]*dist;
1054 op->y+=freearr_y[dir]*dist;
1055 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1056 return 1;
1057
1058 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1059 return 1; 895 return 1;
1060} 896}
1061 897
1062 898
1063/* cast_heal: Heals something. 899/* cast_heal: Heals something.
1064 * op is the caster. 900 * op is the caster.
1065 * dir is the direction he is casting it in. 901 * dir is the direction he is casting it in.
1066 * spell is the spell object. 902 * spell is the spell object.
1067 */ 903 */
904int
1068int cast_heal(object *op,object *caster, object *spell, int dir) { 905cast_heal (object *op, object *caster, object *spell, int dir)
906{
1069 object *tmp; 907 object *tmp;
1070 archetype *at; 908 archetype *at;
1071 object *poison; 909 object *poison;
1072 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1073 911
1074 tmp = find_target_for_friendly_spell(op,dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1075 913
1076 if (tmp==NULL) return 0; 914 if (!tmp)
915 return 0;
1077 916
1078 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1079 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1080 */ 919 */
1081 heal = spell->stats.dam; 920 heal = spell->stats.dam;
1082 if (spell->stats.hp) 921 if (spell->stats.hp)
1083 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 922 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1084 spell->stats.hp;
1085 923
1086 if (heal) { 924 if (heal)
925 {
1087 if (tmp->stats.hp >= tmp->stats.maxhp) { 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1088 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1089 } 928 else
1090 else { 929 {
1091 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1092 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1093 * on amount of damage healed. 932 * on amount of damage healed.
1094 */ 933 */
1095 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1096 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1097 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1098 937
1099 if (tmp->stats.hp >= tmp->stats.maxhp) { 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1101 } else if (heal > 50) { 940 else if (heal > 50)
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1103 } else if (heal > 25) { 942 else if (heal > 25)
1104 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1105 } else if (heal > 10) { 944 else if (heal > 10)
1106 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1107 } else { 946 else
1108 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1109 } 948
1110 success=1;
1111 }
1112 }
1113 if (spell->attacktype & AT_DISEASE)
1114 if (cure_disease (tmp, op))
1115 success = 1; 949 success = 1;
950 }
951 }
1116 952
953 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op))
955 success = 1;
956
1117 if (spell->attacktype & AT_POISON) { 957 if (spell->attacktype & AT_POISON)
1118 at = find_archetype("poisoning"); 958 {
959 at = archetype::find ("poisoning");
1119 poison=present_arch_in_ob(at,tmp); 960 poison = present_arch_in_ob (at, tmp);
1120 if (poison) { 961 if (poison)
962 {
1121 success = 1; 963 success = 1;
1122 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1123 poison->stats.food = 1; 965 poison->stats.food = 1;
1124 } 966 }
1125 } 967 }
968
1126 if (spell->attacktype & AT_CONFUSION) { 969 if (spell->attacktype & AT_CONFUSION)
970 {
1127 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1128 if (poison) { 972 if (poison)
973 {
1129 success = 1; 974 success = 1;
1130 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1131 poison->duration = 1; 976 poison->duration = 1;
1132 } 977 }
1133 } 978 }
979
1134 if (spell->attacktype & AT_BLIND) { 980 if (spell->attacktype & AT_BLIND)
1135 at=find_archetype("blindness"); 981 {
982 at = archetype::find ("blindness");
1136 poison=present_arch_in_ob(at,tmp); 983 poison = present_arch_in_ob (at, tmp);
1137 if (poison) { 984 if (poison)
985 {
1138 success = 1; 986 success = 1;
1139 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1140 poison->stats.food = 1; 988 poison->stats.food = 1;
1141 } 989 }
1142 } 990 }
991
1143 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
993 {
1144 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1145 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 995 if (tmp->stats.sp > tmp->stats.maxsp)
996 tmp->stats.sp = tmp->stats.maxsp;
1146 success = 1; 997 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1148 } 999 }
1000
1149 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1002 {
1150 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1151 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1005 tmp->stats.grace = tmp->stats.maxgrace;
1152 success = 1; 1006 success = 1;
1153 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1154 } 1008 }
1009
1155 if (spell->stats.food && tmp->stats.food < 999) { 1010 if (spell->stats.food && tmp->stats.food < 999)
1011 {
1156 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1157 if (tmp->stats.food > 999) tmp->stats.food=999; 1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1158 success = 1; 1015 success = 1;
1159 /* We could do something a bit better like the messages for healing above */ 1016 /* We could do something a bit better like the messages for healing above */
1160 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1161 } 1018 }
1019
1162 return success; 1020 return success;
1163} 1021}
1164
1165 1022
1166/* This is used for the spells that gain stats. There are no spells 1023/* This is used for the spells that gain stats. There are no spells
1167 * right now that icnrease wis/int/pow on a temp basis, so no 1024 * right now that icnrease wis/int/pow on a temp basis, so no
1168 * good comments for those. 1025 * good comments for those.
1169 */ 1026 */
1170static const char* const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1171"You grow no stronger.", 1028 "You grow no stronger.",
1172"You grow no more agile.", 1029 "You grow no more agile.",
1173"You don't feel any healthier.", 1030 "You don't feel any healthier.",
1174"no wis", 1031 "You didn't grow any more intelligent.",
1032 "You do not feel any wiser.",
1033 "You don't feel any more powerful."
1175"You are no easier to look at.", 1034 "You are no easier to look at.",
1176"no int",
1177"no pow"
1178}; 1035};
1179 1036
1037int
1180int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1181 object *tmp, *tmp2=NULL; 1039{
1182 object *force=NULL; 1040 object *force = NULL;
1183 int i; 1041 int i;
1184 1042
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if(dir!=0) { 1044 object *tmp = dir
1187 tmp=find_target_for_friendly_spell(op,dir); 1045 ? find_target_for_friendly_spell (op, dir)
1188 } else { 1046 : op;
1189 tmp = op;
1190 }
1191 1047
1192 if(tmp==NULL) return 0; 1048 if (!tmp)
1193 1049 return 0;
1050
1194 /* If we've already got a force of this type, don't add a new one. */ 1051 /* If we've already got a force of this type, don't add a new one. */
1195 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1052 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1053 {
1196 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1054 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1055 {
1197 if (tmp2->name == spell_ob->name) { 1056 if (tmp2->name == spell_ob->name)
1057 {
1198 force=tmp2; /* the old effect will be "refreshed" */ 1058 force = tmp2; /* the old effect will be "refreshed" */
1199 break; 1059 break;
1200 } 1060 }
1201 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1061 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 {
1202 if ( !silent ) 1063 if (!silent)
1203 new_draw_info_format(NDI_UNIQUE, 0, op, 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1204 "You can not cast %s while %s is in effect", 1065 return 0;
1205 spell_ob->name, tmp2->name_pl); 1066 }
1206 return 0; 1067 }
1207 } 1068 }
1208 }
1209 }
1210 if(force==NULL) { 1069 if (force == NULL)
1070 {
1211 force=get_archetype(FORCE_NAME); 1071 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1072 force->subtype = FORCE_CHANGE_ABILITY;
1213 free_string(force->name);
1214 if (spell_ob->race) 1073 if (spell_ob->race)
1215 force->name = add_refcount(spell_ob->race); 1074 force->name = spell_ob->race;
1216 else 1075 else
1217 force->name = add_refcount(spell_ob->name); 1076 force->name = spell_ob->name;
1218 free_string(force->name_pl);
1219 force->name_pl = add_refcount(spell_ob->name); 1077 force->name_pl = spell_ob->name;
1220 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1078 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221 1079
1222 } else { 1080 }
1081 else
1082 {
1223 int duration; 1083 int duration;
1224 1084
1225 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1085 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1226 if (duration > force->duration) { 1086 if (duration > force->duration)
1087 {
1227 force->duration = duration; 1088 force->duration = duration;
1228 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1229 } else { 1090 }
1091 else
1092 {
1230 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 } 1094 }
1232 return 1; 1095
1096 return 1;
1233 } 1097 }
1098
1234 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1100 force->speed = 1.0;
1236 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1237 SET_FLAG(force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1238 1103
1239 /* Now start processing the effects. First, protections */ 1104 /* Now start processing the effects. First, protections */
1240 for (i=0; i < NROFATTACKS; i++) { 1105 for (i = 0; i < NROFATTACKS; i++)
1106 {
1241 if (spell_ob->resist[i]) { 1107 if (spell_ob->resist[i])
1108 {
1242 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1243 if (force->resist[i] > 100) force->resist[i] = 100; 1110 if (force->resist[i] > 100)
1244 } 1111 force->resist[i] = 100;
1112 }
1245 } 1113 }
1114
1246 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1247 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1248 1117
1249 if (tmp->type == PLAYER) { 1118 if (tmp->type == PLAYER)
1119 {
1250 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1251 for (i=0; i < NUM_STATS; i++) { 1121 for (i = 0; i < NUM_STATS; i++)
1252 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1122 {
1253 if (stat) { 1123 if (sint8 stat = spell_ob->stats.stat (i))
1254 sm=0; 1124 {
1255 for (k=0; k<stat; k++) 1125 sint8 sm = 0;
1256 sm += rndm(1, 3); 1126 for (sint8 k = 0; k < stat; k++)
1127 sm += rndm (1, 3);
1257 1128
1258 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1259 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1260 if (sm<0) sm = 0; 1131
1261 } 1132 force->stats.stat (i) = sm;
1262 set_attr_value(&force->stats, i, sm); 1133
1263 if (!sm) 1134 if (!sm)
1264 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1136 }
1137 }
1265 } 1138 }
1266 }
1267 }
1268 1139
1269 force->move_type = spell_ob->move_type; 1140 force->move_type = spell_ob->move_type;
1270 1141
1271 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1272 SET_FLAG(force, FLAG_SEE_IN_DARK); 1143 SET_FLAG (force, FLAG_SEE_IN_DARK);
1273 1144
1274 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1275 SET_FLAG(force, FLAG_XRAYS); 1146 SET_FLAG (force, FLAG_XRAYS);
1276 1147
1277 /* Haste/bonus speed */ 1148 /* Haste/bonus speed */
1278 if (spell_ob->stats.exp) { 1149 if (spell_ob->stats.exp)
1150 {
1151 if (op->speed > 0.5f)
1279 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1152 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1280 else 1153 else
1281 force->stats.exp = spell_ob->stats.exp; 1154 force->stats.exp = spell_ob->stats.exp;
1282 } 1155 }
1283 1156
1284 force->stats.wc = spell_ob->stats.wc; 1157 force->stats.wc = spell_ob->stats.wc;
1285 force->stats.ac = spell_ob->stats.ac; 1158 force->stats.ac = spell_ob->stats.ac;
1286 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1287 1160
1288 insert_ob_in_ob(force,tmp); 1161 insert_ob_in_ob (force, tmp);
1289 change_abil(tmp,force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1290 fix_player(tmp); 1163 tmp->update_stats ();
1164
1291 return 1; 1165 return 1;
1292} 1166}
1293 1167
1294/* This used to be part of cast_change_ability, but it really didn't make 1168/* This used to be part of cast_change_ability, but it really didn't make
1295 * a lot of sense, since most of the values it derives are from the god 1169 * a lot of sense, since most of the values it derives are from the god
1296 * of the caster. 1170 * of the caster.
1297 */ 1171 */
1298 1172int
1299int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{
1300 int i; 1175 int i;
1301 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1302 1177
1303 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1304 if(dir!=0) { 1179 if (dir != 0)
1180 {
1305 tmp=find_target_for_friendly_spell(op,dir); 1181 tmp = find_target_for_friendly_spell (op, dir);
1306 } else { 1182 }
1307 tmp = op; 1183 else
1308 } 1184 {
1185 tmp = op;
1186 }
1309 1187
1310 /* If we've already got a force of this type, don't add a new one. */ 1188 /* If we've already got a force of this type, don't add a new one. */
1311 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1190 {
1312 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 {
1313 if (tmp2->name == spell_ob->name) { 1193 if (tmp2->name == spell_ob->name)
1194 {
1314 force=tmp2; /* the old effect will be "refreshed" */ 1195 force = tmp2; /* the old effect will be "refreshed" */
1315 break; 1196 break;
1316 } 1197 }
1317 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1198 else if (spell_ob->race && spell_ob->race == tmp2->name)
1318 new_draw_info_format(NDI_UNIQUE, 0, op, 1199 {
1319 "You can not cast %s while %s is in effect", 1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1320 spell_ob->name, tmp2->name_pl); 1201 return 0;
1321 return 0; 1202 }
1203 }
1322 } 1204 }
1323 }
1324 }
1325 if(force==NULL) { 1205 if (force == NULL)
1206 {
1326 force=get_archetype(FORCE_NAME); 1207 force = get_archetype (FORCE_NAME);
1327 force->subtype = FORCE_CHANGE_ABILITY; 1208 force->subtype = FORCE_CHANGE_ABILITY;
1328 free_string(force->name);
1329 if (spell_ob->race) 1209 if (spell_ob->race)
1330 force->name = add_refcount(spell_ob->race); 1210 force->name = spell_ob->race;
1331 else 1211 else
1332 force->name = add_refcount(spell_ob->name); 1212 force->name = spell_ob->name;
1333 free_string(force->name_pl);
1334 force->name_pl = add_refcount(spell_ob->name); 1213 force->name_pl = spell_ob->name;
1335 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336 } else { 1215 }
1216 else
1217 {
1337 int duration; 1218 int duration;
1338 1219
1339 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1220 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) { 1221 if (duration > force->duration)
1222 {
1341 force->duration = duration; 1223 force->duration = duration;
1342 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } else { 1225 }
1226 else
1227 {
1344 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1228 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1229 }
1346 return 0; 1230 return 0;
1347 } 1231 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1232 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1233 force->speed = 1.0;
1350 force->speed_left = -1.0; 1234 force->speed_left = -1.0;
1351 SET_FLAG(force, FLAG_APPLIED); 1235 SET_FLAG (force, FLAG_APPLIED);
1352 1236
1353 if(!god) { 1237 if (!god)
1238 {
1354 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1239 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1355 } else { 1240 }
1241 else
1242 {
1356 /* Only give out good benefits, and put a max on it */ 1243 /* Only give out good benefits, and put a max on it */
1357 for (i=0; i<NROFATTACKS; i++) { 1244 for (i = 0; i < NROFATTACKS; i++)
1245 {
1358 if (god->resist[i]>0) { 1246 if (god->resist[i] > 0)
1247 {
1359 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1248 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1360 } 1249 }
1361 } 1250 }
1362 force->path_attuned|=god->path_attuned; 1251 force->path_attuned |= god->path_attuned;
1252
1363 if (spell_ob->attacktype) { 1253 if (spell_ob->attacktype)
1364 force->attacktype|=god->attacktype | AT_PHYSICAL; 1254 force->slaying = god->slaying;
1365 if(god->slaying) force->slaying = add_string(god->slaying); 1255
1366 }
1367 if (tmp != op) { 1256 if (tmp != op)
1257 {
1368 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1369 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1259 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1370 } else { 1260 }
1371 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1261 else
1372 "You are blessed by %s!",god->name); 1262 {
1373 } 1263 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1264 }
1374 1265
1375 } 1266 }
1376 force->stats.wc = spell_ob->stats.wc; 1267 force->stats.wc = spell_ob->stats.wc;
1377 force->stats.ac = spell_ob->stats.ac; 1268 force->stats.ac = spell_ob->stats.ac;
1378 1269
1379 change_abil(tmp,force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1380 insert_ob_in_ob(force,tmp); 1271 insert_ob_in_ob (force, tmp);
1381 fix_player(tmp); 1272 tmp->update_stats ();
1382 return 1; 1273 return 1;
1383} 1274}
1384
1385
1386 1275
1387/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1388 * 1277 *
1389 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1390 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1400 * For example, if an item is worth 110 gold, you will get 1289 * For example, if an item is worth 110 gold, you will get
1401 * 4 large nuggets, and from 0-10 small nuggets. 1290 * 4 large nuggets, and from 0-10 small nuggets.
1402 * 1291 *
1403 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1404 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1405 * alchemied. 1294 * alchemised.
1406 */ 1295 */
1407 1296static void
1408/* I didn't feel like passing these as arguements to the 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1409 * two functions that need them. Real values are put in them
1410 * when the spell is cast, and these are freed when the spell
1411 * is finished.
1412 */
1413static object *small, *large;
1414
1415static void alchemy_object(object *obj, int *small_nuggets,
1416 int *large_nuggets, int *weight)
1417{ 1298{
1418 uint64 value=query_cost(obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1419 1300
1420 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1421 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1422 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1423 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1424 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1425 * the stuff back to town. 1306 * the stuff back to town.
1426 */ 1307 */
1427
1428 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1429 value=0; 1309 value = 0;
1430 else if (obj->type==MONEY || obj->type==GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1431 value /=3; 1311 value /= 3;
1432 else 1312 else
1433 value = (value*9)/10; 1313 value = value * 9 / 10;
1434 1314
1435 value /= 4; // fix by GHJ, don't understand, pcg
1436
1437 if ((obj->value>0) && rndm(0, 29)) { 1315 if (obj->value > 0 && rndm (0, 29))
1438 int count; 1316 total_value += value;
1439 1317
1440 count = value / large->value; 1318 total_weight += obj->total_weight ();
1441 *large_nuggets += count;
1442 value -= (uint64)count * (uint64)large->value;
1443 count = value / small->value;
1444 *small_nuggets += count;
1445 }
1446 1319
1447 /* Turn 25 small nuggets into 1 large nugget. If the value 1320 obj->destroy ();
1448 * of large nuggets is not evenly divisable by the small nugget
1449 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1450 */
1451 if (*small_nuggets * small->value >= large->value) {
1452 (*large_nuggets)++;
1453 *small_nuggets -= large->value / small->value;
1454 if (*small_nuggets && large->value % small->value)
1455 (*small_nuggets)--;
1456 }
1457 weight += obj->weight;
1458 remove_ob(obj);
1459 free_object(obj);
1460} 1321}
1461 1322
1462static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1323static void
1463 int x, int y) 1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1464{ 1325{
1465 object *tmp;
1466 int flag=0; 1326 int flag = 0;
1467 1327
1468 /* Put any nuggets below the player, but we can only pass this 1328 /* Put any nuggets below the player, but we can only pass this
1469 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1470 */ 1330 */
1471 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1472 1333
1473 if (small_nuggets) { 1334 if (small_nuggets)
1474 tmp = get_object(); 1335 {
1475 copy_object(small, tmp); 1336 object *tmp = small->clone ();
1476 tmp-> nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1477 tmp->x = x; 1338 m->insert (tmp, x, y, op, flag);
1478 tmp->y = y;
1479 insert_ob_in_map(tmp, m, op, flag);
1480 } 1339 }
1340
1481 if (large_nuggets) { 1341 if (large_nuggets)
1482 tmp = get_object(); 1342 {
1483 copy_object(large, tmp); 1343 object *tmp = large->clone ();
1484 tmp-> nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1485 tmp->x = x; 1345 m->insert (tmp, x, y, op, flag);
1486 tmp->y = y;
1487 insert_ob_in_map(tmp, m, op, flag);
1488 } 1346 }
1489}
1490 1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int
1491int alchemy(object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1492{ 1355{
1493 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1494 sint16 nx, ny;
1495 object *next,*tmp;
1496 mapstruct *mp;
1497
1498 if(op->type!=PLAYER) 1356 if (op->type != PLAYER)
1499 return 0; 1357 return 0;
1500 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1501 /* Put a maximum weight of items that can be alchemied. Limits the power 1362 /* Put a maximum weight of items that can be alchemised. Limits the power
1502 * some, and also prevents people from alcheming every table/chair/clock 1363 * some, and also prevents people from alchemising every table/chair/clock
1503 * in sight 1364 * in sight
1504 */ 1365 */
1505 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1366 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1506 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1507 small=get_archetype("smallnugget"), 1368 uint64 value_max = duration * 1000;
1508 large=get_archetype("largenugget");
1509 1369
1370 int weight = 0;
1371
1510 for(y= op->y-1;y<=op->y+1;y++) { 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1511 for(x= op->x-1;x<=op->x+1;x++) { 1373 {
1512 nx = x; 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1513 ny = y; 1375 {
1376 uint64 value = 0;
1514 1377
1515 mp = op->map; 1378 sint16 nx = x;
1379 sint16 ny = y;
1516 1380
1381 maptile *mp = op->map;
1382
1517 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1518 1384
1519 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1520 continue; 1386 continue;
1521 1387
1522 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1523 * use fly as the movement type - for alchemy, consider it 1389 * use fly as the movement type - for alchemy, consider it
1524 * ground level effect. 1390 * ground level effect.
1525 */ 1391 */
1526 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1527 continue; 1393 continue;
1528 1394
1529 small_nuggets=0; 1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1530 large_nuggets=0; 1396 {
1397 next = tmp->above;
1531 1398
1532 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1533 next=tmp->above;
1534 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1535 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1536 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1537
1538 if (tmp->inv) {
1539 object *next1, *tmp1;
1540 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1541 next1 = tmp1->below;
1542 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1543 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1544 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1401 {
1545 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1402 if (tmp->inv)
1546 &weight); 1403 {
1547 } 1404 object *next1, *tmp1;
1548 }
1549 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1550
1551 if (weight>weight_max) {
1552 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1553 free_object(large);
1554 free_object(small);
1555 return 1;
1556 }
1557 } /* is alchemable object */
1558 } /* process all objects on this space */
1559 1405
1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1407 {
1408 next1 = tmp1->below;
1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1411 alchemy_object (tmp1, value, weight);
1412 }
1413 }
1414
1415 alchemy_object (tmp, value, weight);
1416
1417 if (weight > weight_max)
1418 break;
1419 }
1420 }
1421
1422 value = min (value, value_max);
1423
1424 uint64 count = value / large->value;
1425 int large_nuggets = count;
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1560 /* Insert all the nuggets at one time. This probably saves time, but 1431 /* Insert all the nuggets at one time. This probably saves time, but
1561 * it also prevents us from alcheming nuggets that were just created 1432 * it also prevents us from alcheming nuggets that were just created
1562 * with this spell. 1433 * with this spell.
1563 */ 1434 */
1564 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1565 } 1436
1437 if (weight > weight_max)
1438 goto bailout;
1439 }
1566 } 1440 }
1567 free_object(large); 1441
1568 free_object(small); 1442bailout:
1569 /* reset this so that if player standing on a big pile of stuff, 1443 large->destroy ();
1570 * it is redrawn properly. 1444 small->destroy ();
1571 */
1572 op->contr->socket.look_position = 0;
1573 return 1; 1445 return 1;
1574} 1446}
1575 1447
1576 1448
1577/* This function removes the cursed/damned status on equipped 1449/* This function removes the cursed/damned status on equipped
1578 * items. 1450 * items.
1579 */ 1451 */
1452int
1580int remove_curse(object *op, object *caster, object *spell) { 1453remove_curse (object *op, object *caster, object *spell)
1454{
1581 object *tmp; 1455 object *tmp;
1582 int success = 0, was_one = 0; 1456 int success = 0, was_one = 0;
1583 1457
1584 for (tmp = op->inv; tmp; tmp = tmp->below) 1458 for (tmp = op->inv; tmp; tmp = tmp->below)
1585 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1586 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1587 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1588 1462 {
1589 was_one++; 1463 was_one++;
1590 if (tmp->level <= caster_level(caster, spell)) { 1464 if (tmp->level <= caster_level (caster, spell))
1591 success++; 1465 {
1466 success++;
1592 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1467 if (QUERY_FLAG (spell, FLAG_DAMNED))
1593 CLEAR_FLAG(tmp, FLAG_DAMNED); 1468 CLEAR_FLAG (tmp, FLAG_DAMNED);
1594 1469
1595 CLEAR_FLAG(tmp, FLAG_CURSED); 1470 CLEAR_FLAG (tmp, FLAG_CURSED);
1596 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1597 tmp->value = 0; /* Still can't sell it */ 1472 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER)
1474 esrv_send_item (op, tmp);
1475 }
1476 }
1477
1598 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1599 esrv_send_item(op, tmp); 1479 {
1600 } 1480 if (success)
1601 }
1602
1603 if (op->type==PLAYER) {
1604 if (success) {
1605 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1606 } else { 1482 else
1483 {
1607 if (was_one) 1484 if (was_one)
1608 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1485 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1609 else 1486 else
1610 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1611 } 1488 }
1612 } 1489 }
1490
1613 return success; 1491 return success;
1614} 1492}
1615 1493
1616/* Identifies objects in the players inventory/on the ground */ 1494/* Identifies objects in the players inventory/on the ground */
1617 1495
1496int
1618int cast_identify(object *op, object *caster, object *spell) { 1497cast_identify (object *op, object *caster, object *spell)
1498{
1619 object *tmp; 1499 object *tmp;
1620 int success = 0, num_ident; 1500 int success = 0, num_ident;
1621 1501
1622 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1623 1503
1624 if (num_ident < 1) num_ident=1; 1504 if (num_ident < 1)
1505 num_ident = 1;
1625 1506
1626
1627 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1507 for (tmp = op->inv; tmp; tmp = tmp->below)
1508 {
1628 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 {
1629 identify(tmp); 1511 identify (tmp);
1512
1630 if (op->type==PLAYER) { 1513 if (op->type == PLAYER)
1631 new_draw_info_format(NDI_UNIQUE, 0, op, 1514 {
1632 "You have %s.", long_desc(tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1633 if (tmp->msg) { 1516
1517 if (tmp->msg)
1518 {
1634 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1635 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1636 } 1521 }
1522 }
1523
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident)
1527 break;
1528 }
1637 } 1529 }
1638 num_ident--; 1530
1639 success=1;
1640 if (!num_ident) break;
1641 }
1642 }
1643 /* If all the power of the spell has been used up, don't go and identify 1531 /* If all the power of the spell has been used up, don't go and identify
1644 * stuff on the floor. Only identify stuff on the floor if the spell 1532 * stuff on the floor. Only identify stuff on the floor if the spell
1645 * was not fully used. 1533 * was not fully used.
1646 */ 1534 */
1647 if (num_ident) { 1535 if (num_ident)
1648 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1536 {
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1649 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1650 need_identify(tmp)) { 1539 {
1651
1652 identify(tmp); 1540 identify (tmp);
1541
1653 if (op->type==PLAYER) { 1542 if (op->type == PLAYER)
1654 new_draw_info_format(NDI_UNIQUE, 0,op, 1543 {
1655 "On the ground is %s.", long_desc(tmp, op)); 1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1656 if (tmp->msg) { 1545
1546 if (tmp->msg)
1547 {
1657 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1658 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1659 } 1550 }
1660 esrv_send_item(op, tmp); 1551
1552 esrv_send_item (op, tmp);
1553 }
1554
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident)
1558 break;
1559 }
1661 } 1560 }
1662 num_ident--; 1561
1663 success=1;
1664 if (!num_ident) break;
1665 }
1666 }
1667 if (!success) 1562 if (!success)
1668 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1669 else { 1564 else
1670 spell_effect(spell, op->x, op->y, op->map, op); 1565 spell_effect (spell, op->x, op->y, op->map, op);
1671 } 1566
1672 return success; 1567 return success;
1673} 1568}
1674 1569
1675 1570int
1676int cast_detection(object *op, object *caster, object *spell, object *skill) { 1571cast_detection (object *op, object *caster, object *spell, object *skill)
1572{
1677 object *tmp, *last, *god, *detect; 1573 object *tmp, *last, *god, *detect;
1678 int done_one, range, mflags, floor, level; 1574 int done_one, range, mflags, floor, level;
1679 sint16 x, y, nx, ny; 1575 sint16 x, y, nx, ny;
1680 mapstruct *m; 1576 maptile *m;
1681 1577
1682 /* We precompute some values here so that we don't have to keep 1578 /* We precompute some values here so that we don't have to keep
1683 * doing it over and over again. 1579 * doing it over and over again.
1684 */ 1580 */
1685 god=find_god(determine_god(op)); 1581 god = find_god (determine_god (op));
1686 level=caster_level(caster, spell); 1582 level = caster_level (caster, spell);
1687 range = spell->range + SP_level_range_adjust(caster, spell); 1583 range = spell->range + SP_level_range_adjust (caster, spell);
1688 1584
1689 if (!skill) skill=caster; 1585 if (!skill)
1586 skill = caster;
1690 1587
1691 for (x = op->x - range; x <= op->x + range; x++) 1588 for (x = op->x - range; x <= op->x + range; x++)
1692 for (y = op->y - range; y <= op->y + range; y++) { 1589 for (y = op->y - range; y <= op->y + range; y++)
1693 1590 {
1694 m = op->map; 1591 m = op->map;
1695 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1696 if (mflags & P_OUT_OF_MAP) continue; 1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1697 1595
1698 /* For most of the detections, we only detect objects above the 1596 /* For most of the detections, we only detect objects above the
1699 * floor. But this is not true for show invisible. 1597 * floor. But this is not true for show invisible.
1700 * Basically, we just go and find the top object and work 1598 * Basically, we just go and find the top object and work
1701 * down - that is easier than working up. 1599 * down - that is easier than working up.
1702 */ 1600 */
1703 1601
1704 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1603 last = tmp;
1604
1705 /* Shouldn't happen, but if there are no objects on a space, this 1605 /* Shouldn't happen, but if there are no objects on a space, this
1706 * would happen. 1606 * would happen.
1707 */ 1607 */
1708 if (!last) continue; 1608 if (!last)
1609 continue;
1709 1610
1710 done_one=0; 1611 done_one = 0;
1711 floor=0; 1612 floor = 0;
1712 detect = NULL; 1613 detect = NULL;
1713 for (tmp=last; tmp; tmp=tmp->below) { 1614 for (tmp = last; tmp; tmp = tmp->below)
1714 1615 {
1715 /* show invisible */ 1616 /* show invisible */
1716 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1717 /* Might there be other objects that we can make visibile? */ 1618 /* Might there be other objects that we can make visible? */
1718 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1719 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1720 tmp->type==CF_HANDLE || 1621 tmp->type == CF_HANDLE ||
1721 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1722 tmp->type==BUTTON || tmp->type==TELEPORTER || 1623 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1723 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1624 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1724 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1725 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1726 tmp->type==TREASURE || tmp->type==BOOK || 1627 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1727 tmp->type==HOLY_ALTAR))) { 1628 {
1728 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1629 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1729 tmp->invisible=0; 1630 {
1730 done_one = 1; 1631 tmp->invisible = 0;
1731 } 1632 done_one = 1;
1732 } 1633 }
1733 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1634 }
1734 1635
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1;
1638
1735 /* All detections below this point don't descend beneath the floor, 1639 /* All detections below this point don't descend beneath the floor,
1736 * so just continue on. We could be clever and look at the type of 1640 * so just continue on. We could be clever and look at the type of
1737 * detection to completely break out if we don't care about objects beneath 1641 * detection to completely break out if we don't care about objects beneath
1738 * the floor, but once we get to the floor, not likely a very big issue anyways. 1642 * the floor, but once we get to the floor, not likely a very big issue anyways.
1739 */ 1643 */
1740 if (floor) continue; 1644 if (floor)
1645 continue;
1741 1646
1742 /* I had thought about making detect magic and detect curse 1647 /* I had thought about making detect magic and detect curse
1743 * show the flash the magic item like it does for detect monster. 1648 * show the flash the magic item like it does for detect monster.
1744 * however, if the object is within sight, this would then make it 1649 * however, if the object is within sight, this would then make it
1745 * difficult to see what object is magical/cursed, so the 1650 * difficult to see what object is magical/cursed, so the
1746 * effect wouldn't be as apparant. 1651 * effect wouldn't be as apparant.
1747 */ 1652 */
1748 1653
1749 /* detect magic */ 1654 /* detect magic */
1750 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1751 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1656 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1752 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1657 {
1753 is_magical(tmp)) {
1754 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1755 /* make runes more visibile */ 1659 /* make runes more visibile */
1756 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1757 tmp->stats.Cha/=4; 1661 tmp->stats.Cha /= 4;
1758 done_one = 1; 1662 done_one = 1;
1759 } 1663 }
1760 /* detect monster */ 1664 /* detect monster */
1761 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1665 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1762 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1666 {
1763 done_one = 2; 1667 done_one = 2;
1764 if (!detect) detect=tmp; 1668 if (!detect)
1765 } 1669 detect = tmp;
1670 }
1766 /* Basically, if race is set in the spell, then the creatures race must 1671 /* Basically, if race is set in the spell, then the creatures race must
1767 * match that. if the spell race is set to GOD, then the gods opposing 1672 * match that. if the spell race is set to GOD, then the gods opposing
1768 * race must match. 1673 * race must match.
1769 */ 1674 */
1770 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1771 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1772 (strstr(spell->race, tmp->race)))) { 1677 (strstr (spell->race, tmp->race))))
1773 done_one = 2; 1678 {
1774 if (!detect) detect=tmp; 1679 done_one = 2;
1775 } 1680 if (!detect)
1681 detect = tmp;
1682 }
1776 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1777 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 {
1778 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1779 done_one = 1; 1687 done_one = 1;
1780 } 1688 }
1781 } /* for stack of objects on this space */ 1689 } /* for stack of objects on this space */
1782 1690
1783 /* Code here puts an effect of the spell on the space, so you can see 1691 /* Code here puts an effect of the spell on the space, so you can see
1784 * where the magic is. 1692 * where the magic is.
1785 */ 1693 */
1786 if (done_one) { 1694 if (done_one)
1695 {
1787 object *detect_ob = arch_to_object(spell->other_arch); 1696 object *detect_ob = arch_to_object (spell->other_arch);
1788 detect_ob->x = nx; 1697
1789 detect_ob->y = ny;
1790 /* if this is set, we want to copy the face */ 1698 /* if this is set, we want to copy the face */
1791 if (done_one == 2 && detect) { 1699 if (done_one == 2 && detect)
1700 {
1792 detect_ob->face = detect->face; 1701 detect_ob->face = detect->face;
1793 detect_ob->animation_id = detect->animation_id; 1702 detect_ob->animation_id = detect->animation_id;
1794 detect_ob->anim_speed = detect->anim_speed; 1703 detect_ob->anim_speed = detect->anim_speed;
1795 detect_ob->last_anim=0; 1704 detect_ob->last_anim = 0;
1796 /* by default, the detect_ob is already animated */ 1705 /* by default, the detect_ob is already animated */
1797 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1798 } 1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1799 insert_ob_in_map(detect_ob, m, op,0); 1708 }
1800 }
1801 } /* for processing the surrounding spaces */
1802 1709
1710 m->insert (detect_ob, nx, ny, op);
1711 }
1712 } /* for processing the surrounding spaces */
1803 1713
1714
1804 /* Now process objects in the players inventory if detect curse or magic */ 1715 /* Now process objects in the players inventory if detect curse or magic */
1805 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1716 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1717 {
1806 done_one = 0; 1718 done_one = 0;
1807 for (tmp = op->inv; tmp; tmp = tmp->below) { 1719 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 {
1808 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1722 {
1810 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1723 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1811 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1724 {
1812 if (op->type==PLAYER) 1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER)
1813 esrv_send_item (op, tmp); 1727 esrv_send_item (op, tmp);
1814 } 1728 }
1815 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1816 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1731 {
1817 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1818 if (op->type==PLAYER) 1733 if (op->type == PLAYER)
1819 esrv_send_item (op, tmp); 1734 esrv_send_item (op, tmp);
1820 } 1735 }
1821 } /* if item is not identified */ 1736 } /* if item is not identified */
1822 } /* for the players inventory */ 1737 } /* for the players inventory */
1823 } /* if detect magic/curse and object is a player */ 1738 } /* if detect magic/curse and object is a player */
1824 return 1; 1739 return 1;
1825} 1740}
1826 1741
1827 1742
1828/** 1743/**
1829 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1744 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1830 * level whos spell did cause the overcharge. 1745 * level whos spell did cause the overcharge.
1831 */ 1746 */
1747static void
1832static void charge_mana_effect(object *victim, int caster_level) 1748charge_mana_effect (object *victim, int caster_level)
1833{ 1749{
1834 1750
1835 /* Prevent explosions for objects without mana. Without this check, doors 1751 /* Prevent explosions for objects without mana. Without this check, doors
1836 * will explode, too. 1752 * will explode, too.
1837 */ 1753 */
1838 if (victim->stats.maxsp <= 0) 1754 if (victim->stats.maxsp <= 0)
1839 return; 1755 return;
1840 1756
1841 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1757 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1842 1758
1843 if (victim->stats.sp >= victim->stats.maxsp*2) { 1759 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 {
1844 object *tmp; 1761 object *tmp;
1845 1762
1846 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1847 1764
1848 /* Explodes a fireball centered at player */ 1765 /* Explodes a fireball centered at player */
1849 tmp = get_archetype(EXPLODING_FIREBALL); 1766 tmp = get_archetype (EXPLODING_FIREBALL);
1850 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1851 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1852 tmp->x = victim->x; 1769
1853 tmp->y = victim->y; 1770 tmp->insert_at (victim);
1854 insert_ob_in_map(tmp, victim->map, NULL, 0);
1855 victim->stats.sp = 2*victim->stats.maxsp; 1771 victim->stats.sp = 2 * victim->stats.maxsp;
1856 } 1772 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1858 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1774 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1859 }
1860 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1861 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1862 }
1863 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 {
1864 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1865 confuse_player(victim, victim, 99); 1780 confuse_player (victim, victim, 99);
1866 } 1781 }
1867 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1782 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1868 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1783 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1869 }
1870} 1784}
1871 1785
1872/* cast_transfer 1786/* cast_transfer
1873 * This spell transfers sp from the player to another person. 1787 * This spell transfers sp from the player to another person.
1874 * We let the target go above their normal maximum SP. 1788 * We let the target go above their normal maximum SP.
1875 */ 1789 */
1876 1790
1791int
1877int cast_transfer(object *op,object *caster, object *spell, int dir) { 1792cast_transfer (object *op, object *caster, object *spell, int dir)
1793{
1878 object *plyr=NULL; 1794 object *plyr = NULL;
1879 sint16 x, y; 1795 sint16 x, y;
1880 mapstruct *m; 1796 maptile *m;
1881 int mflags; 1797 int mflags;
1882 1798
1883 m = op->map; 1799 m = op->map;
1884 x = op->x+freearr_x[dir]; 1800 x = op->x + freearr_x[dir];
1885 y = op->y+freearr_y[dir]; 1801 y = op->y + freearr_y[dir];
1886 1802
1887 mflags = get_map_flags(m, &m, x, y, &x, &y); 1803 mflags = get_map_flags (m, &m, x, y, &x, &y);
1888 1804
1889 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1806 {
1890 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1807 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1891 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1892 break; 1809 break;
1893 } 1810 }
1894 1811
1895 1812
1896 /* If we did not find a player in the specified direction, transfer 1813 /* If we did not find a player in the specified direction, transfer
1897 * to anyone on top of us. This is used for the rune of transference mostly. 1814 * to anyone on top of us. This is used for the rune of transference mostly.
1898 */ 1815 */
1899 if(plyr==NULL) 1816 if (plyr == NULL)
1900 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1817 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1901 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1902 break; 1819 break;
1903 1820
1904 if (!plyr) { 1821 if (!plyr)
1822 {
1905 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1823 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1906 return 0; 1824 return 0;
1907 } 1825 }
1908 /* give sp */ 1826 /* give sp */
1909 if(spell->stats.dam > 0) { 1827 if (spell->stats.dam > 0)
1828 {
1910 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1829 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1911 charge_mana_effect(plyr, caster_level(caster, spell)); 1830 charge_mana_effect (plyr, caster_level (caster, spell));
1912 return 1; 1831 return 1;
1913 } 1832 }
1914 /* suck sp away. Can't suck sp from yourself */ 1833 /* suck sp away. Can't suck sp from yourself */
1915 else if (op != plyr) { 1834 else if (op != plyr)
1835 {
1916 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1836 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1917 1837
1918 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1838 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1919 1839
1920 if (rate > 95) rate=95; 1840 if (rate > 95)
1841 rate = 95;
1921 1842
1922 sucked = (plyr->stats.sp * rate) / 100; 1843 sucked = (plyr->stats.sp * rate) / 100;
1923 plyr->stats.sp -= sucked; 1844 plyr->stats.sp -= sucked;
1924 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1845 if (QUERY_FLAG (op, FLAG_ALIVE))
1846 {
1925 /* Player doesn't get full credit */ 1847 /* Player doesn't get full credit */
1926 sucked = (sucked * rate) / 100; 1848 sucked = (sucked * rate) / 100;
1927 op->stats.sp += sucked; 1849 op->stats.sp += sucked;
1928 if (sucked > 0) { 1850 if (sucked > 0)
1851 {
1929 charge_mana_effect(op, caster_level(caster, spell)); 1852 charge_mana_effect (op, caster_level (caster, spell));
1853 }
1854 }
1855 return 1;
1930 } 1856 }
1931 }
1932 return 1;
1933 }
1934 return 0; 1857 return 0;
1935} 1858}
1936 1859
1937 1860
1938/* counterspell: nullifies spell effects. 1861/* counterspell: nullifies spell effects.
1939 * op is the counterspell object, dir is the direction 1862 * op is the counterspell object, dir is the direction
1940 * it was cast in. 1863 * it was cast in.
1941 * Basically, if the object has a magic attacktype, 1864 * Basically, if the object has a magic attacktype,
1942 * this may nullify it. 1865 * this may nullify it.
1943 */ 1866 */
1867void
1944void counterspell(object *op,int dir) 1868counterspell (object *op, int dir)
1945{ 1869{
1946 object *tmp, *head, *next; 1870 object *tmp, *head, *next;
1947 int mflags; 1871 int mflags;
1948 mapstruct *m; 1872 maptile *m;
1949 sint16 sx,sy; 1873 sint16 sx, sy;
1950 1874
1951 sx = op->x + freearr_x[dir]; 1875 sx = op->x + freearr_x[dir];
1952 sy = op->y + freearr_y[dir]; 1876 sy = op->y + freearr_y[dir];
1953 m = op->map; 1877 m = op->map;
1954 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1878 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1955 if (mflags & P_OUT_OF_MAP) return; 1879 if (mflags & P_OUT_OF_MAP)
1880 return;
1881
1882 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1956 1883 {
1957 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1958 next = tmp->above; 1884 next = tmp->above;
1959 1885
1960 /* Need to look at the head object - otherwise, if tmp 1886 /* Need to look at the head object - otherwise, if tmp
1961 * points to a monster, we don't have all the necessary 1887 * points to a monster, we don't have all the necessary
1962 * info for it. 1888 * info for it.
1963 */ 1889 */
1964 if (tmp->head) head = tmp->head; 1890 if (tmp->head)
1965 else head = tmp; 1891 head = tmp->head;
1892 else
1893 head = tmp;
1966 1894
1967 /* don't attack our own spells */ 1895 /* don't attack our own spells */
1968 if(tmp->owner && tmp->owner == op->owner) continue; 1896 if (tmp->owner && tmp->owner == op->owner)
1897 continue;
1969 1898
1970 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
1971 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
1972 * monsters either. 1901 * monsters either.
1973 */ 1902 */
1974 1903
1975 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
1976 !(head->attacktype & AT_COUNTERSPELL) && 1905 && !(head->attacktype & AT_COUNTERSPELL)
1977 !QUERY_FLAG(head,FLAG_MONSTER) && 1906 && !QUERY_FLAG (head, FLAG_MONSTER)
1978 (op->level > head->level)) { 1907 && (op->level > head->level))
1979 remove_ob(head); 1908 head->destroy ();
1980 free_object(head); 1909 else
1981 } else switch(head->type) { 1910 switch (head->type)
1911 {
1982 case SPELL_EFFECT: 1912 case SPELL_EFFECT:
1983 if(op->level > head->level) { 1913 // XXX: Don't affect floor spelleffects. See also XXX comment
1984 remove_ob(head); 1914 // about sanctuary in spell_util.C
1985 free_object(head); 1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1986 } 1916 continue;
1987 break;
1988 1917
1918 if (op->level > head->level)
1919 head->destroy ();
1920
1921 break;
1922
1989 /* I really don't get this rune code that much - that 1923 /* I really don't get this rune code that much - that
1990 * random chance seems really low. 1924 * random chance seems really low.
1991 */ 1925 */
1992 case RUNE: 1926 case RUNE:
1993 if(rndm(0, 149) == 0) { 1927 if (rndm (0, 149) == 0)
1928 {
1994 head->stats.hp--; /* weaken the rune */ 1929 head->stats.hp--; /* weaken the rune */
1995 if(!head->stats.hp) { 1930 if (!head->stats.hp)
1996 remove_ob(head); 1931 head->destroy ();
1997 free_object(head); 1932 }
1998 } 1933 break;
1999 } 1934 }
2000 break;
2001 }
2002 } 1935 }
2003} 1936}
2004 1937
2005 1938
2006 1939
2007/* cast_consecrate() - a spell to make an altar your god's */ 1940/* cast_consecrate() - a spell to make an altar your god's */
1941int
2008int cast_consecrate(object *op, object *caster, object *spell) { 1942cast_consecrate (object *op, object *caster, object *spell)
1943{
2009 char buf[MAX_BUF]; 1944 char buf[MAX_BUF];
2010 1945
2011 object *tmp, *god=find_god(determine_god(op)); 1946 object *tmp, *god = find_god (determine_god (op));
2012 1947
2013 if(!god) { 1948 if (!god)
2014 new_draw_info(NDI_UNIQUE, 0,op, 1949 {
2015 "You can't consecrate anything if you don't worship a god!"); 1950 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2016 return 0; 1951 return 0;
2017 }
2018
2019 for(tmp=op->below;tmp;tmp=tmp->below) {
2020 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2021 if(tmp->type==HOLY_ALTAR) {
2022
2023 if(tmp->level > caster_level(caster, spell)) {
2024 new_draw_info_format(NDI_UNIQUE, 0,op,
2025 "You are not powerful enough to reconsecrate the %s", tmp->name);
2026 return 0;
2027 } else {
2028 /* If we got here, we are consecrating an altar */
2029 if(tmp->name) free_string(tmp->name);
2030 sprintf(buf,"Altar of %s",god->name);
2031 tmp->name = add_string(buf);
2032 tmp->level = caster_level(caster, spell);
2033 tmp->other_arch = god->arch;
2034 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2035 new_draw_info_format(NDI_UNIQUE,0, op,
2036 "You consecrated the altar to %s!",god->name);
2037 return 1;
2038 } 1952 }
2039 } 1953
1954 for (tmp = op->below; tmp; tmp = tmp->below)
2040 } 1955 {
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1957 break;
1958 if (tmp->type == HOLY_ALTAR)
1959 {
1960
1961 if (tmp->level > caster_level (caster, spell))
1962 {
1963 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1964 return 0;
1965 }
1966 else
1967 {
1968 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell);
1972 tmp->other_arch = god->arch;
1973 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp);
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1976 return 1;
1977 }
1978 }
1979 }
2041 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2042 return 0; 1981 return 0;
2043} 1982}
2044 1983
2045/* animate_weapon - 1984/* animate_weapon -
2046 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1985 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2047 * The golem is based on the archetype specified, modified by the caster's level 1986 * The golem is based on the archetype specified, modified by the caster's level
2050 * This code was very odd - code early on would only let players use the spell, 1989 * This code was very odd - code early on would only let players use the spell,
2051 * yet the code wass full of player checks. I've presumed that the code 1990 * yet the code wass full of player checks. I've presumed that the code
2052 * that only let players use it was correct, and removed all the other 1991 * that only let players use it was correct, and removed all the other
2053 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2054 */ 1993 */
2055 1994int
2056int animate_weapon(object *op,object *caster,object *spell, int dir) { 1995animate_weapon (object *op, object *caster, object *spell, int dir)
1996{
2057 object *weapon, *tmp; 1997 object *weapon, *tmp;
2058 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2059 int a, i; 1999 int a, i;
2060 sint16 x, y; 2000 sint16 x, y;
2061 mapstruct *m; 2001 maptile *m;
2062 materialtype_t *mt; 2002 materialtype_t *mt;
2063 2003
2064 if(!spell->other_arch){ 2004 if (!spell->other_arch)
2005 {
2065 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2066 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2067 return 0; 2008 return 0;
2068 } 2009 }
2069 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2070 if(op->type!=PLAYER) return 0; 2011 if (op->type != PLAYER)
2012 return 0;
2071 2013
2072 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2073 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2015 if (object *golem = op->contr->golem)
2074 control_golem(op->contr->ranges[range_golem],dir);
2075 return 0;
2076 } 2016 {
2017 control_golem (golem, dir);
2018 return 0;
2019 }
2077 2020
2078 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2079 if(!dir) 2022 if (!dir)
2080 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2081 2024
2082 m = op->map; 2025 m = op->map;
2083 x = op->x+freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2084 y = op->y+freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2085 2028
2086 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2087 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2088 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 {
2089 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2090 return 0; 2034 return 0;
2091 } 2035 }
2092 2036
2093 /* Use the weapon marked by the player. */ 2037 /* Use the weapon marked by the player. */
2094 weapon = find_marked_object(op); 2038 weapon = find_marked_object (op);
2095 2039
2096 if (!weapon) { 2040 if (!weapon)
2041 {
2097 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2098 return 0; 2043 return 0;
2099 } 2044 }
2100 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2046 {
2101 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2102 return 0; 2048 return 0;
2103 } 2049 }
2104 if (weapon->type != WEAPON) { 2050 if (weapon->type != WEAPON)
2051 {
2105 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2106 return 0; 2053 return 0;
2107 } 2054 }
2108 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2055 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2056 {
2109 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2110 query_name(weapon)); 2058 return 0;
2111 return 0;
2112 } 2059 }
2113 2060
2114 if (weapon->nrof > 1) { 2061 if (weapon->nrof > 1)
2062 {
2115 tmp = get_split_ob(weapon, 1); 2063 tmp = get_split_ob (weapon, 1);
2116 esrv_send_item(op, weapon); 2064 esrv_send_item (op, weapon);
2117 weapon = tmp; 2065 weapon = tmp;
2118 } 2066 }
2119 2067
2120 /* create the golem object */ 2068 /* create the golem object */
2121 tmp=arch_to_object(spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2122 2070
2123 /* if animated by a player, give the player control of the golem */ 2071 /* if animated by a player, give the player control of the golem */
2124 CLEAR_FLAG(tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2125 SET_FLAG(tmp, FLAG_FRIENDLY);
2126 tmp->stats.exp=0; 2073 tmp->stats.exp = 0;
2127 add_friendly_object(tmp); 2074 add_friendly_object (tmp);
2128 tmp->type=GOLEM; 2075 tmp->type = GOLEM;
2129 set_owner(tmp,op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2130 set_spell_skill(op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2131 op->contr->ranges[range_golem]=tmp;
2132 op->contr->shoottype=range_golem;
2133 op->contr->golem_count = tmp->count;
2134 2079
2135 /* Give the weapon to the golem now. A bit of a hack to check the 2080 /* Give the weapon to the golem now. A bit of a hack to check the
2136 * removed flag - it should only be set if get_split_object was 2081 * removed flag - it should only be set if get_split_object was
2137 * used above. 2082 * used above.
2138 */ 2083 */
2139 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2140 remove_ob (weapon); 2085 weapon->remove ();
2086
2141 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2142 esrv_send_item(op, weapon); 2088 esrv_send_item (op, weapon);
2143 /* To do everything necessary to let a golem use the weapon is a pain, 2089 /* To do everything necessary to let a golem use the weapon is a pain,
2144 * so instead, just set it as equipped (otherwise, we need to update 2090 * so instead, just set it as equipped (otherwise, we need to update
2145 * body_info, skills, etc) 2091 * body_info, skills, etc)
2146 */ 2092 */
2147 SET_FLAG (tmp, FLAG_USE_WEAPON); 2093 SET_FLAG (tmp, FLAG_USE_WEAPON);
2148 SET_FLAG(weapon, FLAG_APPLIED); 2094 SET_FLAG (weapon, FLAG_APPLIED);
2149 fix_player(tmp); 2095 tmp->update_stats ();
2150 2096
2151 /* There used to be 'odd' code that basically seemed to take the absolute 2097 /* There used to be 'odd' code that basically seemed to take the absolute
2152 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2098 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2153 * if you're using a crappy weapon, it shouldn't be as good. 2099 * if you're using a crappy weapon, it shouldn't be as good.
2154 */ 2100 */
2155 2101
2156 /* modify weapon's animated wc */ 2102 /* modify weapon's animated wc */
2157 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2103 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2158 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2104 if (tmp->stats.wc < -127)
2159 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2105 tmp->stats.wc = -127;
2160 2106
2161 /* Modify hit points for weapon */ 2107 /* Modify hit points for weapon */
2162 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2108 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2163 SP_level_duration_adjust(caster, spell) + 2109 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2164 + 8 * weapon->magic + 12 * weapon->stats.Con; 2110 if (tmp->stats.maxhp < 0)
2165 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2111 tmp->stats.maxhp = 10;
2166 tmp->stats.hp = tmp->stats.maxhp; 2112 tmp->stats.hp = tmp->stats.maxhp;
2167 2113
2168 /* Modify weapon's damage */ 2114 /* Modify weapon's damage */
2169 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2115 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2170 + weapon->stats.dam 2116 if (tmp->stats.dam < 0)
2171 + weapon->magic 2117 tmp->stats.dam = 127;
2172 + 5 * weapon->stats.Str;
2173 if(tmp->stats.dam<0) tmp->stats.dam=127;
2174 2118
2175 2119
2176 /* attacktype */ 2120 /* attacktype */
2177 if ( ! tmp->attacktype) 2121 if (!tmp->attacktype)
2178 tmp->attacktype = AT_PHYSICAL; 2122 tmp->attacktype = AT_PHYSICAL;
2179 2123
2180 mt = NULL; 2124 mt = NULL;
2181 if (op->materialname != NULL) 2125 if (op->materialname != NULL)
2182 mt = name_to_material(op->materialname); 2126 mt = name_to_material (op->materialname);
2183 if (mt != NULL) { 2127 if (mt != NULL)
2128 {
2184 for (i=0; i < NROFATTACKS; i++) 2129 for (i = 0; i < NROFATTACKS; i++)
2185 tmp->resist[i] = 50 - (mt->save[i] * 5); 2130 tmp->resist[i] = 50 - (mt->save[i] * 5);
2186 a = mt->save[0]; 2131 a = mt->save[0];
2187 } else { 2132 }
2133 else
2134 {
2188 for (i=0; i < NROFATTACKS; i++) 2135 for (i = 0; i < NROFATTACKS; i++)
2189 tmp->resist[i] = 5; 2136 tmp->resist[i] = 5;
2190 a = 10; 2137 a = 10;
2191 } 2138 }
2192 /* Set weapon's immunity */ 2139 /* Set weapon's immunity */
2193 tmp->resist[ATNR_CONFUSION] = 100; 2140 tmp->resist[ATNR_CONFUSION] = 100;
2194 tmp->resist[ATNR_POISON] = 100; 2141 tmp->resist[ATNR_POISON] = 100;
2195 tmp->resist[ATNR_SLOW] = 100; 2142 tmp->resist[ATNR_SLOW] = 100;
2196 tmp->resist[ATNR_PARALYZE] = 100; 2143 tmp->resist[ATNR_PARALYZE] = 100;
2197 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2144 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2198 tmp->resist[ATNR_FEAR] = 100; 2145 tmp->resist[ATNR_FEAR] = 100;
2199 tmp->resist[ATNR_DEPLETE] = 100; 2146 tmp->resist[ATNR_DEPLETE] = 100;
2200 tmp->resist[ATNR_DEATH] = 100; 2147 tmp->resist[ATNR_DEATH] = 100;
2201 tmp->resist[ATNR_BLIND] = 100; 2148 tmp->resist[ATNR_BLIND] = 100;
2202 2149
2203 /* Improve weapon's armour value according to best save vs. physical of its material */ 2150 /* Improve weapon's armour value according to best save vs. physical of its material */
2204 2151
2205 if (a > 14) a = 14; 2152 if (a > 14)
2153 a = 14;
2206 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2207 2155
2208 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2209 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2210 2158
2211 if(tmp->speed > 3.33) tmp->speed = 3.33;
2212
2213 if (!spell->race) { 2159 if (!spell->race)
2160 {
2214 sprintf(buf, "animated %s", weapon->name); 2161 sprintf (buf, "animated %s", &weapon->name);
2215 if(tmp->name) free_string(tmp->name); 2162 tmp->name = buf;
2216 tmp->name = add_string(buf);
2217 2163
2218 tmp->face = weapon->face; 2164 tmp->face = weapon->face;
2219 tmp->animation_id = weapon->animation_id; 2165 tmp->animation_id = weapon->animation_id;
2220 tmp->anim_speed = weapon->anim_speed; 2166 tmp->anim_speed = weapon->anim_speed;
2221 tmp->last_anim = weapon->last_anim; 2167 tmp->last_anim = weapon->last_anim;
2222 tmp->state = weapon->state; 2168 tmp->state = weapon->state;
2223 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2224 SET_FLAG(tmp,FLAG_ANIMATE);
2225 } else {
2226 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2227 }
2228 update_ob_speed(tmp);
2229 } 2170 }
2230 2171
2231 /* make experience increase in proportion to the strength of the summoned creature. */ 2172 /* make experience increase in proportion to the strength of the summoned creature. */
2232 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2233 2174
2234 tmp->speed_left= -1; 2175 tmp->speed_left = -1;
2235 tmp->x=x;
2236 tmp->y=y;
2237 tmp->direction=dir; 2176 tmp->direction = dir;
2238 insert_ob_in_map(tmp,m,op,0); 2177
2178 m->insert (tmp, x, y, op);
2239 return 1; 2179 return 1;
2240} 2180}
2241 2181
2242/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2243 2183
2244/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2245 * This changes the light level for the entire map. 2185 * This changes the light level for the entire map.
2246 */ 2186 */
2247 2187
2188int
2248int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2189cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{
2249 int success; 2191 int success;
2250 2192
2251 if(!op->map) return 0; /* shouldnt happen */ 2193 if (!op->map)
2194 return 0; /* shouldnt happen */
2252 2195
2253 success=change_map_light(op->map,spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2254 if(!success) { 2198 if (!success)
2199 {
2255 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2256 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2257 else 2202 else
2258 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2259 } 2204 }
2260 return success; 2205 return success;
2261} 2206}
2262 2207
2263 2208
2264 2209
2265 2210
2266 2211
2267/* create an aura spell object and put it in the player's inventory. 2212/* create an aura spell object and put it in the player's inventory.
2268 * as usual, op is player, caster is the object casting the spell, 2213 * as usual, op is player, caster is the object casting the spell,
2269 * spell is the spell object itself. 2214 * spell is the spell object itself.
2270 */ 2215 */
2216int
2271int create_aura(object *op, object *caster, object *spell) 2217create_aura (object *op, object *caster, object *spell)
2272{ 2218{
2273 int refresh=0; 2219 int refresh = 0;
2274 object *new_aura; 2220 object *new_aura;
2275 2221
2276 new_aura = present_arch_in_ob(spell->other_arch, op); 2222 new_aura = present_arch_in_ob (spell->other_arch, op);
2277 if (new_aura) refresh=1; 2223 if (new_aura)
2224 refresh = 1;
2225 else
2278 else new_aura = arch_to_object(spell->other_arch); 2226 new_aura = arch_to_object (spell->other_arch);
2279 2227
2280 new_aura->duration = spell->duration + 2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2281 10* SP_level_duration_adjust(caster,spell);
2282 2229
2283 new_aura->stats.dam = spell->stats.dam 2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2284 +SP_level_dam_adjust(caster,spell);
2285 2231
2286 set_owner(new_aura,op); 2232 new_aura->set_owner (op);
2287 set_spell_skill(op, caster, spell, new_aura); 2233 set_spell_skill (op, caster, spell, new_aura);
2288 new_aura->attacktype= spell->attacktype; 2234 new_aura->attacktype = spell->attacktype;
2289 2235
2290 new_aura->level = caster_level(caster, spell); 2236 new_aura->level = caster_level (caster, spell);
2291 if (refresh) 2237 if (refresh)
2292 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2293 else 2239 else
2294 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2295 insert_ob_in_ob(new_aura, op); 2241 insert_ob_in_ob (new_aura, op);
2296 return 1; 2242 return 1;
2297} 2243}
2298 2244
2299 2245
2300/* move aura function. An aura is a part of someone's inventory, 2246/* move aura function. An aura is a part of someone's inventory,
2301 * which he carries with him, but which acts on the map immediately 2247 * which he carries with him, but which acts on the map immediately
2304 * duration: duration counter. 2250 * duration: duration counter.
2305 * attacktype: aura's attacktype 2251 * attacktype: aura's attacktype
2306 * other_arch: archetype to drop where we attack 2252 * other_arch: archetype to drop where we attack
2307 */ 2253 */
2308 2254
2255void
2309void move_aura(object *aura) { 2256move_aura (object *aura)
2257{
2310 int i, mflags; 2258 int i, mflags;
2311 object *env; 2259 object *env;
2312 mapstruct *m; 2260 maptile *m;
2313 2261
2314 /* auras belong in inventories */ 2262 /* auras belong in inventories */
2315 env = aura->env; 2263 env = aura->env;
2316 2264
2317 /* no matter what we've gotta remove the aura... 2265 /* no matter what we've gotta remove the aura...
2318 * we'll put it back if its time isn't up. 2266 * we'll put it back if its time isn't up.
2319 */ 2267 */
2320 remove_ob(aura); 2268 aura->remove ();
2321 2269
2322 /* exit if we're out of gas */ 2270 /* exit if we're out of gas */
2323 if(aura->duration--< 0) { 2271 if (aura->duration-- < 0)
2324 free_object(aura);
2325 return;
2326 } 2272 {
2273 aura->destroy ();
2274 return;
2275 }
2327 2276
2328 /* auras only exist in inventories */ 2277 /* auras only exist in inventories */
2329 if(env == NULL || env->map==NULL) { 2278 if (env == NULL || env->map == NULL)
2330 free_object(aura);
2331 return;
2332 } 2279 {
2333 aura->x = env->x; 2280 aura->destroy ();
2334 aura->y = env->y; 2281 return;
2282 }
2335 2283
2336 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2337 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2338 */ 2286 */
2339 insert_ob_in_map(aura,env->map,aura,0); 2287 aura->insert_at (env, aura);
2340 2288
2341 for(i=1;i<9;i++) { 2289 for (i = 1; i < 9; i++)
2290 {
2342 sint16 nx, ny; 2291 sint16 nx, ny;
2292
2343 nx = aura->x + freearr_x[i]; 2293 nx = aura->x + freearr_x[i];
2344 ny = aura->y + freearr_y[i]; 2294 ny = aura->y + freearr_y[i];
2345 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2346 2296
2347 /* Consider the movement tyep of the person with the aura as 2297 /* Consider the movement tyep of the person with the aura as
2348 * movement type of the aura. Eg, if the player is flying, the aura 2298 * movement type of the aura. Eg, if the player is flying, the aura
2349 * is flying also, if player is walking, it is on the ground, etc. 2299 * is flying also, if player is walking, it is on the ground, etc.
2350 */ 2300 */
2351 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2302 {
2352 hit_map(aura,i,aura->attacktype,0); 2303 hit_map (aura, i, aura->attacktype, 0);
2353 2304
2354 if(aura->other_arch) { 2305 if (aura->other_arch)
2355 object *new_ob; 2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2356 2307 }
2357 new_ob = arch_to_object(aura->other_arch);
2358 new_ob->x = nx;
2359 new_ob->y = ny;
2360 insert_ob_in_map(new_ob,m,aura,0);
2361 } 2308 }
2362 } 2309
2363 }
2364 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2365 remove_ob(aura); 2311 aura->remove ();
2366 insert_ob_in_ob(aura, env); 2312 insert_ob_in_ob (aura, env);
2367} 2313}
2368 2314
2369/* moves the peacemaker spell. 2315/* moves the peacemaker spell.
2370 * op is the piece object. 2316 * op is the piece object.
2371 */ 2317 */
2372 2318
2319void
2373void move_peacemaker(object *op) { 2320move_peacemaker (object *op)
2321{
2374 object *tmp; 2322 object *tmp;
2375 2323
2376 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 {
2377 int atk_lev, def_lev; 2326 int atk_lev, def_lev;
2378 object *victim=tmp; 2327 object *victim = tmp;
2379 2328
2380 if (tmp->head) victim=tmp->head; 2329 if (tmp->head)
2330 victim = tmp->head;
2381 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue;
2382 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue;
2383 if (victim->stats.exp == 0) continue; 2335 if (victim->stats.exp == 0)
2336 continue;
2384 2337
2385 def_lev = MAX(1,victim->level); 2338 def_lev = MAX (1, victim->level);
2386 atk_lev = MAX(1,op->level); 2339 atk_lev = MAX (1, op->level);
2387 2340
2388 if (rndm(0, atk_lev-1) > def_lev) { 2341 if (rndm (0, atk_lev - 1) > def_lev)
2342 {
2389 /* make this sucker peaceful. */ 2343 /* make this sucker peaceful. */
2390 2344
2391 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2345 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2392 victim->stats.exp=0; 2346 victim->stats.exp = 0;
2393#if 0 2347#if 0
2394 /* No idea why these were all set to zero - if something 2348 /* No idea why these were all set to zero - if something
2395 * makes this creature agressive, he should still do damage. 2349 * makes this creature agressive, he should still do damage.
2396 */ 2350 */
2397 victim->stats.dam = 0; 2351 victim->stats.dam = 0;
2398 victim->stats.sp = 0; 2352 victim->stats.sp = 0;
2399 victim->stats.grace = 0; 2353 victim->stats.grace = 0;
2400 victim->stats.Pow = 0; 2354 victim->stats.Pow = 0;
2401#endif 2355#endif
2402 victim->attack_movement = RANDO2; 2356 victim->attack_movement = RANDO2;
2403 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2404 SET_FLAG(victim,FLAG_RUN_AWAY); 2358 SET_FLAG (victim, FLAG_RUN_AWAY);
2405 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2359 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2406 CLEAR_FLAG(victim,FLAG_MONSTER); 2360 CLEAR_FLAG (victim, FLAG_MONSTER);
2407 if(victim->name) { 2361 if (victim->name)
2362 {
2408 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 }
2365 }
2409 } 2366 }
2410 } 2367}
2411 } 2368
2412}
2413
2414 2369
2415/* This writes a rune that contains the appropriate message. 2370/* This writes a rune that contains the appropriate message.
2416 * There really isn't any adjustments we make. 2371 * There really isn't any adjustments we make.
2417 */ 2372 */
2418 2373
2374int
2419int write_mark(object *op, object *spell, const char *msg) { 2375write_mark (object *op, object *spell, const char *msg)
2376{
2420 char rune[HUGE_BUF]; 2377 char rune[HUGE_BUF];
2421 object *tmp; 2378 object *tmp;
2422 2379
2423 if (!msg || msg[0] == 0) { 2380 if (!msg || msg[0] == 0)
2381 {
2424 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2425 return 0; 2383 return 0;
2426 } 2384 }
2427 2385
2428 if (strcasestr_local(msg, "endmsg")) { 2386 if (strcasestr_local (msg, "endmsg"))
2387 {
2429 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2430 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0;
2391 }
2392 if (!spell->other_arch)
2431 return 0; 2393 return 0;
2432 }
2433 if (!spell->other_arch) return 0;
2434 tmp = arch_to_object(spell->other_arch); 2394 tmp = arch_to_object (spell->other_arch);
2435 strncpy(rune, msg, HUGE_BUF-2); 2395
2436 rune[HUGE_BUF-2] = 0; 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2437 strcat(rune, "\n"); 2397
2438 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2398 tmp->race = op->name; /*Save the owner of the rune */
2439 tmp->msg = add_string(rune); 2399 tmp->msg = rune;
2440 tmp->x = op->x; 2400
2441 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2442 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2443 return 1; 2402 return 1;
2444} 2403}

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