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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.5 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.65 by root, Wed Aug 1 00:26:04 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 1.5 2006/08/29 08:01:38 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (wand == NULL || wand->type != WAND)
67 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 72 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 76 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 77 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 84
86 tmp->x = op->x; 85 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 86 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 87
88 tmp->insert_at (op);
89 return 1; 89 return 1;
90 } 90 }
91 91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 99 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1;
101 101
102 if (!ncharges)
103 ncharges = 1;
104
102 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 107
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
106 SET_FLAG(wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 112 }
113
110 return 1; 114 return 1;
111} 115}
112 116
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 119 * arrows.
118 * great a plus, the default is used. 122 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
122 */ 126 */
123 127int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 129{
126 int missile_plus=0, bonus_plus=0; 130 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 131 const char *missile_name;
128 object *tmp, *missile; 132 object *tmp, *missile;
129 tag_t tag;
130 133
131 missile_name = "arrow"; 134 missile_name = "arrow";
132 135
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 138 missile_name = tmp->race;
136 }
137 139
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 141
140 if (find_archetype(missile_name)==NULL) { 142 if (archetype::find (missile_name) == NULL)
143 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 145 return 0;
144 } 146 }
147
145 missile = get_archetype(missile_name); 148 missile = get_archetype (missile_name);
146 149
147 if (stringarg) { 150 if (stringarg)
151 {
148 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 153 if (isalpha (*stringarg))
154 {
150 artifact *al = find_artifactlist(missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
151 156
152 for ( ; al != NULL; al=al->next) 157 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 158 if (!strcasecmp (al->item->name, stringarg))
159 break;
154 160
155 if (!al) { 161 if (!al)
156 free_object(missile); 162 {
163 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 165 return 0;
160 } 166 }
167
161 if (al->item->slaying) { 168 if (al->item->slaying)
162 free_object(missile); 169 {
170 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
164 missile_name, stringarg);
165 return 0; 172 return 0;
166 } 173 }
174
167 give_artifact_abilities(missile, al->item); 175 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 176 /* 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 177 * 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. 178 * the parsing of having to do both plus and type.
171 */ 179 */
172 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 181 missile_plus = 0;
174 } else 182 }
175 if (atoi(stringarg) < missile_plus) 183 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 184 missile_plus = atoi (stringarg);
177 } 185 }
186
178 if (missile_plus > 4) 187 if (missile_plus > 4)
179 missile_plus = 4; 188 missile_plus = 4;
180 else if (missile_plus < -4) 189 else if (missile_plus < -4)
181 missile_plus = -4; 190 missile_plus = -4;
182 191
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 193 missile->nrof -= 3 * (missile_plus + bonus_plus);
194
185 if (missile->nrof < 1) 195 if (missile->nrof < 1)
186 missile->nrof=1; 196 missile->nrof = 1;
187 197
188 missile->magic = missile_plus; 198 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 199 /* Can't get any money for these objects */
190 missile->value=0; 200 missile->value = 0;
191 201
192 SET_FLAG(missile, FLAG_IDENTIFIED); 202 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 203
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 205 pick_up (op, missile);
199 } 206
200 return 1; 207 return 1;
201} 208}
202 209
203 210
204/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If stringarg is NULL, it will create food dependent on level --PeterM*/
213int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 215{
208 int food_value; 216 int food_value;
209 archetype *at=NULL; 217 archetype *at = NULL;
210 object *new_op; 218 object *new_op;
211 219
212 food_value=spell_ob->stats.food + 220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 221
215 if(stringarg) { 222 if (stringarg)
223 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 225 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 228 stringarg = NULL;
221 } 229 }
222 230
223 if(!stringarg) { 231 if (!stringarg)
232 {
224 archetype *at_tmp; 233 archetype *at_tmp;
225 234
226 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 237 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 239 * to be altered from the donor.
231 */ 240 */
232 241
233 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 243 for_all_archetypes (at_tmp)
244 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 {
236 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 249 * the item we have now, take it instead.
239 */ 250 */
240 if (at_tmp->clone.stats.food<=food_value && 251 if (at_tmp->stats.food <= food_value
252 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
242 at=at_tmp; 256 at = at_tmp;
243 } 257 }
244 } 258 }
245 } 259 }
260
246 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
247 * know 262 * know
248 */ 263 */
249 if (!at) { 264 if (!at)
265 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 267 return 0;
252 } 268 }
253 269
254 food_value/=at->clone.stats.food; 270 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 272 new_op->nrof = food_value;
257 273
258 new_op->value = 0; 274 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 275 if (new_op->nrof < 1)
276 new_op->nrof = 1;
260 277
261 cast_create_obj(op, caster,new_op, dir); 278 cast_create_obj (op, caster, new_op, dir);
262 return 1; 279 return 1;
263} 280}
264 281
282int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 283probe (object *op, object *caster, object *spell_ob, int dir)
284{
266 int r, mflags, maxrange; 285 int r, mflags, maxrange;
267 object *tmp; 286 object *tmp;
268 mapstruct *m; 287 maptile *m;
269 288
270 289
271 if(!dir) { 290 if (!dir)
291 {
272 examine_monster(op,op); 292 examine_monster (op, op);
273 return 1; 293 return 1;
274 } 294 }
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)
313 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 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 }
325
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 327 return 1;
301} 328}
302
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))
319 return 1; 349 return 0;
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)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 357 return 0;
329 } else { 358 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 359 return 1;
360 /* Nothing matched above, return 0 */
361 return 0;
362 }
363 else
364 {
365 /* monsters are invisible to everything */
366 return 1;
332 } 367 }
333} 368}
334 369
335/* Makes the player or character invisible. 370/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 371 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 374 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you 375 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/ 376 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 377 * normal applies.
343 */ 378 */
379int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 380cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 381{
346
347 if(op->invisible>1000) { 382 if (op->invisible > 1000)
383 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 385 return 0;
350 } 386 }
351 387
352 /* Remove the switch with 90% duplicate code - just handle the differences with 388 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 389 * and if statement or two.
354 */ 390 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 392 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 393 if (op->invisible > 1000)
394 op->invisible = 1000;
358 395
359 if (op->type == PLAYER) { 396 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 397 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 398 op->contr->invis_race = spell_ob->race;
399
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 401 op->contr->tmp_invis = 0;
365 else 402 else
366 op->contr->tmp_invis=1; 403 op->contr->tmp_invis = 1;
367 404
368 op->contr->hidden = 0; 405 op->contr->hidden = 0;
369 } 406 }
407
370 if (makes_invisible_to(op, op)) 408 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 410 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 412
375 update_object(op,UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
376 414
377 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
378 * harm to the player. 416 * harm to the player.
379 */ 417 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
381 if (tmp->enemy == op) 419 if (tmp->enemy == op)
382 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
383 return 1; 422 return 1;
384} 423}
385 424
386/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 426 */
427int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{
389 object *tmp, *next; 430 object *tmp, *next;
390 int range,i,j, mflags; 431 int range, i, j, mflags;
391 sint16 sx, sy; 432 sint16 sx, sy;
392 mapstruct *m; 433 maptile *m;
393 434
394 if(op->type!=PLAYER) 435 if (op->type != PLAYER)
395 return 0; 436 return 0;
396 437
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 439
399 for(i= -range;i<=range;i++) 440 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 441 for (j = -range; j <= range; j++)
442 {
401 sx = op->x + i; 443 sx = op->x + i;
402 sy = op->y + j; 444 sy = op->y + j;
403 m = op->map; 445 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 447
406 if (mflags & P_OUT_OF_MAP) continue; 448 if (mflags & P_OUT_OF_MAP)
449 continue;
407 450
408 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 453 {
411 next = tmp->above; 454 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 457 }
458 }
459
416 return 1; 460 return 1;
417} 461}
418 462
419 463void
420void execute_word_of_recall(object *op) { 464execute_word_of_recall (object *op)
421 object *wor=op; 465{
422 while(op!=NULL && op->type!=PLAYER) 466 if (object *pl = op->in_player ())
423 op=op->env; 467 {
424 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
429 enter_exit(op,wor); 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 }
542 }
543 } 600 }
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"))
607 {
549 if(tmp->stats.exp == 0) { 608 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
551 } else { 610 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 612
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 613 break;
556 } 614 }
557 } 615 }
558 } 616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
559 return 1; 621 return 1;
560} 622}
561
562/* int cast_create_town_portal (object *op, object *caster, int dir)
563 *
564 * This function cast the spell of town portal for op
565 *
566 * The spell operates in two passes. During the first one a place
567 * is marked as a destination for the portal. During the second one,
568 * 2 portals are created, one in the position the player cast it and
569 * one in the destination place. The portal are synchronized and 2 forces
570 * are inserted in the player to destruct the portal next time player
571 * creates a new portal pair.
572 * This spell has a side effect that it allows people to meet each other
573 * in a permanent, private, appartements by making a town portal from it
574 * to the town or another public place. So, check if the map is unique and if
575 * so return an error
576 *
577 * Code by Tchize (david.delbecq@usa.net)
578 */
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{
581 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap;
586 int op_level;
587
588
589 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the
591 * full pathname listed.
592 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
594 settings.create_home_portals != TRUE )
595 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
597 return 0;
598 }
599
600 /* The first thing to do is to check if we have a marked destination
601 * dummy is used to make a check inventory for the force
602 */
603 dummy=arch_to_object(spell->other_arch);
604 if(dummy == NULL){
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
606 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
607 return 0;
608 }
609 force=check_inv_recursive (op,dummy);
610
611 if (force==NULL) {
612 /* Here we know there is no destination marked up.
613 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked.
616 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path);
619 EXIT_X(dummy)= op->x;
620 EXIT_Y(dummy)= op->y;
621 insert_ob_in_ob (dummy,op);
622 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
623 return 1;
624 }
625 free_object (dummy);
626
627 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals.
630 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory
634 * for easier destruction.
635 *
636 * The mark works has follow:
637 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal
639 * name : name of the portal
640 * race : map the portal is in
641 */
642
643 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race);
645 if(dummy == NULL){
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
647 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
648 return 0;
649 }
650 perm_portal = find_archetype (spell->slaying);
651
652 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal.
658 */
659 while ( (old_force=check_inv_recursive (op,dummy))) {
660 exitx=EXIT_X(old_force);
661 exity=EXIT_Y(old_force);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
663
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
666 else exitmap = ready_map_name(old_force->race, 0);
667
668 if (exitmap) {
669 tmp=present_arch (perm_portal,exitmap,exitx,exity);
670 while (tmp) {
671 if (tmp->name == old_force->name) {
672 remove_ob (tmp);
673 free_object (tmp);
674 break;
675 } else {
676 tmp = tmp->above;
677 }
678 }
679 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685
686 /* Creating the portals.
687 * The very first thing to do is to ensure
688 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above.
694 */
695
696 /* Ensure exit map is loaded*/
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701
702 /* If we were unable to load (ex. random map deleted), warn player*/
703 if (exitmap==NULL) {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force);
706 free_object(force);
707 return 1;
708 }
709
710 op_level = caster_level(caster, spell);
711 if (op_level<15)
712 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name);
713 else if (op_level<30)
714 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name);
715 else if (op_level<60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
717 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name);
718
719 /* Create a portal in front of player
720 * dummy contain the portal and
721 * force contain the track to kill it later
722 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/
726 if(dummy == NULL) {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
728 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
729 return 0;
730 }
731 EXIT_PATH(dummy) = add_string (force->name);
732 EXIT_X(dummy)=EXIT_X(force);
733 EXIT_Y(dummy)=EXIT_Y(force);
734 FREE_AND_COPY(dummy->name, portal_name);
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message);
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/
738 cast_create_obj (op, caster, dummy, 0);
739
740 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active
742 * town portal.
743 */
744 tmp=get_archetype(spell->race);
745 if(tmp == NULL){
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
747 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
748 return 0;
749 }
750 tmp->race=add_string (op->map->path);
751 FREE_AND_COPY(tmp->name, portal_name);
752 EXIT_X(tmp)=dummy->x;
753 EXIT_Y(tmp)=dummy->y;
754 insert_ob_in_ob (tmp,op);
755
756 /* Create a portal in the destination map
757 * dummy contain the portal and
758 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to.
761 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/
764 if(dummy == NULL) {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
766 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
767 return 0;
768 }
769 EXIT_PATH(dummy) = add_string (op->map->path);
770 EXIT_X(dummy)=op->x;
771 EXIT_Y(dummy)=op->y;
772 FREE_AND_COPY(dummy->name, portal_name);
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message);
775 dummy->x=EXIT_X(force);
776 dummy->y=EXIT_Y(force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/
778 insert_ob_in_map(dummy,exitmap,op,0);
779
780 /* Now we create another town portal marker that
781 * points back to the one we just made
782 */
783 tmp=get_archetype(spell->race);
784 if(tmp == NULL){
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
786 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
787 return 0;
788 }
789 tmp->race=add_string(force->name);
790 FREE_AND_COPY(tmp->name, portal_name);
791 EXIT_X(tmp)=dummy->x;
792 EXIT_Y(tmp)=dummy->y;
793 insert_ob_in_ob (tmp,op);
794
795 /* Describe the player what happened
796 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
798 remove_ob(force); /* Delete the force inside the player*/
799 free_object(force);
800 return 1;
801}
802
803 623
804/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 625 * within some reason.
806 */ 626 */
807 627int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 629{
630 object *tmp;
810 int i,posblocked,negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 632 sint16 x, y;
812 mapstruct *m; 633 maptile *m;
813 const char *name; 634 const char *name;
814 archetype *at; 635 archetype *at;
815 636
816 if(!dir) { 637 if (!dir)
638 {
817 dir=op->facing; 639 dir = op->facing;
818 x = op->x; 640 x = op->x;
819 y = op->y; 641 y = op->y;
820 } else { 642 }
643 else
644 {
821 x = op->x+freearr_x[dir]; 645 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 646 y = op->y + freearr_y[dir];
823 } 647 }
648
824 m = op->map; 649 m = op->map;
825 650
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 if ((spell_ob->move_block || x != op->x || y != op->y) &&
827 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 652 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
828 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
654 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 656 return 0;
831 } 657 }
658
832 if (spell_ob->other_arch) { 659 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 661 else if (spell_ob->race)
662 {
835 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
836 664
837 sprintf(buf1,spell_ob->race,dir); 665 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 666 at = archetype::find (buf1);
839 if (!at) { 667 if (!at)
668 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 671 return 0;
843 } 672 }
673
844 tmp = arch_to_object(at); 674 tmp = arch_to_object (at);
845 } else { 675 }
676 else
677 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 679 return 0;
849 } 680 }
850 681
851 if (tmp->type == SPELL_EFFECT) { 682 if (tmp->type == SPELL_EFFECT)
683 {
852 tmp->attacktype = spell_ob->attacktype; 684 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 685 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
855 tmp->stats.dam = spell_ob->stats.dam +
856 SP_level_dam_adjust(caster, spell_ob);
857 tmp->range = 0; 687 tmp->range = 0;
688 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 690 {
860 SP_level_duration_adjust(caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 693 }
694
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 696 {
867 SP_level_duration_adjust(caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 699 }
700
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
702 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
875 } 707 }
876 708
877 /* This can't really hurt - if the object doesn't kill anything, 709 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 710 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts.
879 */ 712 */
713 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 714 tmp->set_owner (op);
715
881 set_spell_skill(op, caster, spell_ob, tmp); 716 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x;
883 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 717 tmp->level = caster_level (caster, spell_ob) / 2;
885 718
886 name = tmp->name; 719 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 720 if (!(tmp = m->insert (tmp, x, y, op)))
721 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 723 return 0;
890 } 724 }
725
891 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 729
895 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 733 * created wall can extend, it won't go extend through
899 * blocked spaces. 734 * blocked spaces.
900 */ 735 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 736 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 737 posblocked = 0;
903 negblocked=0; 738 negblocked = 0;
904 739
905 for(i=1; i<=maxrange; i++) { 740 for (i = 1; i <= maxrange; i++)
741 {
906 int dir2; 742 int dir2;
907 743
908 dir2 = (dir<4)?(dir+2):dir-2; 744 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 745
910 x = tmp->x+i*freearr_x[dir2]; 746 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 747 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 748 m = tmp->map;
913 749
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 750 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
915 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 752 {
917 tmp2 = get_object(); 753 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 754 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 755
920 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 756 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
925 759
760 }
761 else
926 } else posblocked=1; 762 posblocked = 1;
927 763
928 x = tmp->x-i*freearr_x[dir2]; 764 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 765 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 766 m = tmp->map;
931 767
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 768 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
933 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 770 {
935 tmp2 = get_object(); 771 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 772 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 773
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
776 }
777 else
942 } else negblocked=1; 778 negblocked = 1;
943 } 779 }
944 780
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 782 update_all_los (op->map, op->x, op->y);
947 783
784 return 1;
785}
786
787int
788dimension_door (object *op, object *caster, object *spob, int dir)
789{
790 uint32 dist, maxdist;
791 int mflags;
792 maptile *m;
793 sint16 sx, sy;
794
795 if (op->type != PLAYER)
796 return 0;
797
798 if (!dir)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
801 return 0;
802 }
803
804 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in.
806 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808
809 if (op->contr->count)
810 {
811 if (op->contr->count > maxdist)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
814 return 0;
815 }
816
817 for (dist = 0; dist < op->contr->count; dist++)
818 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break;
823
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break;
826 }
827
828 if (dist < op->contr->count)
829 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0;
833 }
834
835 op->contr->count = 0;
836
837 /* Remove code that puts player on random space on maps. IMO,
838 * a lot of maps probably have areas the player should not get to,
839 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and
841 * lots of other maps that protect areas with no magic, but the
842 * areas themselves don't contain no magic spaces.
843 */
844 /* This call here is really just to normalize the coordinates */
845 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
846 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
847 {
848 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
849 return 1; /* Maybe the penalty should be more severe... */
850 }
851 }
852 else
853 {
854 /* Player didn't specify a distance, so lets see how far
855 * we can move the player. Don't know why this stopped on
856 * spaces that blocked the players view.
857 */
858
859 for (dist = 0; dist < maxdist; dist++)
860 {
861 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
862
863 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
864 break;
865
866 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
867 break;
868
869 }
870
871 /* If the destination is blocked, keep backing up until we
872 * find a place for the player.
873 */
874 for (; dist > 0; dist--)
875 {
876 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
877 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
878 continue;
879
880
881 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
882 break;
883
884 }
885 if (!dist)
886 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
888 return 0;
889 }
890 }
891
892 /* Actually move the player now */
893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 894 return 1;
949}
950 895
951int dimension_door(object *op,object *caster, object *spob, int dir) {
952 uint32 dist, maxdist;
953 int mflags;
954 mapstruct *m;
955 sint16 sx, sy;
956
957 if(op->type!=PLAYER)
958 return 0;
959
960 if(!dir) {
961 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
962 return 0;
963 }
964
965 /* Given the new outdoor maps, can't let players dimension door for
966 * ever, so put limits in.
967 */
968 maxdist = spob->range +
969 SP_level_range_adjust(caster, spob);
970
971 if(op->contr->count) {
972 if (op->contr->count > maxdist) {
973 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
974 return 0;
975 }
976
977 for(dist=0;dist<op->contr->count; dist++) {
978 mflags = get_map_flags(op->map, &m,
979 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
980 &sx, &sy);
981
982 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
983
984 if ((mflags & P_BLOCKSVIEW) &&
985 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
986 }
987
988 if(dist<op->contr->count) {
989 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
990 op->contr->count=0;
991 return 0;
992 }
993 op->contr->count=0;
994
995 /* Remove code that puts player on random space on maps. IMO,
996 * a lot of maps probably have areas the player should not get to,
997 * but may not be marked as NO_MAGIC (as they may be bounded
998 * by such squares). Also, there are probably treasure rooms and
999 * lots of other maps that protect areas with no magic, but the
1000 * areas themselves don't contain no magic spaces.
1001 */
1002 /* This call here is really just to normalize the coordinates */
1003 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1004 &sx, &sy);
1005 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1006 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1007 return 1; /* Maybe the penalty should be more severe... */
1008 }
1009 } else {
1010 /* Player didn't specify a distance, so lets see how far
1011 * we can move the player. Don't know why this stopped on
1012 * spaces that blocked the players view.
1013 */
1014
1015 for(dist=0; dist < maxdist; dist++) {
1016 mflags = get_map_flags(op->map, &m,
1017 op->x+freearr_x[dir] * (dist+1),
1018 op->y+freearr_y[dir] * (dist+1),
1019 &sx, &sy);
1020
1021 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1022
1023 if ((mflags & P_BLOCKSVIEW) &&
1024 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1025
1026 }
1027
1028 /* If the destination is blocked, keep backing up until we
1029 * find a place for the player.
1030 */
1031 for(;dist>0; dist--) {
1032 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1033 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1034
1035
1036 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1037
1038 }
1039 if(!dist) {
1040 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1041 return 0;
1042 }
1043 }
1044
1045 /* Actually move the player now */
1046 remove_ob(op);
1047 op->x+=freearr_x[dir]*dist;
1048 op->y+=freearr_y[dir]*dist;
1049 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1050 return 1;
1051
1052 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 897 return 1;
1054} 898}
1055 899
1056 900
1057/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1058 * op is the caster. 902 * op is the caster.
1059 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1060 * spell is the spell object. 904 * spell is the spell object.
1061 */ 905 */
906int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 907cast_heal (object *op, object *caster, object *spell, int dir)
908{
1063 object *tmp; 909 object *tmp;
1064 archetype *at; 910 archetype *at;
1065 object *poison; 911 object *poison;
1066 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1067 913
1068 tmp = find_target_for_friendly_spell(op,dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1069 915
1070 if (tmp==NULL) return 0; 916 if (!tmp)
917 return 0;
1071 918
1072 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1074 */ 921 */
1075 heal = spell->stats.dam; 922 heal = spell->stats.dam;
1076 if (spell->stats.hp) 923 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 925
1080 if (heal) { 926 if (heal)
927 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
930 else
1083 } 931 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 934 * on amount of damage healed.
1088 */ 935 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1092 939
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 942 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 944 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 946 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 948 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 950
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 951 success = 1;
952 }
953 }
1110 954
955 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op))
957 success = 1;
958
1111 if (spell->attacktype & AT_POISON) { 959 if (spell->attacktype & AT_POISON)
960 {
1112 at = find_archetype("poisoning"); 961 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 962 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 963 if (poison)
964 {
1115 success = 1; 965 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 967 poison->stats.food = 1;
1118 } 968 }
1119 } 969 }
970
1120 if (spell->attacktype & AT_CONFUSION) { 971 if (spell->attacktype & AT_CONFUSION)
972 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 974 if (poison)
975 {
1123 success = 1; 976 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 978 poison->duration = 1;
1126 } 979 }
1127 } 980 }
981
1128 if (spell->attacktype & AT_BLIND) { 982 if (spell->attacktype & AT_BLIND)
983 {
1129 at=find_archetype("blindness"); 984 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 985 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 986 if (poison)
987 {
1132 success = 1; 988 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 990 poison->stats.food = 1;
1135 } 991 }
1136 } 992 }
993
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
995 {
1138 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 997 if (tmp->stats.sp > tmp->stats.maxsp)
998 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 999 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1001 }
1002
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1004 {
1144 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1007 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1008 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1010 }
1011
1149 if (spell->stats.food && tmp->stats.food < 999) { 1012 if (spell->stats.food && tmp->stats.food < 999)
1013 {
1150 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1152 success = 1; 1017 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1018 /* We could do something a bit better like the messages for healing above */
1154 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1020 }
1021
1156 return success; 1022 return success;
1157} 1023}
1158
1159 1024
1160/* This is used for the spells that gain stats. There are no spells 1025/* This is used for the spells that gain stats. There are no spells
1161 * right now that icnrease wis/int/pow on a temp basis, so no 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1027 * good comments for those.
1163 */ 1028 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1030 "You grow no stronger.",
1166"You grow no more agile.", 1031 "You grow no more agile.",
1167"You don't feel any healthier.", 1032 "You don't feel any healthier.",
1168"no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1169"You are no easier to look at.", 1036 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1037};
1173 1038
1039int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1041{
1176 object *force=NULL; 1042 object *force = NULL;
1177 int i; 1043 int i;
1178 1044
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1046 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1047 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1048 : op;
1183 tmp = op;
1184 }
1185 1049
1186 if(tmp==NULL) return 0; 1050 if (!tmp)
1187 1051 return 0;
1052
1188 /* If we've already got a force of this type, don't add a new one. */ 1053 /* If we've already got a force of this type, don't add a new one. */
1189 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1055 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1057 {
1191 if (tmp2->name == spell_ob->name) { 1058 if (tmp2->name == spell_ob->name)
1059 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1060 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1061 break;
1194 } 1062 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1063 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 {
1196 if ( !silent ) 1065 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1198 "You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl);
1200 return 0; 1067 return 0;
1201 } 1068 }
1202 } 1069 }
1203 } 1070 }
1204 if(force==NULL) { 1071 if (force == NULL)
1072 {
1205 force=get_archetype(FORCE_NAME); 1073 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1074 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1075 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1076 force->name = spell_ob->race;
1210 else 1077 else
1211 force->name = add_refcount(spell_ob->name); 1078 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1079 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1081
1216 } else { 1082 }
1083 else
1084 {
1217 int duration; 1085 int duration;
1218 1086
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1088 if (duration > force->duration)
1089 {
1221 force->duration = duration; 1090 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 }
1223 } else { 1093 else
1094 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1096 }
1097
1226 return 1; 1098 return 1;
1227 } 1099 }
1100
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1102 force->speed = 1.0;
1230 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1232 1105
1233 /* Now start processing the effects. First, protections */ 1106 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1107 for (i = 0; i < NROFATTACKS; i++)
1108 {
1235 if (spell_ob->resist[i]) { 1109 if (spell_ob->resist[i])
1110 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1112 if (force->resist[i] > 100)
1113 force->resist[i] = 100;
1238 } 1114 }
1239 } 1115 }
1116
1240 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1119
1243 if (tmp->type == PLAYER) { 1120 if (tmp->type == PLAYER)
1121 {
1244 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1123 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1124 {
1247 if (stat) { 1125 if (sint8 stat = spell_ob->stats.stat (i))
1126 {
1248 sm=0; 1127 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1129 sm += rndm (1, 3);
1251 1130
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1133
1255 } 1134 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1135
1257 if (!sm) 1136 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1138 }
1260 } 1139 }
1261 } 1140 }
1262 1141
1263 force->move_type = spell_ob->move_type; 1142 force->move_type = spell_ob->move_type;
1264 1143
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1145 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1146
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1148 SET_FLAG (force, FLAG_XRAYS);
1270 1149
1271 /* Haste/bonus speed */ 1150 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1151 if (spell_ob->stats.exp)
1152 {
1153 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1154 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1155 else
1275 force->stats.exp = spell_ob->stats.exp; 1156 force->stats.exp = spell_ob->stats.exp;
1276 } 1157 }
1277 1158
1278 force->stats.wc = spell_ob->stats.wc; 1159 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1281 1162
1282 insert_ob_in_ob(force,tmp); 1163 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1165 tmp->update_stats ();
1166
1285 return 1; 1167 return 1;
1286} 1168}
1287 1169
1288/* This used to be part of cast_change_ability, but it really didn't make 1170/* This used to be part of cast_change_ability, but it really didn't make
1289 * a lot of sense, since most of the values it derives are from the god 1171 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1172 * of the caster.
1291 */ 1173 */
1292 1174int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{
1294 int i; 1177 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1179
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1181 if (dir != 0)
1182 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1183 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1184 }
1185 else
1186 {
1301 tmp = op; 1187 tmp = op;
1302 } 1188 }
1303 1189
1304 /* If we've already got a force of this type, don't add a new one. */ 1190 /* If we've already got a force of this type, don't add a new one. */
1305 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1192 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 {
1307 if (tmp2->name == spell_ob->name) { 1195 if (tmp2->name == spell_ob->name)
1196 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1197 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1198 break;
1310 } 1199 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1200 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1201 {
1313 "You can not cast %s while %s is in effect", 1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1314 spell_ob->name, tmp2->name_pl);
1315 return 0; 1203 return 0;
1316 } 1204 }
1317 } 1205 }
1318 } 1206 }
1319 if(force==NULL) { 1207 if (force == NULL)
1208 {
1320 force=get_archetype(FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1211 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1212 force->name = spell_ob->race;
1325 else 1213 else
1326 force->name = add_refcount(spell_ob->name); 1214 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1215 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1216 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1217 }
1218 else
1219 {
1331 int duration; 1220 int duration;
1332 1221
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1222 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1223 if (duration > force->duration)
1224 {
1335 force->duration = duration; 1225 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1227 }
1337 } else { 1228 else
1229 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1230 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1231 }
1340 return 0; 1232 return 0;
1341 } 1233 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1235 force->speed = 1.0;
1344 force->speed_left = -1.0; 1236 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1237 SET_FLAG (force, FLAG_APPLIED);
1346 1238
1347 if(!god) { 1239 if (!god)
1240 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1242 }
1243 else
1244 {
1350 /* Only give out good benefits, and put a max on it */ 1245 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1246 for (i = 0; i < NROFATTACKS; i++)
1247 {
1352 if (god->resist[i]>0) { 1248 if (god->resist[i] > 0)
1249 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1251 }
1355 } 1252 }
1356 force->path_attuned|=god->path_attuned; 1253 force->path_attuned |= god->path_attuned;
1254
1357 if (spell_ob->attacktype) { 1255 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1256 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1257
1360 }
1361 if (tmp != op) { 1258 if (tmp != op)
1259 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1260 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1363 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1261 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1262 }
1364 } else { 1263 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1264 {
1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1266 }
1368 1267
1369 } 1268 }
1370 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1372 1271
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1273 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1274 tmp->update_stats ();
1376 return 1; 1275 return 1;
1377} 1276}
1378
1379
1380 1277
1381/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1382 * 1279 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to gold nuggets, the value of the gold nuggets being
1394 * For example, if an item is worth 110 gold, you will get 1291 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets. 1292 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1293 *
1397 * There is also a chance (1:30) that you will get nothing at all 1294 * There is also a chance (1:30) that you will get nothing at all
1398 * for the object. There is also a maximum weight that will be 1295 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1296 * alchemised.
1400 */ 1297 */
1401 1298static void
1402/* I didn't feel like passing these as arguements to the 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1403 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell
1405 * is finished.
1406 */
1407static object *small, *large;
1408
1409static void alchemy_object(object *obj, int *small_nuggets,
1410 int *large_nuggets, int *weight)
1411{ 1300{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1302
1414 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1308 * the stuff back to town.
1420 */ 1309 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1311 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1313 value /= 3;
1426 else 1314 else
1427 value = (value*9)/10; 1315 value = value * 9 / 10;
1428 1316
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1317 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1318 total_value += value;
1433 1319
1434 count = value / large->value; 1320 total_weight += obj->total_weight ();
1435 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value;
1437 count = value / small->value;
1438 *small_nuggets += count;
1439 }
1440 1321
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1322 obj->destroy ();
1442 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */
1445 if (*small_nuggets * small->value >= large->value) {
1446 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--;
1450 }
1451 weight += obj->weight;
1452 remove_ob(obj);
1453 free_object(obj);
1454} 1323}
1455 1324
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1325static void
1457 int x, int y) 1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1458{ 1327{
1459 object *tmp;
1460 int flag=0; 1328 int flag = 0;
1461 1329
1462 /* Put any nuggets below the player, but we can only pass this 1330 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1331 * flag if we are on the same space as the player
1464 */ 1332 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1466 1335
1467 if (small_nuggets) { 1336 if (small_nuggets)
1468 tmp = get_object(); 1337 {
1469 copy_object(small, tmp); 1338 object *tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1339 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1340 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1341 }
1342
1475 if (large_nuggets) { 1343 if (large_nuggets)
1476 tmp = get_object(); 1344 {
1477 copy_object(large, tmp); 1345 object *tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1346 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1347 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1348 }
1483}
1484 1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int
1485int alchemy(object *op, object *caster, object *spell_ob) 1356alchemy (object *op, object *caster, object *spell_ob)
1486{ 1357{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1488 sint16 nx, ny;
1489 object *next,*tmp;
1490 mapstruct *mp;
1491
1492 if(op->type!=PLAYER) 1358 if (op->type != PLAYER)
1493 return 0; 1359 return 0;
1494 1360
1361 object *large = get_archetype ("largenugget");
1362 object *small = get_archetype ("smallnugget");
1363
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1364 /* Put a maximum weight of items that can be alchemised. Limits the power
1496 * some, and also prevents people from alcheming every table/chair/clock 1365 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1366 * in sight
1498 */ 1367 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1368 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1369 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1370 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1371
1372 int weight = 0;
1373
1504 for(y= op->y-1;y<=op->y+1;y++) { 1374 for (int y = op->y - 1; y <= op->y + 1; y++)
1375 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1376 for (int x = op->x - 1; x <= op->x + 1; x++)
1377 {
1378 uint64 value = 0;
1379
1506 nx = x; 1380 sint16 nx = x;
1507 ny = y; 1381 sint16 ny = y;
1508 1382
1509 mp = op->map; 1383 maptile *mp = op->map;
1510 1384
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1385 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1386
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1387 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1388 continue;
1515 1389
1516 /* Treat alchemy a little differently - most spell effects 1390 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1391 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1392 * ground level effect.
1519 */ 1393 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1394 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1395 continue;
1522 1396
1523 small_nuggets=0; 1397 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1398 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1399 next = tmp->above;
1400
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1403 {
1531
1532 if (tmp->inv) { 1404 if (tmp->inv)
1405 {
1533 object *next1, *tmp1; 1406 object *next1, *tmp1;
1407
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1409 {
1535 next1 = tmp1->below; 1410 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1413 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1414 }
1542 } 1415 }
1416
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1417 alchemy_object (tmp, value, weight);
1418
1419 if (weight > weight_max)
1420 break;
1421 }
1544 1422 }
1545 if (weight>weight_max) {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large);
1548 free_object(small);
1549 return 1;
1550 }
1551 } /* is alchemable object */
1552 } /* process all objects on this space */
1553 1423
1424 value = min (value, value_max);
1425
1426 uint64 count = value / large->value;
1427 int large_nuggets = count;
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1554 /* Insert all the nuggets at one time. This probably saves time, but 1433 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1434 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1435 * with this spell.
1557 */ 1436 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1438
1439 if (weight > weight_max)
1440 goto bailout;
1559 } 1441 }
1560 } 1442 }
1561 free_object(large); 1443
1562 free_object(small); 1444bailout:
1563 /* reset this so that if player standing on a big pile of stuff, 1445 large->destroy ();
1564 * it is redrawn properly. 1446 small->destroy ();
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1447 return 1;
1568} 1448}
1569 1449
1570 1450
1571/* This function removes the cursed/damned status on equipped 1451/* This function removes the cursed/damned status on equipped
1572 * items. 1452 * items.
1573 */ 1453 */
1454int
1574int remove_curse(object *op, object *caster, object *spell) { 1455remove_curse (object *op, object *caster, object *spell)
1456{
1575 object *tmp; 1457 object *tmp;
1576 int success = 0, was_one = 0; 1458 int success = 0, was_one = 0;
1577 1459
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1460 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1464 {
1583 was_one++; 1465 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1466 if (tmp->level <= caster_level (caster, spell))
1467 {
1585 success++; 1468 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1469 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1470 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1471
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1472 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1474 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1475 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1476 esrv_send_item (op, tmp);
1594 } 1477 }
1595 } 1478 }
1596 1479
1597 if (op->type==PLAYER) { 1480 if (op->type == PLAYER)
1481 {
1598 if (success) { 1482 if (success)
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1600 } else { 1484 else
1485 {
1601 if (was_one) 1486 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1488 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1489 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1490 }
1606 } 1491 }
1492
1607 return success; 1493 return success;
1608} 1494}
1609 1495
1610/* Identifies objects in the players inventory/on the ground */ 1496/* Identifies objects in the players inventory/on the ground */
1611 1497
1498int
1612int cast_identify(object *op, object *caster, object *spell) { 1499cast_identify (object *op, object *caster, object *spell)
1500{
1613 object *tmp; 1501 object *tmp;
1614 int success = 0, num_ident; 1502 int success = 0, num_ident;
1615 1503
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1505
1618 if (num_ident < 1) num_ident=1; 1506 if (num_ident < 1)
1507 num_ident = 1;
1619 1508
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1509 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 {
1623 identify(tmp); 1513 identify (tmp);
1514
1624 if (op->type==PLAYER) { 1515 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1516 {
1626 "You have %s.", long_desc(tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1518
1627 if (tmp->msg) { 1519 if (tmp->msg)
1520 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1523 }
1631 } 1524 }
1525
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident)
1529 break;
1530 }
1531 }
1532
1533 /* If all the power of the spell has been used up, don't go and identify
1534 * stuff on the floor. Only identify stuff on the floor if the spell
1535 * was not fully used.
1536 */
1537 if (num_ident)
1538 {
1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1541 {
1542 identify (tmp);
1543
1544 if (op->type == PLAYER)
1545 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1547
1548 if (tmp->msg)
1549 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 }
1556
1632 num_ident--; 1557 num_ident--;
1633 success=1; 1558 success = 1;
1634 if (!num_ident) break; 1559 if (!num_ident)
1560 break;
1635 } 1561 }
1636 } 1562 }
1637 /* If all the power of the spell has been used up, don't go and identify 1563
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1564 if (!success)
1639 * was not fully used. 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1566 else
1567 spell_effect (spell, op->x, op->y, op->map, op);
1568
1569 return success;
1570}
1571
1572int
1573cast_detection (object *op, object *caster, object *spell, object *skill)
1574{
1575 object *tmp, *last, *god, *detect;
1576 int done_one, range, mflags, floor, level;
1577 sint16 x, y, nx, ny;
1578 maptile *m;
1579
1580 /* We precompute some values here so that we don't have to keep
1581 * doing it over and over again.
1640 */ 1582 */
1641 if (num_ident) { 1583 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1584 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1585 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1586
1646 identify(tmp); 1587 if (!skill)
1588 skill = caster;
1589
1590 for (x = op->x - range; x <= op->x + range; x++)
1591 for (y = op->y - range; y <= op->y + range; y++)
1592 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up.
1602 */
1603
1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1605 last = tmp;
1606
1607 /* Shouldn't happen, but if there are no objects on a space, this
1608 * would happen.
1609 */
1610 if (!last)
1611 continue;
1612
1613 done_one = 0;
1614 floor = 0;
1615 detect = NULL;
1616 for (tmp = last; tmp; tmp = tmp->below)
1617 {
1618 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1620 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1623 tmp->type == CF_HANDLE ||
1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1625 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1630 {
1631 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1632 {
1633 tmp->invisible = 0;
1634 done_one = 1;
1635 }
1636 }
1637
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1;
1640
1641 /* All detections below this point don't descend beneath the floor,
1642 * so just continue on. We could be clever and look at the type of
1643 * detection to completely break out if we don't care about objects beneath
1644 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */
1646 if (floor)
1647 continue;
1648
1649 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant.
1654 */
1655
1656 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4;
1664 done_one = 1;
1665 }
1666 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 {
1669 done_one = 2;
1670 if (!detect)
1671 detect = tmp;
1672 }
1673 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match.
1676 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1679 (strstr (spell->race, tmp->race))))
1680 {
1681 done_one = 2;
1682 if (!detect)
1683 detect = tmp;
1684 }
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1;
1690 }
1691 } /* for stack of objects on this space */
1692
1693 /* Code here puts an effect of the spell on the space, so you can see
1694 * where the magic is.
1695 */
1696 if (done_one)
1697 {
1698 object *detect_ob = arch_to_object (spell->other_arch);
1699
1700 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect)
1702 {
1703 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1710 }
1711
1712 m->insert (detect_ob, nx, ny, op);
1713 }
1714 } /* for processing the surrounding spaces */
1715
1716
1717 /* Now process objects in the players inventory if detect curse or magic */
1718 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1719 {
1720 done_one = 0;
1721 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1724 {
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1726 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 1728 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1729 esrv_send_item (op, tmp);
1649 "On the ground is %s.", long_desc(tmp, op));
1650 if (tmp->msg) {
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1653 } 1730 }
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 1736 esrv_send_item (op, tmp);
1655 }
1656 num_ident--;
1657 success=1;
1658 if (!num_ident) break;
1659 }
1660 }
1661 if (!success)
1662 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1663 else {
1664 spell_effect(spell, op->x, op->y, op->map, op);
1665 }
1666 return success;
1667}
1668
1669
1670int cast_detection(object *op, object *caster, object *spell, object *skill) {
1671 object *tmp, *last, *god, *detect;
1672 int done_one, range, mflags, floor, level;
1673 sint16 x, y, nx, ny;
1674 mapstruct *m;
1675
1676 /* We precompute some values here so that we don't have to keep
1677 * doing it over and over again.
1678 */
1679 god=find_god(determine_god(op));
1680 level=caster_level(caster, spell);
1681 range = spell->range + SP_level_range_adjust(caster, spell);
1682
1683 if (!skill) skill=caster;
1684
1685 for (x = op->x - range; x <= op->x + range; x++)
1686 for (y = op->y - range; y <= op->y + range; y++) {
1687
1688 m = op->map;
1689 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1690 if (mflags & P_OUT_OF_MAP) continue;
1691
1692 /* For most of the detections, we only detect objects above the
1693 * floor. But this is not true for show invisible.
1694 * Basically, we just go and find the top object and work
1695 * down - that is easier than working up.
1696 */
1697
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1699 /* Shouldn't happen, but if there are no objects on a space, this
1700 * would happen.
1701 */
1702 if (!last) continue;
1703
1704 done_one=0;
1705 floor=0;
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) {
1708
1709 /* show invisible */
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1711 /* Might there be other objects that we can make visibile? */
1712 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1713 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1714 tmp->type==CF_HANDLE ||
1715 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1716 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1717 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1718 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1719 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1720 tmp->type==TREASURE || tmp->type==BOOK ||
1721 tmp->type==HOLY_ALTAR))) {
1722 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1723 tmp->invisible=0;
1724 done_one = 1;
1725 }
1726 } 1737 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728
1729 /* All detections below this point don't descend beneath the floor,
1730 * so just continue on. We could be clever and look at the type of
1731 * detection to completely break out if we don't care about objects beneath
1732 * the floor, but once we get to the floor, not likely a very big issue anyways.
1733 */
1734 if (floor) continue;
1735
1736 /* I had thought about making detect magic and detect curse
1737 * show the flash the magic item like it does for detect monster.
1738 * however, if the object is within sight, this would then make it
1739 * difficult to see what object is magical/cursed, so the
1740 * effect wouldn't be as apparant.
1741 */
1742
1743 /* detect magic */
1744 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1745 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1746 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1747 is_magical(tmp)) {
1748 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1749 /* make runes more visibile */
1750 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1751 tmp->stats.Cha/=4;
1752 done_one = 1;
1753 }
1754 /* detect monster */
1755 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1756 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1757 done_one = 2;
1758 if (!detect) detect=tmp;
1759 }
1760 /* Basically, if race is set in the spell, then the creatures race must
1761 * match that. if the spell race is set to GOD, then the gods opposing
1762 * race must match.
1763 */
1764 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1765 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1766 (strstr(spell->race, tmp->race)))) {
1767 done_one = 2;
1768 if (!detect) detect=tmp;
1769 }
1770 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1771 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1772 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1773 done_one = 1;
1774 }
1775 } /* for stack of objects on this space */
1776
1777 /* Code here puts an effect of the spell on the space, so you can see
1778 * where the magic is.
1779 */
1780 if (done_one) {
1781 object *detect_ob = arch_to_object(spell->other_arch);
1782 detect_ob->x = nx;
1783 detect_ob->y = ny;
1784 /* if this is set, we want to copy the face */
1785 if (done_one == 2 && detect) {
1786 detect_ob->face = detect->face;
1787 detect_ob->animation_id = detect->animation_id;
1788 detect_ob->anim_speed = detect->anim_speed;
1789 detect_ob->last_anim=0;
1790 /* by default, the detect_ob is already animated */
1791 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1792 }
1793 insert_ob_in_map(detect_ob, m, op,0);
1794 }
1795 } /* for processing the surrounding spaces */
1796
1797
1798 /* Now process objects in the players inventory if detect curse or magic */
1799 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1800 done_one = 0;
1801 for (tmp = op->inv; tmp; tmp = tmp->below) {
1802 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1803 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1804 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1805 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1806 if (op->type==PLAYER)
1807 esrv_send_item (op, tmp);
1808 }
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1810 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1811 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1812 if (op->type==PLAYER)
1813 esrv_send_item (op, tmp);
1814 }
1815 } /* if item is not identified */ 1738 } /* if item is not identified */
1816 } /* for the players inventory */ 1739 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1740 } /* if detect magic/curse and object is a player */
1818 return 1; 1741 return 1;
1819} 1742}
1820 1743
1821 1744
1822/** 1745/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1746 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1747 * level whos spell did cause the overcharge.
1825 */ 1748 */
1749static void
1826static void charge_mana_effect(object *victim, int caster_level) 1750charge_mana_effect (object *victim, int caster_level)
1827{ 1751{
1828 1752
1829 /* Prevent explosions for objects without mana. Without this check, doors 1753 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1754 * will explode, too.
1831 */ 1755 */
1832 if (victim->stats.maxsp <= 0) 1756 if (victim->stats.maxsp <= 0)
1833 return; 1757 return;
1834 1758
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1759 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1760
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1761 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 {
1838 object *tmp; 1763 object *tmp;
1839 1764
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 1766
1842 /* Explodes a fireball centered at player */ 1767 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 1768 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1845 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 1771
1847 tmp->y = victim->y; 1772 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 1773 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 1774 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1776 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1853 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1782 confuse_player (victim, victim, 99);
1860 } 1783 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1784 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1785 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1786}
1865 1787
1866/* cast_transfer 1788/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1789 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1790 * We let the target go above their normal maximum SP.
1869 */ 1791 */
1870 1792
1793int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1794cast_transfer (object *op, object *caster, object *spell, int dir)
1795{
1872 object *plyr=NULL; 1796 object *plyr = NULL;
1873 sint16 x, y; 1797 sint16 x, y;
1874 mapstruct *m; 1798 maptile *m;
1875 int mflags; 1799 int mflags;
1876 1800
1877 m = op->map; 1801 m = op->map;
1878 x = op->x+freearr_x[dir]; 1802 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 1803 y = op->y + freearr_y[dir];
1880 1804
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1805 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1806
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1808 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1809 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 1811 break;
1887 } 1812 }
1888 1813
1889 1814
1890 /* If we did not find a player in the specified direction, transfer 1815 /* If we did not find a player in the specified direction, transfer
1891 * to anyone on top of us. This is used for the rune of transference mostly. 1816 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 1817 */
1893 if(plyr==NULL) 1818 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1819 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1895 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 1821 break;
1897 1822
1898 if (!plyr) { 1823 if (!plyr)
1824 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1825 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 1826 return 0;
1901 } 1827 }
1902 /* give sp */ 1828 /* give sp */
1903 if(spell->stats.dam > 0) { 1829 if (spell->stats.dam > 0)
1830 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1831 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1832 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 1833 return 1;
1907 } 1834 }
1908 /* suck sp away. Can't suck sp from yourself */ 1835 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1836 else if (op != plyr)
1837 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1838 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 1839
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1840 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 1841
1914 if (rate > 95) rate=95; 1842 if (rate > 95)
1843 rate = 95;
1915 1844
1916 sucked = (plyr->stats.sp * rate) / 100; 1845 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1846 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1847 if (QUERY_FLAG (op, FLAG_ALIVE))
1848 {
1919 /* Player doesn't get full credit */ 1849 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1850 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1851 op->stats.sp += sucked;
1922 if (sucked > 0) { 1852 if (sucked > 0)
1853 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1854 charge_mana_effect (op, caster_level (caster, spell));
1924 } 1855 }
1925 } 1856 }
1926 return 1; 1857 return 1;
1927 } 1858 }
1928 return 0; 1859 return 0;
1929} 1860}
1930 1861
1931 1862
1932/* counterspell: nullifies spell effects. 1863/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1864 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1865 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1866 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1867 * this may nullify it.
1937 */ 1868 */
1869void
1938void counterspell(object *op,int dir) 1870counterspell (object *op, int dir)
1939{ 1871{
1940 object *tmp, *head, *next; 1872 object *tmp, *head, *next;
1941 int mflags; 1873 int mflags;
1942 mapstruct *m; 1874 maptile *m;
1943 sint16 sx,sy; 1875 sint16 sx, sy;
1944 1876
1945 sx = op->x + freearr_x[dir]; 1877 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 1878 sy = op->y + freearr_y[dir];
1947 m = op->map; 1879 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1880 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 1881 if (mflags & P_OUT_OF_MAP)
1882 return;
1883
1884 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 1885 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1886 next = tmp->above;
1953 1887
1954 /* Need to look at the head object - otherwise, if tmp 1888 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1889 * points to a monster, we don't have all the necessary
1956 * info for it. 1890 * info for it.
1957 */ 1891 */
1892 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1893 head = tmp->head;
1894 else
1959 else head = tmp; 1895 head = tmp;
1960 1896
1961 /* don't attack our own spells */ 1897 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1898 if (tmp->owner && tmp->owner == op->owner)
1899 continue;
1963 1900
1964 /* Basically, if the object is magical and not counterspell, 1901 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1902 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1903 * monsters either.
1967 */ 1904 */
1968 1905
1969 if (head->attacktype & AT_MAGIC && 1906 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1907 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1908 && !QUERY_FLAG (head, FLAG_MONSTER)
1972 (op->level > head->level)) { 1909 && (op->level > head->level))
1973 remove_ob(head); 1910 head->destroy ();
1974 free_object(head); 1911 else
1975 } else switch(head->type) { 1912 switch (head->type)
1913 {
1976 case SPELL_EFFECT: 1914 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 continue;
1919
1977 if(op->level > head->level) { 1920 if (op->level > head->level)
1978 remove_ob(head); 1921 head->destroy ();
1979 free_object(head); 1922
1980 }
1981 break; 1923 break;
1982 1924
1983 /* I really don't get this rune code that much - that 1925 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1926 * random chance seems really low.
1985 */ 1927 */
1986 case RUNE: 1928 case RUNE:
1987 if(rndm(0, 149) == 0) { 1929 if (rndm (0, 149) == 0)
1930 {
1988 head->stats.hp--; /* weaken the rune */ 1931 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1932 if (!head->stats.hp)
1990 remove_ob(head); 1933 head->destroy ();
1991 free_object(head);
1992 } 1934 }
1993 }
1994 break; 1935 break;
1995 } 1936 }
1996 } 1937 }
1997} 1938}
1998 1939
1999 1940
2000 1941
2001/* cast_consecrate() - a spell to make an altar your god's */ 1942/* cast_consecrate() - a spell to make an altar your god's */
1943int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1944cast_consecrate (object *op, object *caster, object *spell)
1945{
2003 char buf[MAX_BUF]; 1946 char buf[MAX_BUF];
2004 1947
2005 object *tmp, *god=find_god(determine_god(op)); 1948 object *tmp, *god = find_god (determine_god (op));
2006 1949
2007 if(!god) { 1950 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1951 {
2009 "You can't consecrate anything if you don't worship a god!"); 1952 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 1953 return 0;
2011 } 1954 }
2012 1955
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1956 for (tmp = op->below; tmp; tmp = tmp->below)
1957 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break;
2015 if(tmp->type==HOLY_ALTAR) { 1960 if (tmp->type == HOLY_ALTAR)
1961 {
2016 1962
2017 if(tmp->level > caster_level(caster, spell)) { 1963 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1964 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1966 return 0;
2021 } else {
2022 /* If we got here, we are consecrating an altar */
2023 if(tmp->name) free_string(tmp->name);
2024 sprintf(buf,"Altar of %s",god->name);
2025 tmp->name = add_string(buf);
2026 tmp->level = caster_level(caster, spell);
2027 tmp->other_arch = god->arch;
2028 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2029 new_draw_info_format(NDI_UNIQUE,0, op,
2030 "You consecrated the altar to %s!",god->name);
2031 return 1;
2032 } 1967 }
1968 else
1969 {
1970 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell);
1974 tmp->other_arch = god->arch;
1975 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp);
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1978 return 1;
2033 } 1979 }
1980 }
2034 } 1981 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1982 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 1983 return 0;
2037} 1984}
2038 1985
2039/* animate_weapon - 1986/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1987 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2041 * The golem is based on the archetype specified, modified by the caster's level 1988 * The golem is based on the archetype specified, modified by the caster's level
2044 * This code was very odd - code early on would only let players use the spell, 1991 * This code was very odd - code early on would only let players use the spell,
2045 * yet the code wass full of player checks. I've presumed that the code 1992 * yet the code wass full of player checks. I've presumed that the code
2046 * that only let players use it was correct, and removed all the other 1993 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 1994 * player checks. MSW 2003-01-06
2048 */ 1995 */
2049 1996int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1997animate_weapon (object *op, object *caster, object *spell, int dir)
1998{
2051 object *weapon, *tmp; 1999 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2053 int a, i; 2001 int a, i;
2054 sint16 x, y; 2002 sint16 x, y;
2055 mapstruct *m; 2003 maptile *m;
2056 materialtype_t *mt; 2004
2057
2058 if(!spell->other_arch){ 2005 if (!spell->other_arch)
2006 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2009 return 0;
2062 } 2010 }
2063 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2012 if (op->type != PLAYER)
2013 return 0;
2065 2014
2066 /* if player already has a golem, abort */ 2015 /* if player already has a golem, abort */
2067 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2016 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 2017 {
2018 control_golem (golem, dir);
2069 return 0; 2019 return 0;
2070 } 2020 }
2071 2021
2072 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2073 if(!dir) 2023 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2024 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2025
2076 m = op->map; 2026 m = op->map;
2077 x = op->x+freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2079 2029
2080 /* if there's no place to put the golem, abort */ 2030 /* if there's no place to put the golem, abort */
2081 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2082 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2035 return 0;
2085 } 2036 }
2086 2037
2087 /* Use the weapon marked by the player. */ 2038 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2039 weapon = find_marked_object (op);
2089 2040
2090 if (!weapon) { 2041 if (!weapon)
2042 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2044 return 0;
2093 } 2045 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2047 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2049 return 0;
2097 } 2050 }
2098 if (weapon->type != WEAPON) { 2051 if (weapon->type != WEAPON)
2052 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2053 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2054 return 0;
2101 } 2055 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2056 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2058 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2104 query_name(weapon));
2105 return 0; 2059 return 0;
2106 } 2060 }
2107 2061
2108 if (weapon->nrof > 1) { 2062 if (weapon->nrof > 1)
2063 {
2109 tmp = get_split_ob(weapon, 1); 2064 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2065 esrv_send_item (op, weapon);
2111 weapon = tmp; 2066 weapon = tmp;
2112 } 2067 }
2113 2068
2114 /* create the golem object */ 2069 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2116 2071
2117 /* if animated by a player, give the player control of the golem */ 2072 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2074 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2075 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2076 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2079 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp;
2126 op->contr->shoottype=range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2080
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* Give the weapon to the golem now. A bit of a hack to check the
2130 * removed flag - it should only be set if get_split_object was 2082 * removed flag - it should only be set if get_split_object was
2131 * used above. 2083 * used above.
2132 */ 2084 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2086 weapon->remove ();
2087
2135 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2089 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* To do everything necessary to let a golem use the weapon is a pain,
2138 * so instead, just set it as equipped (otherwise, we need to update 2091 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2092 * body_info, skills, etc)
2140 */ 2093 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2094 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2095 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2096 tmp->update_stats ();
2144 2097
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2098 /* There used to be 'odd' code that basically seemed to take the absolute
2146 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2099 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2147 * if you're using a crappy weapon, it shouldn't be as good. 2100 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2101 */
2149 2102
2150 /* modify weapon's animated wc */ 2103 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2104 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2152 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2105 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2106 tmp->stats.wc = -127;
2154 2107
2155 /* Modify hit points for weapon */ 2108 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2109 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2110 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2111 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2112 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2113 tmp->stats.hp = tmp->stats.maxhp;
2161 2114
2162 /* Modify weapon's damage */ 2115 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2116 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2164 + weapon->stats.dam 2117 if (tmp->stats.dam < 0)
2165 + weapon->magic 2118 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2119
2169 2120
2170 /* attacktype */ 2121 /* attacktype */
2171 if ( ! tmp->attacktype) 2122 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2173 2124
2174 mt = NULL; 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2175 if (op->materialname != NULL) 2126 {
2176 mt = name_to_material(op->materialname);
2177 if (mt != NULL) {
2178 for (i=0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2129 a = mt->save[0];
2181 } else { 2130 }
2131 else
2132 {
2182 for (i=0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2184 a = 10; 2135 a = 10;
2185 } 2136 }
2137
2186 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2143 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2144 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2145 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2146 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2147 tmp->resist[ATNR_BLIND] = 100;
2196 2148
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2149 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2150
2199 if (a > 14) a = 14; 2151 if (a > 14)
2152 a = 14;
2153
2200 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));
2201 2155
2202 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2203 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)));
2204 2158
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2159 if (!spell->race)
2160 {
2208 sprintf(buf, "animated %s", weapon->name); 2161 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2162 tmp->name = buf;
2211 2163
2212 tmp->face = weapon->face; 2164 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2165 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2166 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2167 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2168 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2218 SET_FLAG(tmp,FLAG_ANIMATE);
2219 } else {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2221 }
2222 update_ob_speed(tmp);
2223 } 2170 }
2224 2171
2225 /* 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. */
2226 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));
2227 2174
2228 tmp->speed_left= -1; 2175 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2176 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2177
2178 m->insert (tmp, x, y, op);
2233 return 1; 2179 return 1;
2234} 2180}
2235 2181
2236/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2237 2183
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2185 * This changes the light level for the entire map.
2240 */ 2186 */
2241 2187
2188int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2189cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{
2243 int success; 2191 int success;
2244 2192
2245 if(!op->map) return 0; /* shouldnt happen */ 2193 if (!op->map)
2194 return 0; /* shouldnt happen */
2246 2195
2247 success=change_map_light(op->map,spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2248 if(!success) { 2198 if (!success)
2199 {
2249 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2250 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.");
2251 else 2202 else
2252 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.");
2253 } 2204 }
2254 return success; 2205 return success;
2255} 2206}
2256 2207
2257 2208
2258 2209
2259 2210
2260 2211
2261/* 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.
2262 * 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,
2263 * spell is the spell object itself. 2214 * spell is the spell object itself.
2264 */ 2215 */
2216int
2265int create_aura(object *op, object *caster, object *spell) 2217create_aura (object *op, object *caster, object *spell)
2266{ 2218{
2267 int refresh=0; 2219 int refresh = 0;
2268 object *new_aura; 2220 object *new_aura;
2269 2221
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2222 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2223 if (new_aura)
2224 refresh = 1;
2225 else
2272 else new_aura = arch_to_object(spell->other_arch); 2226 new_aura = arch_to_object (spell->other_arch);
2273 2227
2274 new_aura->duration = spell->duration + 2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2229
2277 new_aura->stats.dam = spell->stats.dam 2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2231
2280 set_owner(new_aura,op); 2232 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2233 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2234 new_aura->attacktype = spell->attacktype;
2283 2235
2284 new_aura->level = caster_level(caster, spell); 2236 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2237 if (refresh)
2286 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.");
2287 else 2239 else
2288 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.");
2289 insert_ob_in_ob(new_aura, op); 2241 insert_ob_in_ob (new_aura, op);
2290 return 1; 2242 return 1;
2291} 2243}
2292 2244
2293 2245
2294/* 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,
2295 * 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
2298 * duration: duration counter. 2250 * duration: duration counter.
2299 * attacktype: aura's attacktype 2251 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2252 * other_arch: archetype to drop where we attack
2301 */ 2253 */
2302 2254
2255void
2303void move_aura(object *aura) { 2256move_aura (object *aura)
2257{
2304 int i, mflags; 2258 int i, mflags;
2305 object *env; 2259 object *env;
2306 mapstruct *m; 2260 maptile *m;
2307 2261
2308 /* auras belong in inventories */ 2262 /* auras belong in inventories */
2309 env = aura->env; 2263 env = aura->env;
2310 2264
2311 /* no matter what we've gotta remove the aura... 2265 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2266 * we'll put it back if its time isn't up.
2313 */ 2267 */
2314 remove_ob(aura); 2268 aura->remove ();
2315 2269
2316 /* exit if we're out of gas */ 2270 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2271 if (aura->duration-- < 0)
2318 free_object(aura); 2272 {
2273 aura->destroy ();
2319 return; 2274 return;
2320 } 2275 }
2321 2276
2322 /* auras only exist in inventories */ 2277 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2278 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2279 {
2280 aura->destroy ();
2325 return; 2281 return;
2326 } 2282 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2283
2330 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2332 */ 2286 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2287 aura->insert_at (env, aura);
2334 2288
2335 for(i=1;i<9;i++) { 2289 for (i = 1; i < 9; i++)
2290 {
2336 sint16 nx, ny; 2291 sint16 nx, ny;
2292
2337 nx = aura->x + freearr_x[i]; 2293 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2294 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2296
2341 /* Consider the movement tyep of the person with the aura as 2297 /* Consider the movement tyep of the person with the aura as
2342 * movement type of the aura. Eg, if the player is flying, the aura 2298 * movement type of the aura. Eg, if the player is flying, the aura
2343 * is flying also, if player is walking, it is on the ground, etc. 2299 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2300 */
2345 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 {
2346 hit_map(aura,i,aura->attacktype,0); 2303 hit_map (aura, i, aura->attacktype, 0);
2347 2304
2348 if(aura->other_arch) { 2305 if (aura->other_arch)
2349 object *new_ob; 2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2350
2351 new_ob = arch_to_object(aura->other_arch);
2352 new_ob->x = nx;
2353 new_ob->y = ny;
2354 insert_ob_in_map(new_ob,m,aura,0);
2355 } 2307 }
2356 }
2357 } 2308 }
2309
2358 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2359 remove_ob(aura); 2311 aura->remove ();
2360 insert_ob_in_ob(aura, env); 2312 insert_ob_in_ob (aura, env);
2361} 2313}
2362 2314
2363/* moves the peacemaker spell. 2315/* moves the peacemaker spell.
2364 * op is the piece object. 2316 * op is the piece object.
2365 */ 2317 */
2366 2318
2319void
2367void move_peacemaker(object *op) { 2320move_peacemaker (object *op)
2321{
2368 object *tmp; 2322 object *tmp;
2369 2323
2370 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 {
2371 int atk_lev, def_lev; 2326 int atk_lev, def_lev;
2372 object *victim=tmp; 2327 object *victim = tmp;
2373 2328
2374 if (tmp->head) victim=tmp->head; 2329 if (tmp->head)
2330 victim = tmp->head;
2375 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue;
2376 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue;
2377 if (victim->stats.exp == 0) continue; 2335 if (victim->stats.exp == 0)
2336 continue;
2378 2337
2379 def_lev = MAX(1,victim->level); 2338 def_lev = MAX (1, victim->level);
2380 atk_lev = MAX(1,op->level); 2339 atk_lev = MAX (1, op->level);
2381 2340
2382 if (rndm(0, atk_lev-1) > def_lev) { 2341 if (rndm (0, atk_lev - 1) > def_lev)
2342 {
2383 /* make this sucker peaceful. */ 2343 /* make this sucker peaceful. */
2384 2344
2385 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2345 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2386 victim->stats.exp=0; 2346 victim->stats.exp = 0;
2387#if 0 2347#if 0
2388 /* No idea why these were all set to zero - if something 2348 /* No idea why these were all set to zero - if something
2389 * makes this creature agressive, he should still do damage. 2349 * makes this creature agressive, he should still do damage.
2390 */ 2350 */
2391 victim->stats.dam = 0; 2351 victim->stats.dam = 0;
2392 victim->stats.sp = 0; 2352 victim->stats.sp = 0;
2393 victim->stats.grace = 0; 2353 victim->stats.grace = 0;
2394 victim->stats.Pow = 0; 2354 victim->stats.Pow = 0;
2395#endif 2355#endif
2396 victim->attack_movement = RANDO2; 2356 victim->attack_movement = RANDO2;
2397 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2398 SET_FLAG(victim,FLAG_RUN_AWAY); 2358 SET_FLAG (victim, FLAG_RUN_AWAY);
2399 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2359 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2400 CLEAR_FLAG(victim,FLAG_MONSTER); 2360 CLEAR_FLAG (victim, FLAG_MONSTER);
2401 if(victim->name) { 2361 if (victim->name)
2362 {
2402 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);
2403 } 2364 }
2404 } 2365 }
2405 } 2366 }
2406} 2367}
2407 2368
2408 2369
2409/* This writes a rune that contains the appropriate message. 2370/* This writes a rune that contains the appropriate message.
2410 * There really isn't any adjustments we make. 2371 * There really isn't any adjustments we make.
2411 */ 2372 */
2412 2373
2374int
2413int write_mark(object *op, object *spell, const char *msg) { 2375write_mark (object *op, object *spell, const char *msg)
2376{
2414 char rune[HUGE_BUF]; 2377 char rune[HUGE_BUF];
2415 object *tmp; 2378 object *tmp;
2416 2379
2417 if (!msg || msg[0] == 0) { 2380 if (!msg || msg[0] == 0)
2381 {
2418 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2419 return 0; 2383 return 0;
2420 } 2384 }
2421 2385
2422 if (strcasestr_local(msg, "endmsg")) { 2386 if (strcasestr_local (msg, "endmsg"))
2387 {
2423 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?");
2424 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);
2425 return 0; 2390 return 0;
2426 } 2391 }
2427 if (!spell->other_arch) return 0; 2392 if (!spell->other_arch)
2393 return 0;
2428 tmp = arch_to_object(spell->other_arch); 2394 tmp = arch_to_object (spell->other_arch);
2429 strncpy(rune, msg, HUGE_BUF-2); 2395
2430 rune[HUGE_BUF-2] = 0; 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2431 strcat(rune, "\n"); 2397
2432 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2398 tmp->race = op->name; /*Save the owner of the rune */
2433 tmp->msg = add_string(rune); 2399 tmp->msg = rune;
2434 tmp->x = op->x; 2400
2435 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2436 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2437 return 1; 2402 return 1;
2438} 2403}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines