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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.66 by root, Fri Aug 10 01:47:53 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 1.7 2006/09/03 00:18:42 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)
397 {
360 op->contr->invis_race = spell_ob->race; 398 op->contr->invis_race = spell_ob->race;
361 399
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
363 op->contr->tmp_invis=0; 401 op->contr->tmp_invis = 0;
364 else 402 else
365 op->contr->tmp_invis=1; 403 op->contr->tmp_invis = 1;
366 404
367 op->contr->hidden = 0; 405 op->contr->hidden = 0;
368 } 406 }
407
369 if (makes_invisible_to(op, op)) 408 if (makes_invisible_to (op, op))
370 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!");
371 else 410 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 412
374 update_object(op,UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
375 414
376 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
377 * harm to the player. 416 * harm to the player.
378 */ 417 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
380 if (tmp->enemy == op) 419 if (tmp->enemy == op)
381 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
382 return 1; 422 return 1;
383} 423}
384 424
385/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 426 */
427int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{
388 object *tmp, *next; 430 object *tmp, *next;
389 int range,i,j, mflags; 431 int range, i, j, mflags;
390 sint16 sx, sy; 432 sint16 sx, sy;
391 mapstruct *m; 433 maptile *m;
392 434
393 if(op->type!=PLAYER) 435 if (op->type != PLAYER)
394 return 0; 436 return 0;
395 437
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 439
398 for(i= -range;i<=range;i++) 440 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 441 for (j = -range; j <= range; j++)
442 {
400 sx = op->x + i; 443 sx = op->x + i;
401 sy = op->y + j; 444 sy = op->y + j;
402 m = op->map; 445 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 447
405 if (mflags & P_OUT_OF_MAP) continue; 448 if (mflags & P_OUT_OF_MAP)
449 continue;
406 450
407 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
408 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)
409 { 453 {
410 next = tmp->above; 454 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 457 }
458 }
459
415 return 1; 460 return 1;
416} 461}
417 462
418 463void
419void execute_word_of_recall(object *op) { 464execute_word_of_recall (object *op)
420 object *wor=op; 465{
421 while(op!=NULL && op->type!=PLAYER) 466 if (object *pl = op->in_player ())
422 op=op->env; 467 {
423 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 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.");
427 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
428 enter_exit(op,wor); 474 pl->enter_exit (op);
475 }
429 } 476 }
430 remove_ob(wor); 477
431 free_object(wor); 478 op->destroy ();
432} 479}
433 480
434/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
435 * 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
436 * time delay effect. 483 * time delay effect.
437 */ 484 */
485int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 486cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{
439 object *dummy; 488 object *dummy;
440 int time; 489 int time;
441 490
442 if(op->type!=PLAYER) 491 if (op->type != PLAYER)
443 return 0; 492 return 0;
444 493
445 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))
446 { 495 {
447 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.");
448 return 1; 497 return 1;
449 } 498 }
450 499
451 dummy=get_archetype(FORCE_NAME); 500 dummy = get_archetype (FORCE_NAME);
452 if(dummy == NULL){ 501 if (dummy == NULL)
502 {
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0; 505 return 0;
456 } 506 }
507
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
458 if (time <1 ) time=1; 509 if (time < 1)
510 time = 1;
459 511
460 /* 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
461 * 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
462 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
463 */ 515 */
464 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
469 520
470 /* 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
471 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
472 */ 523 */
473 EXIT_PATH(dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
476 527
477 (void) insert_ob_in_ob(dummy,op); 528 op->insert (dummy);
529
478 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
479 return 1; 532 return 1;
480} 533}
481 534
482/* cast_wonder 535/* cast_wonder
483 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
484 * spell. 537 * spell.
485 */ 538 */
539int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 540cast_wonder (object *op, object *caster, int dir, object *spell_ob)
541{
487 object *newspell; 542 object *newspell;
488 543
489 if(!rndm(0, 3)) 544 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 545 return cast_cone (op, caster, dir, spell_ob);
491 546
492 if (spell_ob->randomitems) { 547 if (spell_ob->randomitems)
548 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 549 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 550 if (!newspell)
551 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 552 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 553 return 0;
497 } 554 }
498 if (newspell->type != SPELL) { 555 if (newspell->type != SPELL)
556 {
499 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);
500 &newspell->type, &newspell->name);
501 return 0; 558 return 0;
502 } 559 }
503 /* Prevent inifinit recursion */ 560 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 561 if (newspell->subtype == SP_WONDER)
562 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 563 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 564 return 0;
507 } 565 }
508 return cast_spell(op,caster,dir,newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
509 } 567 }
510 return 1; 568 return 1;
511} 569}
512 570
513 571int
514int perceive_self(object *op) { 572perceive_self (object *op)
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 573{
574 const char *cp = describe_item (op, op);
516 archetype *at=find_archetype(ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
517 object *tmp;
518 int i;
519 576
520 tmp=find_god(determine_god(op)); 577 dynbuf_text buf;
521 if (tmp) 578
522 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";
523 else 585 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 586 buf << "You worship no god.\n";
525 587
526 tmp=present_arch_in_ob(at,op); 588 object *tmp = present_arch_in_ob (at, op);
527 589
528 if(*cp=='\0' && tmp==NULL) 590 if (*cp == '\0' && tmp == NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 591 buf << "You feel very mundane. ";
530 else { 592 else
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 593 {
532 new_draw_info(NDI_UNIQUE, 0,op,cp); 594 buf << "You have: " << cp << ".\n";
533 if (tmp!=NULL) { 595
596 if (tmp)
534 for (i=0; i<NUM_STATS; i++) { 597 for (int i = 0; i < NUM_STATS; i++)
535 if (get_attr_value(&tmp->stats, i)<0) { 598 if (tmp->stats.stat (i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
537 "Your %s is depleted by %d", statname[i],
538 -(get_attr_value(&tmp->stats,i)));
539 }
540 }
541 }
542 } 600 }
543 601
544 if (is_dragon_pl(op)) { 602 if (is_dragon_pl (op))
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 604 for (tmp = op->inv; tmp; tmp = tmp->below)
605 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
607 {
548 if(tmp->stats.exp == 0) { 608 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
550 } else { 610 else
551 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";
552 } 612
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break; 613 break;
555 } 614 }
556 } 615 }
557 } 616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
558 return 1; 621 return 1;
559} 622}
560
561/* int cast_create_town_portal (object *op, object *caster, int dir)
562 *
563 * This function cast the spell of town portal for op
564 *
565 * The spell operates in two passes. During the first one a place
566 * is marked as a destination for the portal. During the second one,
567 * 2 portals are created, one in the position the player cast it and
568 * one in the destination place. The portal are synchronized and 2 forces
569 * are inserted in the player to destruct the portal next time player
570 * creates a new portal pair.
571 * This spell has a side effect that it allows people to meet each other
572 * in a permanent, private, appartements by making a town portal from it
573 * to the town or another public place. So, check if the map is unique and if
574 * so return an error
575 *
576 * Code by Tchize (david.delbecq@usa.net)
577 */
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{
580 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap;
585 int op_level;
586
587
588 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the
590 * full pathname listed.
591 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
593 settings.create_home_portals != TRUE )
594 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
596 return 0;
597 }
598
599 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force
601 */
602 dummy=arch_to_object(spell->other_arch);
603 if(dummy == NULL){
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name);
606 return 0;
607 }
608 force=check_inv_recursive (op,dummy);
609
610 if (force==NULL) {
611 /* Here we know there is no destination marked up.
612 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked.
615 */
616 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x;
618 EXIT_Y(dummy)= op->y;
619 insert_ob_in_ob (dummy,op);
620 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.");
621 return 1;
622 }
623 free_object (dummy);
624
625 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals.
628 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory
632 * for easier destruction.
633 *
634 * The mark works has follow:
635 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal
637 * name : name of the portal
638 * race : map the portal is in
639 */
640
641 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race);
643 if(dummy == NULL){
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
646 return 0;
647 }
648 perm_portal = find_archetype (spell->slaying);
649
650 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal.
656 */
657 while ( (old_force=check_inv_recursive (op,dummy))) {
658 exitx=EXIT_X(old_force);
659 exity=EXIT_Y(old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity);
668 while (tmp) {
669 if (tmp->name == old_force->name) {
670 remove_ob (tmp);
671 free_object (tmp);
672 break;
673 } else {
674 tmp = tmp->above;
675 }
676 }
677 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683
684 /* Creating the portals.
685 * The very first thing to do is to ensure
686 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above.
692 */
693
694 /* Ensure exit map is loaded*/
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699
700 /* If we were unable to load (ex. random map deleted), warn player*/
701 if (exitmap==NULL) {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force);
704 free_object(force);
705 return 1;
706 }
707
708 op_level = caster_level(caster, spell);
709 if (op_level<15)
710 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);
711 else if (op_level<30)
712 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);
713 else if (op_level<60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
715 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);
716
717 /* Create a portal in front of player
718 * dummy contain the portal and
719 * force contain the track to kill it later
720 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/
724 if(dummy == NULL) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
727 return 0;
728 }
729 EXIT_PATH(dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force);
731 EXIT_Y(dummy)=EXIT_Y(force);
732 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/
735 cast_create_obj (op, caster, dummy, 0);
736
737 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active
739 * town portal.
740 */
741 tmp=get_archetype(spell->race);
742 if(tmp == NULL){
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
745 return 0;
746 }
747 tmp->race=op->map->path;
748 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x;
750 EXIT_Y(tmp)=dummy->y;
751 insert_ob_in_ob (tmp,op);
752
753 /* Create a portal in the destination map
754 * dummy contain the portal and
755 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to.
758 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/
761 if(dummy == NULL) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
764 return 0;
765 }
766 EXIT_PATH(dummy) = op->map->path;
767 EXIT_X(dummy)=op->x;
768 EXIT_Y(dummy)=op->y;
769 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/
774 insert_ob_in_map(dummy,exitmap,op,0);
775
776 /* Now we create another town portal marker that
777 * points back to the one we just made
778 */
779 tmp=get_archetype(spell->race);
780 if(tmp == NULL){
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
783 return 0;
784 }
785 tmp->race=force->name;
786 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x;
788 EXIT_Y(tmp)=dummy->y;
789 insert_ob_in_ob (tmp,op);
790
791 /* Describe the player what happened
792 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/
795 free_object(force);
796 return 1;
797}
798
799 623
800/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 625 * within some reason.
802 */ 626 */
803 627int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 629{
630 object *tmp;
806 int i,posblocked,negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 632 sint16 x, y;
808 mapstruct *m; 633 maptile *m;
809 const char *name; 634 const char *name;
810 archetype *at; 635 archetype *at;
811 636
812 if(!dir) { 637 if (!dir)
638 {
813 dir=op->facing; 639 dir = op->facing;
814 x = op->x; 640 x = op->x;
815 y = op->y; 641 y = op->y;
816 } else { 642 }
643 else
644 {
817 x = op->x+freearr_x[dir]; 645 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 646 y = op->y + freearr_y[dir];
819 } 647 }
648
820 m = op->map; 649 m = op->map;
821 650
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (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) ||
824 ((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 {
825 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.");
826 return 0; 656 return 0;
827 } 657 }
658
828 if (spell_ob->other_arch) { 659 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
830 } else if (spell_ob->race) { 661 else if (spell_ob->race)
662 {
831 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
832 664
833 sprintf(buf1,spell_ob->race,dir); 665 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 666 at = archetype::find (buf1);
835 if (!at) { 667 if (!at)
668 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 671 return 0;
839 } 672 }
673
840 tmp = arch_to_object(at); 674 tmp = arch_to_object (at);
841 } else { 675 }
676 else
677 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 679 return 0;
845 } 680 }
846 681
847 if (tmp->type == SPELL_EFFECT) { 682 if (tmp->type == SPELL_EFFECT)
683 {
848 tmp->attacktype = spell_ob->attacktype; 684 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 685 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 687 tmp->range = 0;
688 }
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
855 tmp->stats.hp = spell_ob->duration + 690 {
856 SP_level_duration_adjust(caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op);
859 set_spell_skill(op, caster, spell_ob, tmp);
860 } 693 }
694
861 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))
862 tmp->stats.food = spell_ob->duration + 696 {
863 SP_level_duration_adjust(caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
865 } 699 }
700
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
702 {
867 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);
868 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
871 } 707 }
872 708
873 /* 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,
874 * 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.
875 */ 712 */
713 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 714 tmp->set_owner (op);
715
877 set_spell_skill(op, caster, spell_ob, tmp); 716 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 717 tmp->level = caster_level (caster, spell_ob) / 2;
881 718
882 name = tmp->name; 719 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 720 if (!(tmp = m->insert (tmp, x, y, op)))
721 {
884 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);
885 return 0; 723 return 0;
886 } 724 }
725
887 /* 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 */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
890 729
891 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 733 * created wall can extend, it won't go extend through
895 * blocked spaces. 734 * blocked spaces.
896 */ 735 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 736 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 737 posblocked = 0;
899 negblocked=0; 738 negblocked = 0;
900 739
901 for(i=1; i<=maxrange; i++) { 740 for (i = 1; i <= maxrange; i++)
741 {
902 int dir2; 742 int dir2;
903 743
904 dir2 = (dir<4)?(dir+2):dir-2; 744 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 745
906 x = tmp->x+i*freearr_x[dir2]; 746 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 747 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 748 m = tmp->map;
909 749
910 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)) &&
911 ((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)
912 !posblocked) { 752 {
913 tmp2 = get_object(); 753 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 754 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 755
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* 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 */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
921 759
760 }
761 else
922 } else posblocked=1; 762 posblocked = 1;
923 763
924 x = tmp->x-i*freearr_x[dir2]; 764 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 765 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 766 m = tmp->map;
927 767
928 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)) &&
929 ((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)
930 !negblocked) { 770 {
931 tmp2 = get_object(); 771 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 772 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 773
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
776 }
777 else
938 } else negblocked=1; 778 negblocked = 1;
939 } 779 }
940 780
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
942 update_all_los(op->map, op->x, op->y); 782 update_all_los (op->map, op->x, op->y);
943 783
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)))
944 return 1; 894 return 1;
945}
946 895
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 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 */
1049 return 1; 897 return 1;
1050} 898}
1051 899
1052 900
1053/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1054 * op is the caster. 902 * op is the caster.
1055 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1056 * spell is the spell object. 904 * spell is the spell object.
1057 */ 905 */
906int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 907cast_heal (object *op, object *caster, object *spell, int dir)
908{
1059 object *tmp; 909 object *tmp;
1060 archetype *at; 910 archetype *at;
1061 object *poison; 911 object *poison;
1062 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1063 913
1064 tmp = find_target_for_friendly_spell(op,dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1065 915
1066 if (tmp==NULL) return 0; 916 if (!tmp)
917 return 0;
1067 918
1068 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1070 */ 921 */
1071 heal = spell->stats.dam; 922 heal = spell->stats.dam;
1072 if (spell->stats.hp) 923 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 925
1076 if (heal) { 926 if (heal)
927 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 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
1079 } 931 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 934 * on amount of damage healed.
1084 */ 935 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1087 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1088 939
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 942 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 944 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 946 else if (heal > 10)
1096 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.");
1097 } else { 948 else
1098 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.");
1099 } 950
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 951 success = 1;
952 }
953 }
1106 954
955 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op))
957 success = 1;
958
1107 if (spell->attacktype & AT_POISON) { 959 if (spell->attacktype & AT_POISON)
960 {
1108 at = find_archetype("poisoning"); 961 at = archetype::find ("poisoning");
1109 poison=present_arch_in_ob(at,tmp); 962 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 963 if (poison)
964 {
1111 success = 1; 965 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 967 poison->stats.food = 1;
1114 } 968 }
1115 } 969 }
970
1116 if (spell->attacktype & AT_CONFUSION) { 971 if (spell->attacktype & AT_CONFUSION)
972 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1118 if (poison) { 974 if (poison)
975 {
1119 success = 1; 976 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 978 poison->duration = 1;
1122 } 979 }
1123 } 980 }
981
1124 if (spell->attacktype & AT_BLIND) { 982 if (spell->attacktype & AT_BLIND)
983 {
1125 at=find_archetype("blindness"); 984 at = archetype::find ("blindness");
1126 poison=present_arch_in_ob(at,tmp); 985 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 986 if (poison)
987 {
1128 success = 1; 988 success = 1;
1129 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.");
1130 poison->stats.food = 1; 990 poison->stats.food = 1;
1131 } 991 }
1132 } 992 }
993
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
995 {
1134 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1135 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;
1136 success = 1; 999 success = 1;
1137 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!");
1138 } 1001 }
1002
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1004 {
1140 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1141 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;
1142 success = 1; 1008 success = 1;
1143 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!");
1144 } 1010 }
1011
1145 if (spell->stats.food && tmp->stats.food < 999) { 1012 if (spell->stats.food && tmp->stats.food < 999)
1013 {
1146 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1148 success = 1; 1017 success = 1;
1149 /* 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 */
1150 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");
1151 } 1020 }
1021
1152 return success; 1022 return success;
1153} 1023}
1154
1155 1024
1156/* 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
1157 * 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
1158 * good comments for those. 1027 * good comments for those.
1159 */ 1028 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1030 "You grow no stronger.",
1162"You grow no more agile.", 1031 "You grow no more agile.",
1163"You don't feel any healthier.", 1032 "You don't feel any healthier.",
1164"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."
1165"You are no easier to look at.", 1036 "You are no easier to look at.",
1166"no int",
1167"no pow"
1168}; 1037};
1169 1038
1039int
1170int 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)
1171 object *tmp, *tmp2=NULL; 1041{
1172 object *force=NULL; 1042 object *force = NULL;
1173 int i; 1043 int i;
1174 1044
1175 /* 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. */
1176 if(dir!=0) { 1046 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1047 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1048 : op;
1179 tmp = op;
1180 }
1181 1049
1182 if(tmp==NULL) return 0; 1050 if (!tmp)
1183 1051 return 0;
1052
1184 /* 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. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1055 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1057 {
1187 if (tmp2->name == spell_ob->name) { 1058 if (tmp2->name == spell_ob->name)
1059 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1060 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1061 break;
1190 } 1062 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1063 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 {
1192 if ( !silent ) 1065 if (!silent)
1193 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);
1194 "You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl);
1196 return 0; 1067 return 0;
1197 } 1068 }
1198 } 1069 }
1199 } 1070 }
1200 if(force==NULL) { 1071 if (force == NULL)
1072 {
1201 force=get_archetype(FORCE_NAME); 1073 force = get_archetype (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1074 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1075 if (spell_ob->race)
1204 force->name = spell_ob->race; 1076 force->name = spell_ob->race;
1205 else 1077 else
1206 force->name = spell_ob->name; 1078 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name; 1079 force->name_pl = spell_ob->name;
1208 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.");
1209 1081
1210 } else { 1082 }
1083 else
1084 {
1211 int duration; 1085 int duration;
1212 1086
1213 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;
1214 if (duration > force->duration) { 1088 if (duration > force->duration)
1089 {
1215 force->duration = duration; 1090 force->duration = duration;
1216 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 }
1217 } else { 1093 else
1094 {
1218 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.");
1219 } 1096 }
1097
1220 return 1; 1098 return 1;
1221 } 1099 }
1100
1222 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;
1223 force->speed = 1.0; 1102 force->speed = 1.0;
1224 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1226 1105
1227 /* Now start processing the effects. First, protections */ 1106 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1107 for (i = 0; i < NROFATTACKS; i++)
1108 {
1229 if (spell_ob->resist[i]) { 1109 if (spell_ob->resist[i])
1110 {
1230 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);
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1112 if (force->resist[i] > 100)
1113 force->resist[i] = 100;
1232 } 1114 }
1233 } 1115 }
1116
1234 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1235 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);
1236 1119
1237 if (tmp->type == PLAYER) { 1120 if (tmp->type == PLAYER)
1121 {
1238 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1123 for (i = 0; i < NUM_STATS; i++)
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1124 {
1241 if (stat) { 1125 if (sint8 stat = spell_ob->stats.stat (i))
1126 {
1242 sm=0; 1127 sint8 sm = 0;
1243 for (k=0; k<stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1129 sm += rndm (1, 3);
1245 1130
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1248 if (sm<0) sm = 0; 1133
1249 } 1134 force->stats.stat (i) = sm;
1250 set_attr_value(&force->stats, i, sm); 1135
1251 if (!sm) 1136 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1138 }
1254 } 1139 }
1255 } 1140 }
1256 1141
1257 force->move_type = spell_ob->move_type; 1142 force->move_type = spell_ob->move_type;
1258 1143
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1145 SET_FLAG (force, FLAG_SEE_IN_DARK);
1261 1146
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1263 SET_FLAG(force, FLAG_XRAYS); 1148 SET_FLAG (force, FLAG_XRAYS);
1264 1149
1265 /* Haste/bonus speed */ 1150 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1151 if (spell_ob->stats.exp)
1152 {
1153 if (op->speed > 0.5f)
1267 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));
1268 else 1155 else
1269 force->stats.exp = spell_ob->stats.exp; 1156 force->stats.exp = spell_ob->stats.exp;
1270 } 1157 }
1271 1158
1272 force->stats.wc = spell_ob->stats.wc; 1159 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1275 1162
1276 insert_ob_in_ob(force,tmp); 1163 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1165 tmp->update_stats ();
1166
1279 return 1; 1167 return 1;
1280} 1168}
1281 1169
1282/* 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
1283 * 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
1284 * of the caster. 1172 * of the caster.
1285 */ 1173 */
1286 1174int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{
1288 int i; 1177 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1290 1179
1291 /* 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. */
1292 if(dir!=0) { 1181 if (dir != 0)
1182 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1183 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1184 }
1185 else
1186 {
1295 tmp = op; 1187 tmp = op;
1296 } 1188 }
1297 1189
1298 /* 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. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1192 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 {
1301 if (tmp2->name == spell_ob->name) { 1195 if (tmp2->name == spell_ob->name)
1196 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1197 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1198 break;
1304 } 1199 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1200 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1201 {
1307 "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);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1203 return 0;
1310 } 1204 }
1311 } 1205 }
1312 } 1206 }
1313 if(force==NULL) { 1207 if (force == NULL)
1208 {
1314 force=get_archetype(FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1211 if (spell_ob->race)
1317 force->name = spell_ob->race; 1212 force->name = spell_ob->race;
1318 else 1213 else
1319 force->name = spell_ob->name; 1214 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1215 force->name_pl = spell_ob->name;
1321 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.");
1322 } else { 1217 }
1218 else
1219 {
1323 int duration; 1220 int duration;
1324 1221
1325 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;
1326 if (duration > force->duration) { 1223 if (duration > force->duration)
1224 {
1327 force->duration = duration; 1225 force->duration = duration;
1328 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 }
1329 } else { 1228 else
1229 {
1330 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.");
1331 } 1231 }
1332 return 0; 1232 return 0;
1333 } 1233 }
1334 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;
1335 force->speed = 1.0; 1235 force->speed = 1.0;
1336 force->speed_left = -1.0; 1236 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1237 SET_FLAG (force, FLAG_APPLIED);
1338 1238
1339 if(!god) { 1239 if (!god)
1240 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1242 }
1243 else
1244 {
1342 /* Only give out good benefits, and put a max on it */ 1245 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1246 for (i = 0; i < NROFATTACKS; i++)
1247 {
1344 if (god->resist[i]>0) { 1248 if (god->resist[i] > 0)
1249 {
1345 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]);
1346 } 1251 }
1347 } 1252 }
1348 force->path_attuned|=god->path_attuned; 1253 force->path_attuned |= god->path_attuned;
1349 1254
1350 if (spell_ob->attacktype) 1255 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1256 force->slaying = god->slaying;
1352 1257
1353 if (tmp != op) { 1258 if (tmp != op)
1259 {
1354 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);
1355 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 }
1356 } else { 1263 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1264 {
1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1266 }
1360 1267
1361 } 1268 }
1362 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1364 1271
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1273 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1274 tmp->update_stats ();
1368 return 1; 1275 return 1;
1369} 1276}
1370
1371
1372 1277
1373/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1374 * 1279 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1377 * about 90% of that of the item itself. It uses the value of the
1378 * object before charisma adjustments, because the nuggets themselves
1379 * will be will be adjusted by charisma when sold.
1380 * 1282 *
1381 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1382 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1383 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1384 * to the max amount of small nuggets as you could get. 1286 * when sold.
1385 *
1386 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets.
1388 * 1287 *
1389 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1390 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1391 * alchemied. 1290 * alchemised.
1392 */ 1291 */
1393 1292static void
1394/* I didn't feel like passing these as arguements to the 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399static object *small, *large;
1400
1401static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403{ 1294{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1296
1406 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1407 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1408 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1302 * the stuff back to town.
1412 */ 1303 */
1413
1414 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1415 value=0; 1305 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1307 value /= 3;
1418 else 1308 else
1419 value = (value*9)/10; 1309 value = value * 9 / 10;
1420 1310
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1311 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1312 total_value += value;
1425 1313
1426 count = value / large->value; 1314 total_weight += obj->total_weight ();
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432 1315
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1316 obj->destroy ();
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446} 1317}
1447 1318
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1319int
1449 int x, int y)
1450{
1451 object *tmp;
1452 int flag=0;
1453
1454 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player
1456 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1458
1459 if (small_nuggets) {
1460 tmp = get_object();
1461 copy_object(small, tmp);
1462 tmp-> nrof = small_nuggets;
1463 tmp->x = x;
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 }
1467 if (large_nuggets) {
1468 tmp = get_object();
1469 copy_object(large, tmp);
1470 tmp-> nrof = large_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475}
1476
1477int alchemy(object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1478{ 1321{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER) 1322 if (op->type != PLAYER)
1485 return 0; 1323 return 0;
1486 1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1487 /* Put a maximum weight of items that can be alchemied. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1488 * some, and also prevents people from alcheming every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1333 * in sight
1490 */ 1334 */
1491 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1492 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1337 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1338
1339 int weight = 0;
1340
1496 for(y= op->y-1;y<=op->y+1;y++) { 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1342 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1344 {
1345 uint64 value = 0;
1346
1498 nx = x; 1347 sint16 nx = x;
1499 ny = y; 1348 sint16 ny = y;
1500 1349
1501 mp = op->map; 1350 maptile *mp = op->map;
1502 1351
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1353
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1355 continue;
1507 1356
1508 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1358 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1359 * ground level effect.
1511 */ 1360 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1362 continue;
1514 1363
1515 small_nuggets=0; 1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1365 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1366 next = tmp->above;
1367
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1370 {
1523
1524 if (tmp->inv) { 1371 if (tmp->inv)
1372 {
1525 object *next1, *tmp1; 1373 object *next1, *tmp1;
1374
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 {
1527 next1 = tmp1->below; 1377 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1380 alchemy_object (tmp1, value, weight);
1532 &weight);
1533 } 1381 }
1534 } 1382 }
1383
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1385
1386 if (weight > weight_max)
1387 break;
1388 }
1536 1389 }
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545 1390
1546 /* Insert all the nuggets at one time. This probably saves time, but 1391 value -= rndm (value >> 4);
1547 * it also prevents us from alcheming nuggets that were just created 1392 value = min (value, value_max);
1548 * with this spell. 1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1549 */ 1396 {
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0);
1551 } 1403 }
1404
1405 if (weight > weight_max)
1406 goto bailout;
1407 }
1552 } 1408 }
1553 free_object(large); 1409
1554 free_object(small); 1410bailout:
1555 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly.
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1; 1411 return 1;
1560} 1412}
1561 1413
1562 1414
1563/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1564 * items. 1416 * items.
1565 */ 1417 */
1418int
1566int remove_curse(object *op, object *caster, object *spell) { 1419remove_curse (object *op, object *caster, object *spell)
1420{
1567 object *tmp; 1421 object *tmp;
1568 int success = 0, was_one = 0; 1422 int success = 0, was_one = 0;
1569 1423
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1424 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1574 1428 {
1575 was_one++; 1429 was_one++;
1576 if (tmp->level <= caster_level(caster, spell)) { 1430 if (tmp->level <= caster_level (caster, spell))
1431 {
1577 success++; 1432 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED); 1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1580 1435
1581 CLEAR_FLAG(tmp, FLAG_CURSED); 1436 CLEAR_FLAG (tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1583 tmp->value = 0; /* Still can't sell it */ 1438 tmp->value = 0; /* Still can't sell it */
1584 if (op->type == PLAYER) 1439 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1440 esrv_send_item (op, tmp);
1586 } 1441 }
1587 } 1442 }
1588 1443
1589 if (op->type==PLAYER) { 1444 if (op->type == PLAYER)
1445 {
1590 if (success) { 1446 if (success)
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1592 } else { 1448 else
1449 {
1593 if (was_one) 1450 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1595 else 1452 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1597 } 1454 }
1598 } 1455 }
1456
1599 return success; 1457 return success;
1600} 1458}
1601 1459
1602/* Identifies objects in the players inventory/on the ground */ 1460/* Identifies objects in the players inventory/on the ground */
1603 1461
1462int
1604int cast_identify(object *op, object *caster, object *spell) { 1463cast_identify (object *op, object *caster, object *spell)
1464{
1605 object *tmp; 1465 object *tmp;
1606 int success = 0, num_ident; 1466 int success = 0, num_ident;
1607 1467
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1609 1469
1610 if (num_ident < 1) num_ident=1; 1470 if (num_ident < 1)
1471 num_ident = 1;
1611 1472
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476 {
1615 identify(tmp); 1477 identify (tmp);
1478
1616 if (op->type==PLAYER) { 1479 if (op->type == PLAYER)
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1480 {
1618 "You have %s.", long_desc(tmp, op)); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1482
1619 if (tmp->msg) { 1483 if (tmp->msg)
1484 {
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1622 } 1487 }
1623 } 1488 }
1489
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident)
1493 break;
1494 }
1495 }
1496
1497 /* If all the power of the spell has been used up, don't go and identify
1498 * stuff on the floor. Only identify stuff on the floor if the spell
1499 * was not fully used.
1500 */
1501 if (num_ident)
1502 {
1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1505 {
1506 identify (tmp);
1507
1508 if (op->type == PLAYER)
1509 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1511
1512 if (tmp->msg)
1513 {
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517
1518 esrv_send_item (op, tmp);
1519 }
1520
1624 num_ident--; 1521 num_ident--;
1625 success=1; 1522 success = 1;
1626 if (!num_ident) break; 1523 if (!num_ident)
1524 break;
1627 } 1525 }
1628 } 1526 }
1629 /* If all the power of the spell has been used up, don't go and identify 1527
1630 * stuff on the floor. Only identify stuff on the floor if the spell 1528 if (!success)
1631 * was not fully used. 1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1530 else
1531 spell_effect (spell, op->x, op->y, op->map, op);
1532
1533 return success;
1534}
1535
1536int
1537cast_detection (object *op, object *caster, object *spell, object *skill)
1538{
1539 object *tmp, *last, *god, *detect;
1540 int done_one, range, mflags, floor, level;
1541 sint16 x, y, nx, ny;
1542 maptile *m;
1543
1544 /* We precompute some values here so that we don't have to keep
1545 * doing it over and over again.
1632 */ 1546 */
1633 if (num_ident) { 1547 god = find_god (determine_god (op));
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1548 level = caster_level (caster, spell);
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1636 need_identify(tmp)) {
1637 1550
1638 identify(tmp); 1551 if (!skill)
1552 skill = caster;
1553
1554 for (x = op->x - range; x <= op->x + range; x++)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up.
1566 */
1567
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1569 last = tmp;
1570
1571 /* Shouldn't happen, but if there are no objects on a space, this
1572 * would happen.
1573 */
1574 if (!last)
1575 continue;
1576
1577 done_one = 0;
1578 floor = 0;
1579 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below)
1581 {
1582 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1587 tmp->type == CF_HANDLE ||
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1589 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1594 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 {
1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643 (strstr (spell->race, tmp->race))))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */
1656
1657 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is.
1659 */
1660 if (done_one)
1661 {
1662 object *detect_ob = arch_to_object (spell->other_arch);
1663
1664 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect)
1666 {
1667 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 }
1675
1676 m->insert (detect_ob, nx, ny, op);
1677 }
1678 } /* for processing the surrounding spaces */
1679
1680
1681 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 {
1684 done_one = 0;
1685 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1690 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1639 if (op->type==PLAYER) { 1692 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 1693 esrv_send_item (op, tmp);
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) {
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1645 } 1694 }
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER)
1646 esrv_send_item(op, tmp); 1700 esrv_send_item (op, tmp);
1647 }
1648 num_ident--;
1649 success=1;
1650 if (!num_ident) break;
1651 }
1652 }
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660
1661
1662int cast_detection(object *op, object *caster, object *spell, object *skill) {
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */
1689
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1691 /* Shouldn't happen, but if there are no objects on a space, this
1692 * would happen.
1693 */
1694 if (!last) continue;
1695
1696 done_one=0;
1697 floor=0;
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) {
1700
1701 /* show invisible */
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1703 /* Might there be other objects that we can make visibile? */
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 }
1718 } 1701 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720
1721 /* All detections below this point don't descend beneath the floor,
1722 * so just continue on. We could be clever and look at the type of
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */
1726 if (floor) continue;
1727
1728 /* I had thought about making detect magic and detect curse
1729 * show the flash the magic item like it does for detect monster.
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 1702 } /* if item is not identified */
1808 } /* for the players inventory */ 1703 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1704 } /* if detect magic/curse and object is a player */
1810 return 1; 1705 return 1;
1811} 1706}
1812 1707
1813 1708
1814/** 1709/**
1815 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1710 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1816 * level whos spell did cause the overcharge. 1711 * level whos spell did cause the overcharge.
1817 */ 1712 */
1713static void
1818static void charge_mana_effect(object *victim, int caster_level) 1714charge_mana_effect (object *victim, int caster_level)
1819{ 1715{
1820 1716
1821 /* Prevent explosions for objects without mana. Without this check, doors 1717 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 1718 * will explode, too.
1823 */ 1719 */
1824 if (victim->stats.maxsp <= 0) 1720 if (victim->stats.maxsp <= 0)
1825 return; 1721 return;
1826 1722
1827 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1828 1724
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 1725 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 {
1830 object *tmp; 1727 object *tmp;
1831 1728
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833 1730
1834 /* Explodes a fireball centered at player */ 1731 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL); 1732 tmp = get_archetype (EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1837 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1838 tmp->x = victim->x; 1735
1839 tmp->y = victim->y; 1736 tmp->insert_at (victim);
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 1737 victim->stats.sp = 2 * victim->stats.maxsp;
1842 } 1738 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 1746 confuse_player (victim, victim, 99);
1852 } 1747 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 1750}
1857 1751
1858/* cast_transfer 1752/* cast_transfer
1859 * This spell transfers sp from the player to another person. 1753 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 1754 * We let the target go above their normal maximum SP.
1861 */ 1755 */
1862 1756
1757int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 1758cast_transfer (object *op, object *caster, object *spell, int dir)
1759{
1864 object *plyr=NULL; 1760 object *plyr = NULL;
1865 sint16 x, y; 1761 sint16 x, y;
1866 mapstruct *m; 1762 maptile *m;
1867 int mflags; 1763 int mflags;
1868 1764
1869 m = op->map; 1765 m = op->map;
1870 x = op->x+freearr_x[dir]; 1766 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 1767 y = op->y + freearr_y[dir];
1872 1768
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 1769 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1770
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1772 {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1773 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1878 break; 1775 break;
1879 } 1776 }
1880 1777
1881 1778
1882 /* If we did not find a player in the specified direction, transfer 1779 /* If we did not find a player in the specified direction, transfer
1883 * to anyone on top of us. This is used for the rune of transference mostly. 1780 * to anyone on top of us. This is used for the rune of transference mostly.
1884 */ 1781 */
1885 if(plyr==NULL) 1782 if (plyr == NULL)
1886 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1783 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1888 break; 1785 break;
1889 1786
1890 if (!plyr) { 1787 if (!plyr)
1788 {
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1789 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1892 return 0; 1790 return 0;
1893 } 1791 }
1894 /* give sp */ 1792 /* give sp */
1895 if(spell->stats.dam > 0) { 1793 if (spell->stats.dam > 0)
1794 {
1896 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1795 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 1796 charge_mana_effect (plyr, caster_level (caster, spell));
1898 return 1; 1797 return 1;
1899 } 1798 }
1900 /* suck sp away. Can't suck sp from yourself */ 1799 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 1800 else if (op != plyr)
1801 {
1902 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1802 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1903 1803
1904 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1804 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1905 1805
1906 if (rate > 95) rate=95; 1806 if (rate > 95)
1807 rate = 95;
1907 1808
1908 sucked = (plyr->stats.sp * rate) / 100; 1809 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 1810 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1811 if (QUERY_FLAG (op, FLAG_ALIVE))
1812 {
1911 /* Player doesn't get full credit */ 1813 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 1814 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 1815 op->stats.sp += sucked;
1914 if (sucked > 0) { 1816 if (sucked > 0)
1817 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 1818 charge_mana_effect (op, caster_level (caster, spell));
1916 } 1819 }
1917 } 1820 }
1918 return 1; 1821 return 1;
1919 } 1822 }
1920 return 0; 1823 return 0;
1921} 1824}
1922 1825
1923 1826
1924/* counterspell: nullifies spell effects. 1827/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 1828 * op is the counterspell object, dir is the direction
1926 * it was cast in. 1829 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 1830 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 1831 * this may nullify it.
1929 */ 1832 */
1833void
1930void counterspell(object *op,int dir) 1834counterspell (object *op, int dir)
1931{ 1835{
1932 object *tmp, *head, *next; 1836 object *tmp, *head, *next;
1933 int mflags; 1837 int mflags;
1934 mapstruct *m; 1838 maptile *m;
1935 sint16 sx,sy; 1839 sint16 sx, sy;
1936 1840
1937 sx = op->x + freearr_x[dir]; 1841 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 1842 sy = op->y + freearr_y[dir];
1939 m = op->map; 1843 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1844 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 if (mflags & P_OUT_OF_MAP) return; 1845 if (mflags & P_OUT_OF_MAP)
1846 return;
1847
1848 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1942 1849 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 1850 next = tmp->above;
1945 1851
1946 /* Need to look at the head object - otherwise, if tmp 1852 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 1853 * points to a monster, we don't have all the necessary
1948 * info for it. 1854 * info for it.
1949 */ 1855 */
1856 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 1857 head = tmp->head;
1858 else
1951 else head = tmp; 1859 head = tmp;
1952 1860
1953 /* don't attack our own spells */ 1861 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 1862 if (tmp->owner && tmp->owner == op->owner)
1863 continue;
1955 1864
1956 /* Basically, if the object is magical and not counterspell, 1865 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 1866 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 1867 * monsters either.
1959 */ 1868 */
1960 1869
1961 if (head->attacktype & AT_MAGIC && 1870 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 1871 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 1872 && !QUERY_FLAG (head, FLAG_MONSTER)
1964 (op->level > head->level)) { 1873 && (op->level > head->level))
1965 remove_ob(head); 1874 head->destroy ();
1966 free_object(head); 1875 else
1967 } else switch(head->type) { 1876 switch (head->type)
1877 {
1968 case SPELL_EFFECT: 1878 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 continue;
1883
1969 if(op->level > head->level) { 1884 if (op->level > head->level)
1970 remove_ob(head); 1885 head->destroy ();
1971 free_object(head); 1886
1972 }
1973 break; 1887 break;
1974 1888
1975 /* I really don't get this rune code that much - that 1889 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 1890 * random chance seems really low.
1977 */ 1891 */
1978 case RUNE: 1892 case RUNE:
1979 if(rndm(0, 149) == 0) { 1893 if (rndm (0, 149) == 0)
1894 {
1980 head->stats.hp--; /* weaken the rune */ 1895 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 1896 if (!head->stats.hp)
1982 remove_ob(head); 1897 head->destroy ();
1983 free_object(head);
1984 } 1898 }
1985 }
1986 break; 1899 break;
1987 } 1900 }
1988 } 1901 }
1989} 1902}
1990 1903
1991 1904
1992 1905
1993/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1907int
1994int cast_consecrate(object *op, object *caster, object *spell) { 1908cast_consecrate (object *op, object *caster, object *spell)
1909{
1995 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
1996 1911
1997 object *tmp, *god=find_god(determine_god(op)); 1912 object *tmp, *god = find_god (determine_god (op));
1998 1913
1999 if(!god) { 1914 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 1915 {
2001 "You can't consecrate anything if you don't worship a god!"); 1916 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2002 return 0; 1917 return 0;
2003 } 1918 }
2004 1919
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 1920 for (tmp = op->below; tmp; tmp = tmp->below)
1921 {
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break;
2007 if(tmp->type==HOLY_ALTAR) { 1924 if (tmp->type == HOLY_ALTAR)
1925 {
2008 1926
2009 if(tmp->level > caster_level(caster, spell)) { 1927 if (tmp->level > caster_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 1928 {
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0; 1930 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 1931 }
1932 else
1933 {
1934 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell);
1938 tmp->other_arch = god->arch;
1939 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp);
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1;
2024 } 1943 }
1944 }
2025 } 1945 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1946 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2027 return 0; 1947 return 0;
2028} 1948}
2029 1949
2030/* animate_weapon - 1950/* animate_weapon -
2031 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1951 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2032 * The golem is based on the archetype specified, modified by the caster's level 1952 * The golem is based on the archetype specified, modified by the caster's level
2035 * This code was very odd - code early on would only let players use the spell, 1955 * This code was very odd - code early on would only let players use the spell,
2036 * yet the code wass full of player checks. I've presumed that the code 1956 * yet the code wass full of player checks. I've presumed that the code
2037 * that only let players use it was correct, and removed all the other 1957 * that only let players use it was correct, and removed all the other
2038 * player checks. MSW 2003-01-06 1958 * player checks. MSW 2003-01-06
2039 */ 1959 */
2040 1960int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 1961animate_weapon (object *op, object *caster, object *spell, int dir)
1962{
2042 object *weapon, *tmp; 1963 object *weapon, *tmp;
2043 char buf[MAX_BUF]; 1964 char buf[MAX_BUF];
2044 int a, i; 1965 int a, i;
2045 sint16 x, y; 1966 sint16 x, y;
2046 mapstruct *m; 1967 maptile *m;
2047 materialtype_t *mt; 1968
2048
2049 if(!spell->other_arch){ 1969 if (!spell->other_arch)
1970 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1972 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2052 return 0; 1973 return 0;
2053 } 1974 }
2054 /* exit if it's not a player using this spell. */ 1975 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 1976 if (op->type != PLAYER)
1977 return 0;
2056 1978
2057 /* if player already has a golem, abort */ 1979 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1980 if (object *golem = op->contr->golem)
2059 control_golem(op->contr->ranges[range_golem],dir); 1981 {
1982 control_golem (golem, dir);
2060 return 0; 1983 return 0;
2061 } 1984 }
2062 1985
2063 /* if no direction specified, pick one */ 1986 /* if no direction specified, pick one */
2064 if(!dir) 1987 if (!dir)
2065 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1988 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2066 1989
2067 m = op->map; 1990 m = op->map;
2068 x = op->x+freearr_x[dir]; 1991 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 1992 y = op->y + freearr_y[dir];
2070 1993
2071 /* if there's no place to put the golem, abort */ 1994 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 {
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2075 return 0; 1999 return 0;
2076 } 2000 }
2077 2001
2078 /* Use the weapon marked by the player. */ 2002 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2003 weapon = find_marked_object (op);
2080 2004
2081 if (!weapon) { 2005 if (!weapon)
2006 {
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2083 return 0; 2008 return 0;
2084 } 2009 }
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2010 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2011 {
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2087 return 0; 2013 return 0;
2088 } 2014 }
2089 if (weapon->type != WEAPON) { 2015 if (weapon->type != WEAPON)
2016 {
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2091 return 0; 2018 return 0;
2092 } 2019 }
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 {
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2095 query_name(weapon));
2096 return 0; 2023 return 0;
2097 } 2024 }
2098 2025
2099 if (weapon->nrof > 1) { 2026 if (weapon->nrof > 1)
2027 {
2100 tmp = get_split_ob(weapon, 1); 2028 tmp = get_split_ob (weapon, 1);
2101 esrv_send_item(op, weapon); 2029 esrv_send_item (op, weapon);
2102 weapon = tmp; 2030 weapon = tmp;
2103 } 2031 }
2104 2032
2105 /* create the golem object */ 2033 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2107 2035
2108 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2038 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2039 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2040 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2115 set_spell_skill(op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp;
2117 op->contr->shoottype=range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2044
2120 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2121 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if get_split_object was
2122 * used above. 2047 * used above.
2123 */ 2048 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2125 remove_ob (weapon); 2050 weapon->remove ();
2051
2126 insert_ob_in_ob (weapon, tmp); 2052 insert_ob_in_ob (weapon, tmp);
2127 esrv_send_item(op, weapon); 2053 esrv_send_item (op, weapon);
2128 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2129 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2130 * body_info, skills, etc) 2056 * body_info, skills, etc)
2131 */ 2057 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2134 fix_player(tmp); 2060 tmp->update_stats ();
2135 2061
2136 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* There used to be 'odd' code that basically seemed to take the absolute
2137 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2063 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2138 * if you're using a crappy weapon, it shouldn't be as good. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2139 */ 2065 */
2140 2066
2141 /* modify weapon's animated wc */ 2067 /* modify weapon's animated wc */
2142 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2068 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2069 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2070 tmp->stats.wc = -127;
2145 2071
2146 /* Modify hit points for weapon */ 2072 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2073 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2074 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2075 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2076 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2077 tmp->stats.hp = tmp->stats.maxhp;
2152 2078
2153 /* Modify weapon's damage */ 2079 /* Modify weapon's damage */
2154 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2080 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2155 + weapon->stats.dam 2081 if (tmp->stats.dam < 0)
2156 + weapon->magic 2082 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2083
2160 2084
2161 /* attacktype */ 2085 /* attacktype */
2162 if ( ! tmp->attacktype) 2086 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2164 2088
2165 mt = NULL; 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2166 if (op->materialname != NULL) 2090 {
2167 mt = name_to_material(op->materialname);
2168 if (mt != NULL) {
2169 for (i=0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2171 a = mt->save[0]; 2093 a = mt->save[0];
2172 } else { 2094 }
2095 else
2096 {
2173 for (i=0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2174 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2175 a = 10; 2099 a = 10;
2176 } 2100 }
2101
2177 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2107 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2108 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2109 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2110 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2111 tmp->resist[ATNR_BLIND] = 100;
2187 2112
2188 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2189 2114
2190 if (a > 14) a = 14; 2115 if (a > 14)
2116 a = 14;
2117
2191 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2192 2119
2193 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2194 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2195 2122
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2123 if (!spell->race)
2124 {
2199 sprintf(buf, "animated %s", &weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2126 tmp->name = buf;
2201 2127
2202 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 } 2134 }
2214 2135
2215 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2216 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2217 2138
2218 tmp->speed_left= -1; 2139 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2140 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2141
2142 m->insert (tmp, x, y, op);
2223 return 1; 2143 return 1;
2224} 2144}
2225 2145
2226/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2227 2147
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2230 */ 2150 */
2231 2151
2152int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2153cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{
2233 int success; 2155 int success;
2234 2156
2235 if(!op->map) return 0; /* shouldnt happen */ 2157 if (!op->map)
2158 return 0; /* shouldnt happen */
2236 2159
2237 success=change_map_light(op->map,spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2238 if(!success) { 2162 if (!success)
2163 {
2239 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2241 else 2166 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2243 } 2168 }
2244 return success; 2169 return success;
2245} 2170}
2246 2171
2247 2172
2248 2173
2249 2174
2250 2175
2251/* create an aura spell object and put it in the player's inventory. 2176/* create an aura spell object and put it in the player's inventory.
2252 * as usual, op is player, caster is the object casting the spell, 2177 * as usual, op is player, caster is the object casting the spell,
2253 * spell is the spell object itself. 2178 * spell is the spell object itself.
2254 */ 2179 */
2180int
2255int create_aura(object *op, object *caster, object *spell) 2181create_aura (object *op, object *caster, object *spell)
2256{ 2182{
2257 int refresh=0; 2183 int refresh = 0;
2258 object *new_aura; 2184 object *new_aura;
2259 2185
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2186 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2187 if (new_aura)
2188 refresh = 1;
2189 else
2262 else new_aura = arch_to_object(spell->other_arch); 2190 new_aura = arch_to_object (spell->other_arch);
2263 2191
2264 new_aura->duration = spell->duration + 2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2193
2267 new_aura->stats.dam = spell->stats.dam 2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2195
2270 set_owner(new_aura,op); 2196 new_aura->set_owner (op);
2271 set_spell_skill(op, caster, spell, new_aura); 2197 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2198 new_aura->attacktype = spell->attacktype;
2273 2199
2274 new_aura->level = caster_level(caster, spell); 2200 new_aura->level = caster_level (caster, spell);
2275 if (refresh) 2201 if (refresh)
2276 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2277 else 2203 else
2278 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2279 insert_ob_in_ob(new_aura, op); 2205 insert_ob_in_ob (new_aura, op);
2280 return 1; 2206 return 1;
2281} 2207}
2282 2208
2283 2209
2284/* move aura function. An aura is a part of someone's inventory, 2210/* move aura function. An aura is a part of someone's inventory,
2285 * which he carries with him, but which acts on the map immediately 2211 * which he carries with him, but which acts on the map immediately
2288 * duration: duration counter. 2214 * duration: duration counter.
2289 * attacktype: aura's attacktype 2215 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2216 * other_arch: archetype to drop where we attack
2291 */ 2217 */
2292 2218
2219void
2293void move_aura(object *aura) { 2220move_aura (object *aura)
2221{
2294 int i, mflags; 2222 int i, mflags;
2295 object *env; 2223 object *env;
2296 mapstruct *m; 2224 maptile *m;
2297 2225
2298 /* auras belong in inventories */ 2226 /* auras belong in inventories */
2299 env = aura->env; 2227 env = aura->env;
2300 2228
2301 /* no matter what we've gotta remove the aura... 2229 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2230 * we'll put it back if its time isn't up.
2303 */ 2231 */
2304 remove_ob(aura); 2232 aura->remove ();
2305 2233
2306 /* exit if we're out of gas */ 2234 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2235 if (aura->duration-- < 0)
2308 free_object(aura); 2236 {
2237 aura->destroy ();
2309 return; 2238 return;
2310 } 2239 }
2311 2240
2312 /* auras only exist in inventories */ 2241 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2242 if (env == NULL || env->map == NULL)
2314 free_object(aura); 2243 {
2244 aura->destroy ();
2315 return; 2245 return;
2316 } 2246 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2247
2320 /* we need to jump out of the inventory for a bit 2248 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2249 * in order to hit the map conveniently.
2322 */ 2250 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2251 aura->insert_at (env, aura);
2324 2252
2325 for(i=1;i<9;i++) { 2253 for (i = 1; i < 9; i++)
2254 {
2326 sint16 nx, ny; 2255 sint16 nx, ny;
2256
2327 nx = aura->x + freearr_x[i]; 2257 nx = aura->x + freearr_x[i];
2328 ny = aura->y + freearr_y[i]; 2258 ny = aura->y + freearr_y[i];
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2330 2260
2331 /* Consider the movement tyep of the person with the aura as 2261 /* Consider the movement tyep of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura 2262 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc. 2263 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2264 */
2335 if (!(mflags & P_OUT_OF_MAP)
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2337 { 2266 {
2338 hit_map(aura,i,aura->attacktype,0); 2267 hit_map (aura, i, aura->attacktype, 0);
2339 2268
2340 if(aura->other_arch) { 2269 if (aura->other_arch)
2341 object *new_ob; 2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2342
2343 new_ob = arch_to_object(aura->other_arch);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 } 2271 }
2348 }
2349 } 2272 }
2273
2350 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2275 aura->remove ();
2352 insert_ob_in_ob(aura, env); 2276 insert_ob_in_ob (aura, env);
2353} 2277}
2354 2278
2355/* moves the peacemaker spell. 2279/* moves the peacemaker spell.
2356 * op is the piece object. 2280 * op is the piece object.
2357 */ 2281 */
2358 2282
2283void
2359void move_peacemaker(object *op) { 2284move_peacemaker (object *op)
2285{
2360 object *tmp; 2286 object *tmp;
2361 2287
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2289 {
2363 int atk_lev, def_lev; 2290 int atk_lev, def_lev;
2364 object *victim=tmp; 2291 object *victim = tmp;
2365 2292
2366 if (tmp->head) victim=tmp->head; 2293 if (tmp->head)
2294 victim = tmp->head;
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2295 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2298 continue;
2369 if (victim->stats.exp == 0) continue; 2299 if (victim->stats.exp == 0)
2300 continue;
2370 2301
2371 def_lev = MAX(1,victim->level); 2302 def_lev = MAX (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2303 atk_lev = MAX (1, op->level);
2373 2304
2374 if (rndm(0, atk_lev-1) > def_lev) { 2305 if (rndm (0, atk_lev - 1) > def_lev)
2306 {
2375 /* make this sucker peaceful. */ 2307 /* make this sucker peaceful. */
2376 2308
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2309 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2310 victim->stats.exp = 0;
2379#if 0 2311#if 0
2380 /* No idea why these were all set to zero - if something 2312 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2313 * makes this creature agressive, he should still do damage.
2382 */ 2314 */
2383 victim->stats.dam = 0; 2315 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2316 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2317 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2318 victim->stats.Pow = 0;
2387#endif 2319#endif
2388 victim->attack_movement = RANDO2; 2320 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2322 SET_FLAG (victim, FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2323 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2324 CLEAR_FLAG (victim, FLAG_MONSTER);
2393 if(victim->name) { 2325 if (victim->name)
2326 {
2394 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",&victim->name); 2327 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2395 } 2328 }
2396 } 2329 }
2397 } 2330 }
2398} 2331}
2399 2332
2400 2333
2401/* This writes a rune that contains the appropriate message. 2334/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2335 * There really isn't any adjustments we make.
2403 */ 2336 */
2404 2337
2338int
2405int write_mark(object *op, object *spell, const char *msg) { 2339write_mark (object *op, object *spell, const char *msg)
2340{
2406 char rune[HUGE_BUF]; 2341 char rune[HUGE_BUF];
2407 object *tmp; 2342 object *tmp;
2408 2343
2409 if (!msg || msg[0] == 0) { 2344 if (!msg || msg[0] == 0)
2345 {
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2411 return 0; 2347 return 0;
2412 } 2348 }
2413 2349
2414 if (strcasestr_local(msg, "endmsg")) { 2350 if (strcasestr_local (msg, "endmsg"))
2351 {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2352 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2416 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2353 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2354 return 0;
2418 } 2355 }
2419 if (!spell->other_arch) return 0; 2356 if (!spell->other_arch)
2357 return 0;
2420 tmp = arch_to_object(spell->other_arch); 2358 tmp = arch_to_object (spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2); 2359
2422 rune[HUGE_BUF-2] = 0; 2360 snprintf (rune, sizeof (rune), "%s\n", msg);
2423 strcat(rune, "\n"); 2361
2424 tmp->race = op->name; /*Save the owner of the rune*/ 2362 tmp->race = op->name; /*Save the owner of the rune */
2425 tmp->msg = rune; 2363 tmp->msg = rune;
2426 tmp->x = op->x; 2364
2427 tmp->y = op->y; 2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2366 return 1;
2430} 2367}

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