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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_effect.C,v 1.3 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
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;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 84
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87
88 tmp->insert_at (op);
89 return 1;
90 }
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)); 99 return 0;
98 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); 145 return 0;
143 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); 165 return 0;
159 return 0; 166 }
160 } 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); 172 return 0;
165 return 0; 173 }
166 } 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
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 252 && (!at
242 at=at_tmp; 253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
256 at = at_tmp;
257 }
258 }
243 } 259 }
244 } 260
245 }
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)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 313 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 318 if (tmp->head != NULL)
293 tmp=tmp->head; 319 tmp = tmp->head;
294 examine_monster(op,tmp); 320 examine_monster (op, tmp);
295 return 1; 321 return 1;
296 } 322 }
297 } 323 }
298 } 324 }
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
314 if (!pl->invisible) return 0; 340 if (!pl->invisible)
341 return 0;
342
315 if (pl->type == PLAYER ) { 343 if (pl->type == PLAYER)
344 {
316 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 346 if (!pl->contr->invis_race)
347 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0;
350
319 return 1; 351 return 1;
320 } 352 }
353
321 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 356 return 1;
357
324 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 359 if (!mon->race)
360 return 0;
361
326 if (strstr(mon->race, pl->contr->invis_race)) return 1; 362 if (strstr (mon->race, pl->contr->invis_race))
363 return 1;
364
327 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
328 return 0; 366 return 0;
329 } else { 367 }
368 else
369 {
330 /* monsters are invisible to everything */ 370 /* monsters are invisible to everything */
331 return 1; 371 return 1;
332 } 372 }
333} 373}
334 374
335/* Makes the player or character invisible. 375/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 376 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 379 * 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 380 * 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/ 381 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 382 * normal applies.
343 */ 383 */
384int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 385cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 386{
346
347 if(op->invisible>1000) { 387 if (op->invisible > 1000)
388 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 390 return 0;
350 } 391 }
351 392
352 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 394 * and if statement or two.
354 */ 395 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 397 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 398 if (op->invisible > 1000)
399 op->invisible = 1000;
358 400
359 if (op->type == PLAYER) { 401 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 402 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 403 op->contr->invis_race = spell_ob->race;
404
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 405 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 406 op->contr->tmp_invis = 0;
365 else 407 else
366 op->contr->tmp_invis=1; 408 op->contr->tmp_invis = 1;
367 409
368 op->contr->hidden = 0; 410 op->contr->hidden = 0;
369 } 411 }
412
370 if (makes_invisible_to(op, op)) 413 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 415 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 417
375 update_object(op,UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
376 419
377 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
378 * harm to the player. 421 * harm to the player.
379 */ 422 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
381 if (tmp->enemy == op) 424 if (tmp->enemy == op)
382 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
383 return 1; 427 return 1;
384} 428}
385 429
386/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 431 */
432int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{
389 object *tmp, *next; 435 object *tmp, *next;
390 int range,i,j, mflags; 436 int range, i, j, mflags;
391 sint16 sx, sy; 437 sint16 sx, sy;
392 mapstruct *m; 438 maptile *m;
393 439
394 if(op->type!=PLAYER) 440 if (op->type != PLAYER)
395 return 0; 441 return 0;
396 442
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 444
399 for(i= -range;i<=range;i++) 445 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 446 for (j = -range; j <= range; j++)
447 {
401 sx = op->x + i; 448 sx = op->x + i;
402 sy = op->y + j; 449 sy = op->y + j;
403 m = op->map; 450 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 452
406 if (mflags & P_OUT_OF_MAP) continue; 453 if (mflags & P_OUT_OF_MAP)
454 continue;
407 455
408 // earth to dust tears down everything that can be teared down 456 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 458 {
411 next = tmp->above; 459 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 } 462 }
415 } 463 }
464
416 return 1; 465 return 1;
417} 466}
418 467
419 468void
420void execute_word_of_recall(object *op) { 469execute_word_of_recall (object *op)
421 object *wor=op; 470{
422 while(op!=NULL && op->type!=PLAYER) 471 if (object *pl = op->in_player ())
423 op=op->env; 472 {
424 473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 475 else
429 enter_exit(op,wor); 476 {
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
430 } 481 }
431 remove_ob(wor); 482
432 free_object(wor); 483 op->destroy ();
433} 484}
434 485
435/* Word of recall causes the player to return 'home'. 486/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 487 * we put a force into the player object, so that there is a
437 * time delay effect. 488 * time delay effect.
438 */ 489 */
490int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 491cast_word_of_recall (object *op, object *caster, object *spell_ob)
492{
440 object *dummy; 493 object *dummy;
441 int time; 494 int time;
442 495
443 if(op->type!=PLAYER) 496 if (op->type != PLAYER)
444 return 0; 497 return 0;
445 498
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 499 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 500 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 501 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 502 return 1;
450 } 503 }
451 504
452 dummy=get_archetype(FORCE_NAME); 505 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 506 if (dummy == NULL)
507 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 510 return 0;
457 } 511 }
512
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 514 if (time < 1)
515 time = 1;
460 516
461 /* value of speed really doesn't make much difference, as long as it is 517 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 518 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 519 * do anything really odd if it say a -1000 or something.
464 */ 520 */
465 dummy->speed = 0.002; 521 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 522 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 523 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 524 dummy->subtype = SP_WORD_OF_RECALL;
470 525
471 /* If we could take advantage of enter_player_savebed() here, it would be 526 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 527 * nice, but until the map load fails, we can't.
473 */ 528 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 529 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 530 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 531 EXIT_Y (dummy) = op->contr->bed_y;
477 532
478 (void) insert_ob_in_ob(dummy,op); 533 op->insert (dummy);
534
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536
480 return 1; 537 return 1;
481} 538}
482 539
483/* cast_wonder 540/* cast_wonder
484 * wonder is really just a spell that will likely cast another 541 * wonder is really just a spell that will likely cast another
485 * spell. 542 * spell.
486 */ 543 */
544int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 545cast_wonder (object *op, object *caster, int dir, object *spell_ob)
546{
488 object *newspell; 547 object *newspell;
489 548
490 if(!rndm(0, 3)) 549 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 550 return cast_cone (op, caster, dir, spell_ob);
492 551
493 if (spell_ob->randomitems) { 552 if (spell_ob->randomitems)
553 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 554 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 555 if (!newspell)
556 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 557 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 558 return 0;
498 } 559 }
499 if (newspell->type != SPELL) { 560 if (newspell->type != SPELL)
561 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 562 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
501 newspell->type, newspell->name);
502 return 0; 563 return 0;
503 } 564 }
504 /* Prevent inifinit recursion */ 565 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 566 if (newspell->subtype == SP_WONDER)
567 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 568 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 569 return 0;
508 } 570 }
509 return cast_spell(op,caster,dir,newspell, NULL); 571 return cast_spell (op, caster, dir, newspell, NULL);
510 } 572 }
511 return 1; 573 return 1;
512} 574}
513 575
514 576int
515int perceive_self(object *op) { 577perceive_self (object *op)
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 578{
579 const char *cp = describe_item (op, op);
517 archetype *at=find_archetype(ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp;
519 int i;
520 581
521 tmp=find_god(determine_god(op)); 582 dynbuf_text buf;
522 if (tmp) 583
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
588 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n";
524 else 590 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 591 buf << "You worship no god.\n";
526 592
527 tmp=present_arch_in_ob(at,op); 593 object *tmp = present_arch_in_ob (at, op);
528 594
529 if(*cp=='\0' && tmp==NULL) 595 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 596 buf << "You feel very mundane. ";
531 else { 597 else
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 598 {
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 599 buf << "You have: " << cp << ".\n";
534 if (tmp!=NULL) { 600
601 if (tmp)
535 for (i=0; i<NUM_STATS; i++) { 602 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 603 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
538 "Your %s is depleted by %d", statname[i],
539 -(get_attr_value(&tmp->stats,i)));
540 }
541 } 605 }
542 }
543 }
544 606
545 if (is_dragon_pl(op)) { 607 if (is_dragon_pl (op))
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 609 for (tmp = op->inv; tmp; tmp = tmp->below)
610 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
549 if(tmp->stats.exp == 0) { 612 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 613 if (tmp->stats.exp == 0)
551 } else { 614 buf << "Your metabolism isn't focused on anything.\n";
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 615 else
553 } 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 617
555 break; 618 break;
556 } 619 }
557 }
558 } 620 }
621
622 buf << '\0'; // zero-terminate
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625
559 return 1; 626 return 1;
560} 627}
561
562/* int cast_create_town_portal (object *op, object *caster, int dir)
563 *
564 * This function cast the spell of town portal for op
565 *
566 * The spell operates in two passes. During the first one a place
567 * is marked as a destination for the portal. During the second one,
568 * 2 portals are created, one in the position the player cast it and
569 * one in the destination place. The portal are synchronized and 2 forces
570 * are inserted in the player to destruct the portal next time player
571 * creates a new portal pair.
572 * This spell has a side effect that it allows people to meet each other
573 * in a permanent, private, appartements by making a town portal from it
574 * to the town or another public place. So, check if the map is unique and if
575 * so return an error
576 *
577 * Code by Tchize (david.delbecq@usa.net)
578 */
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{
581 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap;
586 int op_level;
587
588
589 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the
591 * full pathname listed.
592 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
594 settings.create_home_portals != TRUE )
595 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
597 return 0;
598 }
599
600 /* Check to see if the player is on a transport */
601 if (op->contr && op->contr->transport) {
602 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n");
603 return 0;
604 }
605
606 /* The first thing to do is to check if we have a marked destination
607 * dummy is used to make a check inventory for the force
608 */
609 dummy=arch_to_object(spell->other_arch);
610 if(dummy == NULL){
611 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
612 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
613 return 0;
614 }
615 force=check_inv_recursive (op,dummy);
616
617 if (force==NULL) {
618 /* Here we know there is no destination marked up.
619 * We have 2 things to do:
620 * 1. Mark the destination in the player inventory.
621 * 2. Let the player know it worked.
622 */
623 free_string (dummy->name);
624 dummy->name = add_string (op->map->path);
625 EXIT_X(dummy)= op->x;
626 EXIT_Y(dummy)= op->y;
627 insert_ob_in_ob (dummy,op);
628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
629 return 1;
630 }
631 free_object (dummy);
632
633 /* Here we know where the town portal should go to
634 * We should kill any existing portal associated with the player.
635 * Than we should create the 2 portals.
636 * For each of them, we need:
637 * - To create the portal with the name of the player+destination map
638 * - set the owner of the town portal
639 * - To mark the position of the portal in the player's inventory
640 * for easier destruction.
641 *
642 * The mark works has follow:
643 * slaying: Existing town portal
644 * hp, sp : x & y of the associated portal
645 * name : name of the portal
646 * race : map the portal is in
647 */
648
649 /* First step: killing existing town portals */
650 dummy=get_archetype(spell->race);
651 if(dummy == NULL){
652 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
653 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
654 return 0;
655 }
656 perm_portal = find_archetype (spell->slaying);
657
658 /* To kill a town portal, we go trough the player's inventory,
659 * for each marked portal in player's inventory,
660 * -We try load the associated map (if impossible, consider the portal destructed)
661 * -We find any portal in the specified location.
662 * If it has the good name, we destruct it.
663 * -We destruct the force indicating that portal.
664 */
665 while ( (old_force=check_inv_recursive (op,dummy))) {
666 exitx=EXIT_X(old_force);
667 exity=EXIT_Y(old_force);
668 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
669
670 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
671 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
672 else exitmap = ready_map_name(old_force->race, 0);
673
674 if (exitmap) {
675 tmp=present_arch (perm_portal,exitmap,exitx,exity);
676 while (tmp) {
677 if (tmp->name == old_force->name) {
678 remove_ob (tmp);
679 free_object (tmp);
680 break;
681 } else {
682 tmp = tmp->above;
683 }
684 }
685 }
686 remove_ob (old_force);
687 free_object (old_force);
688 LOG (llevDebug,"\n");
689 }
690 free_object (dummy);
691
692 /* Creating the portals.
693 * The very first thing to do is to ensure
694 * access to the destination map.
695 * If we can't, don't fizzle. Simply warn player.
696 * This ensure player pays his mana for the spell
697 * because HE is responsible of forgotting.
698 * 'force' is the destination of the town portal, which we got
699 * from the players inventory above.
700 */
701
702 /* Ensure exit map is loaded*/
703 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
704 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
705 else
706 exitmap = ready_map_name(force->name, 0);
707
708 /* If we were unable to load (ex. random map deleted), warn player*/
709 if (exitmap==NULL) {
710 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
711 remove_ob(force);
712 free_object(force);
713 return 1;
714 }
715
716 op_level = caster_level(caster, spell);
717 if (op_level<15)
718 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name);
719 else if (op_level<30)
720 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name);
721 else if (op_level<60)
722 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
723 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name);
724
725 /* Create a portal in front of player
726 * dummy contain the portal and
727 * force contain the track to kill it later
728 */
729
730 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
731 dummy=get_archetype(spell->slaying); /*The portal*/
732 if(dummy == NULL) {
733 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
734 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
735 return 0;
736 }
737 EXIT_PATH(dummy) = add_string (force->name);
738 EXIT_X(dummy)=EXIT_X(force);
739 EXIT_Y(dummy)=EXIT_Y(force);
740 FREE_AND_COPY(dummy->name, portal_name);
741 FREE_AND_COPY(dummy->name_pl, portal_name);
742 dummy->msg=add_string (portal_message);
743 dummy->race=add_string (op->name); /*Save the owner of the portal*/
744 cast_create_obj (op, caster, dummy, 0);
745
746 /* Now we need to to create a town portal marker inside the player
747 * object, so on future castings, we can know that he has an active
748 * town portal.
749 */
750 tmp=get_archetype(spell->race);
751 if(tmp == NULL){
752 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
753 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
754 return 0;
755 }
756 tmp->race=add_string (op->map->path);
757 FREE_AND_COPY(tmp->name, portal_name);
758 EXIT_X(tmp)=dummy->x;
759 EXIT_Y(tmp)=dummy->y;
760 insert_ob_in_ob (tmp,op);
761
762 /* Create a portal in the destination map
763 * dummy contain the portal and
764 * force the track to kill it later
765 * the 'force' variable still contains the 'reminder' of
766 * where this portal goes to.
767 */
768 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
769 dummy=get_archetype (spell->slaying); /*The portal*/
770 if(dummy == NULL) {
771 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
772 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
773 return 0;
774 }
775 EXIT_PATH(dummy) = add_string (op->map->path);
776 EXIT_X(dummy)=op->x;
777 EXIT_Y(dummy)=op->y;
778 FREE_AND_COPY(dummy->name, portal_name);
779 FREE_AND_COPY(dummy->name_pl, portal_name);
780 dummy->msg=add_string (portal_message);
781 dummy->x=EXIT_X(force);
782 dummy->y=EXIT_Y(force);
783 dummy->race=add_string (op->name); /*Save the owner of the portal*/
784 insert_ob_in_map(dummy,exitmap,op,0);
785
786 /* Now we create another town portal marker that
787 * points back to the one we just made
788 */
789 tmp=get_archetype(spell->race);
790 if(tmp == NULL){
791 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
792 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
793 return 0;
794 }
795 tmp->race=add_string(force->name);
796 FREE_AND_COPY(tmp->name, portal_name);
797 EXIT_X(tmp)=dummy->x;
798 EXIT_Y(tmp)=dummy->y;
799 insert_ob_in_ob (tmp,op);
800
801 /* Describe the player what happened
802 */
803 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
804 remove_ob(force); /* Delete the force inside the player*/
805 free_object(force);
806 return 1;
807}
808
809 628
810/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
811 * within some reason. 630 * within some reason.
812 */ 631 */
813 632int
814int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 633magic_wall (object *op, object *caster, int dir, object *spell_ob)
815 object *tmp, *tmp2; 634{
635 object *tmp;
816 int i,posblocked,negblocked, maxrange; 636 int i, posblocked, negblocked, maxrange;
817 sint16 x, y; 637 sint16 x, y;
818 mapstruct *m; 638 maptile *m;
819 const char *name; 639 const char *name;
820 archetype *at; 640 archetype *at;
821 641
822 if(!dir) { 642 if (!dir)
643 {
823 dir=op->facing; 644 dir = op->facing;
824 x = op->x; 645 x = op->x;
825 y = op->y; 646 y = op->y;
826 } else { 647 }
648 else
649 {
827 x = op->x+freearr_x[dir]; 650 x = op->x + freearr_x[dir];
828 y = op->y+freearr_y[dir]; 651 y = op->y + freearr_y[dir];
829 } 652 }
653
830 m = op->map; 654 m = op->map;
831 655
832 if ((spell_ob->move_block || x != op->x || y != op->y) && 656 if ((spell_ob->move_block || x != op->x || y != op->y) &&
833 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 657 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
834 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
659 {
835 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
836 return 0; 661 return 0;
837 } 662 }
663
838 if (spell_ob->other_arch) { 664 if (spell_ob->other_arch)
839 tmp = arch_to_object(spell_ob->other_arch); 665 tmp = arch_to_object (spell_ob->other_arch);
840 } else if (spell_ob->race) { 666 else if (spell_ob->race)
667 {
841 char buf1[MAX_BUF]; 668 char buf1[MAX_BUF];
842 669
843 sprintf(buf1,spell_ob->race,dir); 670 sprintf (buf1, spell_ob->race, dir);
844 at = find_archetype(buf1); 671 at = archetype::find (buf1);
845 if (!at) { 672 if (!at)
673 {
846 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
847 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
676 return 0;
677 }
678
679 tmp = arch_to_object (at);
680 }
681 else
682 {
683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
848 return 0; 684 return 0;
849 }
850 tmp = arch_to_object(at);
851 } else {
852 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
853 spell_ob->name);
854 return 0;
855 } 685 }
856 686
857 if (tmp->type == SPELL_EFFECT) { 687 if (tmp->type == SPELL_EFFECT)
688 {
858 tmp->attacktype = spell_ob->attacktype; 689 tmp->attacktype = spell_ob->attacktype;
859 tmp->duration = spell_ob->duration + 690 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
860 SP_level_duration_adjust(caster, spell_ob); 691 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
861 tmp->stats.dam = spell_ob->stats.dam +
862 SP_level_dam_adjust(caster, spell_ob);
863 tmp->range = 0; 692 tmp->range = 0;
693 }
864 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 694 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
865 tmp->stats.hp = spell_ob->duration + 695 {
866 SP_level_duration_adjust(caster, spell_ob); 696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
867 tmp->stats.maxhp = tmp->stats.hp; 697 tmp->stats.maxhp = tmp->stats.hp;
868 set_owner(tmp,op);
869 set_spell_skill(op, caster, spell_ob, tmp);
870 } 698 }
699
871 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
872 tmp->stats.food = spell_ob->duration + 701 {
873 SP_level_duration_adjust(caster, spell_ob); 702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
874 SET_FLAG(tmp, FLAG_IS_USED_UP); 703 SET_FLAG (tmp, FLAG_IS_USED_UP);
875 } 704 }
705
876 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
707 {
877 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
878 tmp->stats.maxhp = tmp->stats.hp; 709 tmp->stats.maxhp = tmp->stats.hp;
879 SET_FLAG(tmp, FLAG_TEAR_DOWN); 710 SET_FLAG (tmp, FLAG_TEAR_DOWN);
880 SET_FLAG(tmp, FLAG_ALIVE); 711 SET_FLAG (tmp, FLAG_ALIVE);
881 } 712 }
882 713
883 /* This can't really hurt - if the object doesn't kill anything, 714 /* This can't really hurt - if the object doesn't kill anything,
884 * these fields just won't be used. 715 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts.
885 */ 717 */
718 if (tmp->type != EARTHWALL) //TODO
886 set_owner(tmp,op); 719 tmp->set_owner (op);
720
887 set_spell_skill(op, caster, spell_ob, tmp); 721 set_spell_skill (op, caster, spell_ob, tmp);
888 tmp->x = x;
889 tmp->y = y;
890 tmp->level = caster_level(caster, spell_ob) / 2; 722 tmp->level = caster_level (caster, spell_ob) / 2;
891 723
892 name = tmp->name; 724 name = tmp->name;
893 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 725 if (!(tmp = m->insert (tmp, x, y, op)))
726 {
894 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
895 return 0; 728 return 0;
896 } 729 }
730
897 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
898 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
899 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
900 734
901 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
902 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
903 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
904 * created wall can extend, it won't go extend through 738 * created wall can extend, it won't go extend through
905 * blocked spaces. 739 * blocked spaces.
906 */ 740 */
907 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 741 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
908 posblocked=0; 742 posblocked = 0;
909 negblocked=0; 743 negblocked = 0;
910 744
911 for(i=1; i<=maxrange; i++) { 745 for (i = 1; i <= maxrange; i++)
912 int dir2; 746 {
913 747 int dir2;
748
914 dir2 = (dir<4)?(dir+2):dir-2; 749 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
915 750
916 x = tmp->x+i*freearr_x[dir2]; 751 x = tmp->x + i * freearr_x[dir2];
917 y = tmp->y+i*freearr_y[dir2]; 752 y = tmp->y + i * freearr_y[dir2];
918 m = tmp->map; 753 m = tmp->map;
919 754
920 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 755 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
921 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 756 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
922 !posblocked) { 757 {
923 tmp2 = get_object(); 758 object *tmp2 = tmp->clone ();
924 copy_object(tmp,tmp2); 759 m->insert (tmp2, x, y, op);
925 tmp2->x = x; 760
926 tmp2->y = y;
927 insert_ob_in_map(tmp2,m,op,0);
928 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
929 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
930 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
931 764
932 } else posblocked=1; 765 }
766 else
767 posblocked = 1;
933 768
934 x = tmp->x-i*freearr_x[dir2]; 769 x = tmp->x - i * freearr_x[dir2];
935 y = tmp->y-i*freearr_y[dir2]; 770 y = tmp->y - i * freearr_y[dir2];
936 m = tmp->map; 771 m = tmp->map;
937 772
938 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 773 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
939 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
940 !negblocked) { 775 {
941 tmp2 = get_object(); 776 object *tmp2 = tmp->clone ();
942 copy_object(tmp,tmp2); 777 m->insert (tmp2, x, y, op);
943 tmp2->x = x; 778
944 tmp2->y = y;
945 insert_ob_in_map(tmp2,m,op,0);
946 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
947 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
948 } else negblocked=1; 781 }
782 else
783 negblocked = 1;
949 } 784 }
950 785
951 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 786 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
952 update_all_los(op->map, op->x, op->y); 787 update_all_los (op->map, op->x, op->y);
953 788
789 return 1;
790}
791
792int
793dimension_door (object *op, object *caster, object *spob, int dir)
794{
795 uint32 dist, maxdist;
796 int mflags;
797 maptile *m;
798 sint16 sx, sy;
799
800 if (op->type != PLAYER)
801 return 0;
802
803 if (!dir)
804 {
805 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
806 return 0;
807 }
808
809 /* Given the new outdoor maps, can't let players dimension door for
810 * ever, so put limits in.
811 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813
814 if (op->contr->count)
815 {
816 if (op->contr->count > maxdist)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
819 return 0;
820 }
821
822 for (dist = 0; dist < op->contr->count; dist++)
823 {
824 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
825
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break;
828
829 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
830 break;
831 }
832
833 if (dist < op->contr->count)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
836 op->contr->count = 0;
837 return 0;
838 }
839
840 op->contr->count = 0;
841
842 /* Remove code that puts player on random space on maps. IMO,
843 * a lot of maps probably have areas the player should not get to,
844 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and
846 * lots of other maps that protect areas with no magic, but the
847 * areas themselves don't contain no magic spaces.
848 */
849 /* This call here is really just to normalize the coordinates */
850 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
851 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
854 return 1; /* Maybe the penalty should be more severe... */
855 }
856 }
857 else
858 {
859 /* Player didn't specify a distance, so lets see how far
860 * we can move the player. Don't know why this stopped on
861 * spaces that blocked the players view.
862 */
863
864 for (dist = 0; dist < maxdist; dist++)
865 {
866 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
867
868 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
869 break;
870
871 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
872 break;
873
874 }
875
876 /* If the destination is blocked, keep backing up until we
877 * find a place for the player.
878 */
879 for (; dist > 0; dist--)
880 {
881 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
882 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
883 continue;
884
885
886 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
887 break;
888
889 }
890 if (!dist)
891 {
892 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
893 return 0;
894 }
895 }
896
897 /* Actually move the player now */
898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
954 return 1; 899 return 1;
955}
956 900
957int dimension_door(object *op,object *caster, object *spob, int dir) {
958 uint32 dist, maxdist;
959 int mflags;
960 mapstruct *m;
961 sint16 sx, sy;
962
963 if(op->type!=PLAYER)
964 return 0;
965
966 if(!dir) {
967 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
968 return 0;
969 }
970
971 /* Given the new outdoor maps, can't let players dimension door for
972 * ever, so put limits in.
973 */
974 maxdist = spob->range +
975 SP_level_range_adjust(caster, spob);
976
977 if(op->contr->count) {
978 if (op->contr->count > maxdist) {
979 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
980 return 0;
981 }
982
983 for(dist=0;dist<op->contr->count; dist++) {
984 mflags = get_map_flags(op->map, &m,
985 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
986 &sx, &sy);
987
988 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
989
990 if ((mflags & P_BLOCKSVIEW) &&
991 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
992 }
993
994 if(dist<op->contr->count) {
995 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
996 op->contr->count=0;
997 return 0;
998 }
999 op->contr->count=0;
1000
1001 /* Remove code that puts player on random space on maps. IMO,
1002 * a lot of maps probably have areas the player should not get to,
1003 * but may not be marked as NO_MAGIC (as they may be bounded
1004 * by such squares). Also, there are probably treasure rooms and
1005 * lots of other maps that protect areas with no magic, but the
1006 * areas themselves don't contain no magic spaces.
1007 */
1008 /* This call here is really just to normalize the coordinates */
1009 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1010 &sx, &sy);
1011 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1012 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1013 return 1; /* Maybe the penalty should be more severe... */
1014 }
1015 } else {
1016 /* Player didn't specify a distance, so lets see how far
1017 * we can move the player. Don't know why this stopped on
1018 * spaces that blocked the players view.
1019 */
1020
1021 for(dist=0; dist < maxdist; dist++) {
1022 mflags = get_map_flags(op->map, &m,
1023 op->x+freearr_x[dir] * (dist+1),
1024 op->y+freearr_y[dir] * (dist+1),
1025 &sx, &sy);
1026
1027 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1028
1029 if ((mflags & P_BLOCKSVIEW) &&
1030 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1031
1032 }
1033
1034 /* If the destination is blocked, keep backing up until we
1035 * find a place for the player.
1036 */
1037 for(;dist>0; dist--) {
1038 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1039 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1040
1041
1042 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1043
1044 }
1045 if(!dist) {
1046 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1047 return 0;
1048 }
1049 }
1050
1051 /* Actually move the player now */
1052 remove_ob(op);
1053 op->x+=freearr_x[dir]*dist;
1054 op->y+=freearr_y[dir]*dist;
1055 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1056 return 1;
1057
1058 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1059 return 1; 902 return 1;
1060} 903}
1061 904
1062 905
1063/* cast_heal: Heals something. 906/* cast_heal: Heals something.
1064 * op is the caster. 907 * op is the caster.
1065 * dir is the direction he is casting it in. 908 * dir is the direction he is casting it in.
1066 * spell is the spell object. 909 * spell is the spell object.
1067 */ 910 */
911int
1068int cast_heal(object *op,object *caster, object *spell, int dir) { 912cast_heal (object *op, object *caster, object *spell, int dir)
913{
1069 object *tmp; 914 object *tmp;
1070 archetype *at; 915 archetype *at;
1071 object *poison; 916 object *poison;
1072 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1073 918
1074 tmp = find_target_for_friendly_spell(op,dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1075 920
1076 if (tmp==NULL) return 0; 921 if (!tmp)
922 return 0;
1077 923
1078 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1079 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1080 */ 926 */
1081 heal = spell->stats.dam; 927 heal = spell->stats.dam;
1082 if (spell->stats.hp) 928 if (spell->stats.hp)
1083 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1084 spell->stats.hp;
1085 930
1086 if (heal) { 931 if (heal)
932 {
1087 if (tmp->stats.hp >= tmp->stats.maxhp) { 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1088 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1089 } 935 else
1090 else { 936 {
1091 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1092 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1093 * on amount of damage healed. 939 * on amount of damage healed.
1094 */ 940 */
1095 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1096 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
1097 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1098 944
1099 if (tmp->stats.hp >= tmp->stats.maxhp) { 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1101 } else if (heal > 50) { 947 else if (heal > 50)
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1103 } else if (heal > 25) { 949 else if (heal > 25)
1104 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1105 } else if (heal > 10) { 951 else if (heal > 10)
1106 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1107 } else { 953 else
1108 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1109 } 955
1110 success=1;
1111 }
1112 }
1113 if (spell->attacktype & AT_DISEASE)
1114 if (cure_disease (tmp, op))
1115 success = 1; 956 success = 1;
957 }
958 }
1116 959
960 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op))
962 success = 1;
963
1117 if (spell->attacktype & AT_POISON) { 964 if (spell->attacktype & AT_POISON)
1118 at = find_archetype("poisoning"); 965 {
966 at = archetype::find ("poisoning");
1119 poison=present_arch_in_ob(at,tmp); 967 poison = present_arch_in_ob (at, tmp);
1120 if (poison) { 968 if (poison)
969 {
1121 success = 1; 970 success = 1;
1122 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1123 poison->stats.food = 1; 972 poison->stats.food = 1;
1124 } 973 }
1125 } 974 }
975
1126 if (spell->attacktype & AT_CONFUSION) { 976 if (spell->attacktype & AT_CONFUSION)
977 {
1127 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1128 if (poison) { 979 if (poison)
980 {
1129 success = 1; 981 success = 1;
1130 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1131 poison->duration = 1; 983 poison->duration = 1;
1132 } 984 }
1133 } 985 }
986
1134 if (spell->attacktype & AT_BLIND) { 987 if (spell->attacktype & AT_BLIND)
1135 at=find_archetype("blindness"); 988 {
989 at = archetype::find ("blindness");
1136 poison=present_arch_in_ob(at,tmp); 990 poison = present_arch_in_ob (at, tmp);
1137 if (poison) { 991 if (poison)
992 {
1138 success = 1; 993 success = 1;
1139 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1140 poison->stats.food = 1; 995 poison->stats.food = 1;
1141 } 996 }
1142 } 997 }
998
1143 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1000 {
1144 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1145 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1003 tmp->stats.sp = tmp->stats.maxsp;
1146 success = 1; 1004 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1148 } 1006 }
1007
1149 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1009 {
1150 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1151 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1012 tmp->stats.grace = tmp->stats.maxgrace;
1152 success = 1; 1013 success = 1;
1153 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1154 } 1015 }
1016
1155 if (spell->stats.food && tmp->stats.food < 999) { 1017 if (spell->stats.food && tmp->stats.food < 999)
1018 {
1156 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1157 if (tmp->stats.food > 999) tmp->stats.food=999; 1020 if (tmp->stats.food > 999)
1021 tmp->stats.food = 999;
1158 success = 1; 1022 success = 1;
1159 /* We could do something a bit better like the messages for healing above */ 1023 /* We could do something a bit better like the messages for healing above */
1160 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1161 } 1025 }
1026
1162 return success; 1027 return success;
1163} 1028}
1164
1165 1029
1166/* This is used for the spells that gain stats. There are no spells 1030/* This is used for the spells that gain stats. There are no spells
1167 * right now that icnrease wis/int/pow on a temp basis, so no 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1168 * good comments for those. 1032 * good comments for those.
1169 */ 1033 */
1170static const char* const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1171"You grow no stronger.", 1035 "You grow no stronger.",
1172"You grow no more agile.", 1036 "You grow no more agile.",
1173"You don't feel any healthier.", 1037 "You don't feel any healthier.",
1174"no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1175"You are no easier to look at.", 1041 "You are no easier to look at.",
1176"no int",
1177"no pow"
1178}; 1042};
1179 1043
1044int
1180int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1181 object *tmp, *tmp2=NULL; 1046{
1182 object *force=NULL; 1047 object *force = NULL;
1183 int i; 1048 int i;
1184 1049
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if(dir!=0) { 1051 object *tmp = dir
1187 tmp=find_target_for_friendly_spell(op,dir); 1052 ? find_target_for_friendly_spell (op, dir)
1188 } else { 1053 : op;
1189 tmp = op;
1190 }
1191 1054
1192 if(tmp==NULL) return 0; 1055 if (!tmp)
1193 1056 return 0;
1057
1194 /* If we've already got a force of this type, don't add a new one. */ 1058 /* If we've already got a force of this type, don't add a new one. */
1195 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1059 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1060 {
1196 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1061 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1062 {
1197 if (tmp2->name == spell_ob->name) { 1063 if (tmp2->name == spell_ob->name)
1064 {
1198 force=tmp2; /* the old effect will be "refreshed" */ 1065 force = tmp2; /* the old effect will be "refreshed" */
1199 break; 1066 break;
1200 } 1067 }
1201 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1068 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 {
1202 if ( !silent ) 1070 if (!silent)
1203 new_draw_info_format(NDI_UNIQUE, 0, op, 1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1204 "You can not cast %s while %s is in effect", 1072 return 0;
1205 spell_ob->name, tmp2->name_pl); 1073 }
1206 return 0; 1074 }
1207 } 1075 }
1208 }
1209 }
1210 if(force==NULL) { 1076 if (force == NULL)
1077 {
1211 force=get_archetype(FORCE_NAME); 1078 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1079 force->subtype = FORCE_CHANGE_ABILITY;
1213 free_string(force->name);
1214 if (spell_ob->race) 1080 if (spell_ob->race)
1215 force->name = add_refcount(spell_ob->race); 1081 force->name = spell_ob->race;
1216 else 1082 else
1217 force->name = add_refcount(spell_ob->name); 1083 force->name = spell_ob->name;
1218 free_string(force->name_pl);
1219 force->name_pl = add_refcount(spell_ob->name); 1084 force->name_pl = spell_ob->name;
1220 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221 1086
1222 } else { 1087 }
1088 else
1089 {
1223 int duration; 1090 int duration;
1224 1091
1225 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1226 if (duration > force->duration) { 1093 if (duration > force->duration)
1094 {
1227 force->duration = duration; 1095 force->duration = duration;
1228 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1096 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1229 } else { 1097 }
1098 else
1099 {
1230 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 } 1101 }
1232 return 1; 1102
1103 return 1;
1233 } 1104 }
1105
1234 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1107 force->speed = 1.0;
1236 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1237 SET_FLAG(force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1238 1110
1239 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1240 for (i=0; i < NROFATTACKS; i++) { 1112 for (i = 0; i < NROFATTACKS; i++)
1113 {
1241 if (spell_ob->resist[i]) { 1114 if (spell_ob->resist[i])
1115 {
1242 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1243 if (force->resist[i] > 100) force->resist[i] = 100; 1117 if (force->resist[i] > 100)
1244 } 1118 force->resist[i] = 100;
1119 }
1245 } 1120 }
1121
1246 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1247 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1248 1124
1249 if (tmp->type == PLAYER) { 1125 if (tmp->type == PLAYER)
1126 {
1250 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1251 for (i=0; i < NUM_STATS; i++) { 1128 for (i = 0; i < NUM_STATS; i++)
1252 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1129 {
1253 if (stat) { 1130 if (sint8 stat = spell_ob->stats.stat (i))
1254 sm=0; 1131 {
1255 for (k=0; k<stat; k++) 1132 sint8 sm = 0;
1256 sm += rndm(1, 3); 1133 for (sint8 k = 0; k < stat; k++)
1134 sm += rndm (1, 3);
1257 1135
1258 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1259 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1260 if (sm<0) sm = 0; 1138
1261 } 1139 force->stats.stat (i) = sm;
1262 set_attr_value(&force->stats, i, sm); 1140
1263 if (!sm) 1141 if (!sm)
1264 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1143 }
1144 }
1265 } 1145 }
1266 }
1267 }
1268 1146
1269 force->move_type = spell_ob->move_type; 1147 force->move_type = spell_ob->move_type;
1270 1148
1271 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1149 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1272 SET_FLAG(force, FLAG_SEE_IN_DARK); 1150 SET_FLAG (force, FLAG_SEE_IN_DARK);
1273 1151
1274 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1152 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1275 SET_FLAG(force, FLAG_XRAYS); 1153 SET_FLAG (force, FLAG_XRAYS);
1276 1154
1277 /* Haste/bonus speed */ 1155 /* Haste/bonus speed */
1278 if (spell_ob->stats.exp) { 1156 if (spell_ob->stats.exp)
1157 {
1158 if (op->speed > 0.5f)
1279 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1159 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1280 else 1160 else
1281 force->stats.exp = spell_ob->stats.exp; 1161 force->stats.exp = spell_ob->stats.exp;
1282 } 1162 }
1283 1163
1284 force->stats.wc = spell_ob->stats.wc; 1164 force->stats.wc = spell_ob->stats.wc;
1285 force->stats.ac = spell_ob->stats.ac; 1165 force->stats.ac = spell_ob->stats.ac;
1286 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1287 1167
1288 insert_ob_in_ob(force,tmp); 1168 insert_ob_in_ob (force, tmp);
1289 change_abil(tmp,force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1290 fix_player(tmp); 1170 tmp->update_stats ();
1171
1291 return 1; 1172 return 1;
1292} 1173}
1293 1174
1294/* This used to be part of cast_change_ability, but it really didn't make 1175/* This used to be part of cast_change_ability, but it really didn't make
1295 * a lot of sense, since most of the values it derives are from the god 1176 * a lot of sense, since most of the values it derives are from the god
1296 * of the caster. 1177 * of the caster.
1297 */ 1178 */
1298 1179int
1299int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{
1300 int i; 1182 int i;
1301 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1302 1184
1303 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1304 if(dir!=0) { 1186 if (dir != 0)
1187 {
1305 tmp=find_target_for_friendly_spell(op,dir); 1188 tmp = find_target_for_friendly_spell (op, dir);
1306 } else { 1189 }
1307 tmp = op; 1190 else
1308 } 1191 {
1192 tmp = op;
1193 }
1309 1194
1310 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1311 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1197 {
1312 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1313 if (tmp2->name == spell_ob->name) { 1200 if (tmp2->name == spell_ob->name)
1201 {
1314 force=tmp2; /* the old effect will be "refreshed" */ 1202 force = tmp2; /* the old effect will be "refreshed" */
1315 break; 1203 break;
1316 } 1204 }
1317 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1318 new_draw_info_format(NDI_UNIQUE, 0, op, 1206 {
1319 "You can not cast %s while %s is in effect", 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1320 spell_ob->name, tmp2->name_pl); 1208 return 0;
1321 return 0; 1209 }
1210 }
1322 } 1211 }
1323 }
1324 }
1325 if(force==NULL) { 1212 if (force == NULL)
1213 {
1326 force=get_archetype(FORCE_NAME); 1214 force = get_archetype (FORCE_NAME);
1327 force->subtype = FORCE_CHANGE_ABILITY; 1215 force->subtype = FORCE_CHANGE_ABILITY;
1328 free_string(force->name);
1329 if (spell_ob->race) 1216 if (spell_ob->race)
1330 force->name = add_refcount(spell_ob->race); 1217 force->name = spell_ob->race;
1331 else 1218 else
1332 force->name = add_refcount(spell_ob->name); 1219 force->name = spell_ob->name;
1333 free_string(force->name_pl);
1334 force->name_pl = add_refcount(spell_ob->name); 1220 force->name_pl = spell_ob->name;
1335 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1221 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336 } else { 1222 }
1223 else
1224 {
1337 int duration; 1225 int duration;
1338 1226
1339 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1227 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) { 1228 if (duration > force->duration)
1229 {
1341 force->duration = duration; 1230 force->duration = duration;
1342 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1231 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } else { 1232 }
1233 else
1234 {
1344 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1235 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1236 }
1346 return 0; 1237 return 0;
1347 } 1238 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1239 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1240 force->speed = 1.0;
1350 force->speed_left = -1.0; 1241 force->speed_left = -1.0;
1351 SET_FLAG(force, FLAG_APPLIED); 1242 SET_FLAG (force, FLAG_APPLIED);
1352 1243
1353 if(!god) { 1244 if (!god)
1245 {
1354 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1246 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1355 } else { 1247 }
1248 else
1249 {
1356 /* Only give out good benefits, and put a max on it */ 1250 /* Only give out good benefits, and put a max on it */
1357 for (i=0; i<NROFATTACKS; i++) { 1251 for (i = 0; i < NROFATTACKS; i++)
1252 {
1358 if (god->resist[i]>0) { 1253 if (god->resist[i] > 0)
1254 {
1359 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1255 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1360 } 1256 }
1361 } 1257 }
1362 force->path_attuned|=god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1259
1363 if (spell_ob->attacktype) { 1260 if (spell_ob->attacktype)
1364 force->attacktype|=god->attacktype | AT_PHYSICAL; 1261 force->slaying = god->slaying;
1365 if(god->slaying) force->slaying = add_string(god->slaying); 1262
1366 }
1367 if (tmp != op) { 1263 if (tmp != op)
1264 {
1368 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1369 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1370 } else { 1267 }
1371 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1268 else
1372 "You are blessed by %s!",god->name); 1269 {
1373 } 1270 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1271 }
1374 1272
1375 } 1273 }
1376 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1377 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1378 1276
1379 change_abil(tmp,force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1380 insert_ob_in_ob(force,tmp); 1278 insert_ob_in_ob (force, tmp);
1381 fix_player(tmp); 1279 tmp->update_stats ();
1382 return 1; 1280 return 1;
1383} 1281}
1384
1385
1386 1282
1387/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1388 * 1284 *
1389 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1390 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1391 * about 90% of that of the item itself. It uses the value of the
1392 * object before charisma adjustments, because the nuggets themselves
1393 * will be will be adjusted by charisma when sold.
1394 * 1287 *
1395 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1396 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1397 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1398 * to the max amount of small nuggets as you could get. 1291 * when sold.
1399 *
1400 * For example, if an item is worth 110 gold, you will get
1401 * 4 large nuggets, and from 0-10 small nuggets.
1402 * 1292 *
1403 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1404 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1405 * alchemied. 1295 * alchemised.
1406 */ 1296 */
1407 1297static void
1408/* I didn't feel like passing these as arguements to the 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1409 * two functions that need them. Real values are put in them
1410 * when the spell is cast, and these are freed when the spell
1411 * is finished.
1412 */
1413static object *small, *large;
1414
1415static void alchemy_object(object *obj, int *small_nuggets,
1416 int *large_nuggets, int *weight)
1417{ 1299{
1418 uint64 value=query_cost(obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1419 1301
1420 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1421 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1422 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1423 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1424 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1425 * the stuff back to town. 1307 * the stuff back to town.
1426 */ 1308 */
1427
1428 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1429 value=0; 1310 value = 0;
1430 else if (obj->type==MONEY || obj->type==GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1431 value /=3; 1312 value /= 3;
1432 else 1313 else
1433 value = (value*9)/10; 1314 value = value * 9 / 10;
1434 1315
1435 value /= 4; // fix by GHJ, don't understand, pcg
1436
1437 if ((obj->value>0) && rndm(0, 29)) { 1316 if (obj->value > 0 && rndm (0, 29))
1438 int count; 1317 total_value += value;
1439 1318
1440 count = value / large->value; 1319 total_weight += obj->total_weight ();
1441 *large_nuggets += count;
1442 value -= (uint64)count * (uint64)large->value;
1443 count = value / small->value;
1444 *small_nuggets += count;
1445 }
1446 1320
1447 /* Turn 25 small nuggets into 1 large nugget. If the value 1321 obj->destroy ();
1448 * of large nuggets is not evenly divisable by the small nugget
1449 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1450 */
1451 if (*small_nuggets * small->value >= large->value) {
1452 (*large_nuggets)++;
1453 *small_nuggets -= large->value / small->value;
1454 if (*small_nuggets && large->value % small->value)
1455 (*small_nuggets)--;
1456 }
1457 weight += obj->weight;
1458 remove_ob(obj);
1459 free_object(obj);
1460} 1322}
1461 1323
1462static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1324int
1463 int x, int y)
1464{
1465 object *tmp;
1466 int flag=0;
1467
1468 /* Put any nuggets below the player, but we can only pass this
1469 * flag if we are on the same space as the player
1470 */
1471 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1472
1473 if (small_nuggets) {
1474 tmp = get_object();
1475 copy_object(small, tmp);
1476 tmp-> nrof = small_nuggets;
1477 tmp->x = x;
1478 tmp->y = y;
1479 insert_ob_in_map(tmp, m, op, flag);
1480 }
1481 if (large_nuggets) {
1482 tmp = get_object();
1483 copy_object(large, tmp);
1484 tmp-> nrof = large_nuggets;
1485 tmp->x = x;
1486 tmp->y = y;
1487 insert_ob_in_map(tmp, m, op, flag);
1488 }
1489}
1490
1491int alchemy(object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1492{ 1326{
1493 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1494 sint16 nx, ny;
1495 object *next,*tmp;
1496 mapstruct *mp;
1497
1498 if(op->type!=PLAYER) 1327 if (op->type != PLAYER)
1499 return 0; 1328 return 0;
1500 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1501 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1502 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1503 * in sight 1338 * in sight
1504 */ 1339 */
1505 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1506 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1507 small=get_archetype("smallnugget"), 1342 uint64 value_max = duration * 1000;
1508 large=get_archetype("largenugget");
1509 1343
1344 int weight = 0;
1345
1510 for(y= op->y-1;y<=op->y+1;y++) { 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1511 for(x= op->x-1;x<=op->x+1;x++) { 1347 {
1512 nx = x; 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1513 ny = y; 1349 {
1350 uint64 value = 0;
1514 1351
1515 mp = op->map; 1352 sint16 nx = x;
1353 sint16 ny = y;
1516 1354
1355 maptile *mp = op->map;
1356
1517 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1518 1358
1519 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1520 continue; 1360 continue;
1521 1361
1522 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1523 * use fly as the movement type - for alchemy, consider it 1363 * use fly as the movement type - for alchemy, consider it
1524 * ground level effect. 1364 * ground level effect.
1525 */ 1365 */
1526 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1527 continue; 1367 continue;
1528 1368
1529 small_nuggets=0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1530 large_nuggets=0; 1370 {
1371 next = tmp->above;
1531 1372
1532 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1533 next=tmp->above;
1534 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1535 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1536 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1537
1538 if (tmp->inv) {
1539 object *next1, *tmp1;
1540 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1541 next1 = tmp1->below;
1542 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1543 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1544 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1375 {
1545 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1376 if (tmp->inv)
1546 &weight); 1377 {
1547 } 1378 object *next1, *tmp1;
1379
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 {
1382 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1385 alchemy_object (tmp1, value, weight);
1386 }
1387 }
1388
1389 alchemy_object (tmp, value, weight);
1390
1391 if (weight > weight_max)
1392 break;
1393 }
1394 }
1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1548 } 1413 }
1549 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1550
1551 if (weight>weight_max) {
1552 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1553 free_object(large);
1554 free_object(small);
1555 return 1;
1556 }
1557 } /* is alchemable object */
1558 } /* process all objects on this space */
1559 1414
1560 /* Insert all the nuggets at one time. This probably saves time, but 1415bailout:
1561 * it also prevents us from alcheming nuggets that were just created
1562 * with this spell.
1563 */
1564 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1565 }
1566 }
1567 free_object(large);
1568 free_object(small);
1569 /* reset this so that if player standing on a big pile of stuff,
1570 * it is redrawn properly.
1571 */
1572 op->contr->socket.look_position = 0;
1573 return 1; 1416 return 1;
1574} 1417}
1575 1418
1576 1419
1577/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1578 * items. 1421 * items.
1579 */ 1422 */
1423int
1580int remove_curse(object *op, object *caster, object *spell) { 1424remove_curse (object *op, object *caster, object *spell)
1425{
1581 object *tmp; 1426 object *tmp;
1582 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1583 1428
1584 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (tmp = op->inv; tmp; tmp = tmp->below)
1585 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1586 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1587 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1588 1433 {
1589 was_one++; 1434 was_one++;
1590 if (tmp->level <= caster_level(caster, spell)) { 1435 if (tmp->level <= caster_level (caster, spell))
1591 success++; 1436 {
1437 success++;
1592 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1593 CLEAR_FLAG(tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1594 1440
1595 CLEAR_FLAG(tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1596 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1597 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER)
1445 esrv_send_item (op, tmp);
1446 }
1447 }
1448
1598 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1599 esrv_send_item(op, tmp); 1450 {
1600 } 1451 if (success)
1601 }
1602
1603 if (op->type==PLAYER) {
1604 if (success) {
1605 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1606 } else { 1453 else
1454 {
1607 if (was_one) 1455 if (was_one)
1608 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1609 else 1457 else
1610 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1611 } 1459 }
1612 } 1460 }
1461
1613 return success; 1462 return success;
1614} 1463}
1615 1464
1616/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1617 1466
1467int
1618int cast_identify(object *op, object *caster, object *spell) { 1468cast_identify (object *op, object *caster, object *spell)
1469{
1619 object *tmp; 1470 object *tmp;
1620 int success = 0, num_ident; 1471 int success = 0, num_ident;
1621 1472
1622 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1623 1474
1624 if (num_ident < 1) num_ident=1; 1475 if (num_ident < 1)
1476 num_ident = 1;
1625 1477
1626
1627 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1478 for (tmp = op->inv; tmp; tmp = tmp->below)
1479 {
1628 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1481 {
1629 identify(tmp); 1482 identify (tmp);
1483
1630 if (op->type==PLAYER) { 1484 if (op->type == PLAYER)
1631 new_draw_info_format(NDI_UNIQUE, 0, op, 1485 {
1632 "You have %s.", long_desc(tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1633 if (tmp->msg) { 1487
1488 if (tmp->msg)
1489 {
1634 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1635 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1636 } 1492 }
1493 }
1494
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident)
1498 break;
1499 }
1637 } 1500 }
1638 num_ident--; 1501
1639 success=1;
1640 if (!num_ident) break;
1641 }
1642 }
1643 /* If all the power of the spell has been used up, don't go and identify 1502 /* If all the power of the spell has been used up, don't go and identify
1644 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1645 * was not fully used. 1504 * was not fully used.
1646 */ 1505 */
1647 if (num_ident) { 1506 if (num_ident)
1648 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1507 {
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1649 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1650 need_identify(tmp)) { 1510 {
1651
1652 identify(tmp); 1511 identify (tmp);
1512
1653 if (op->type==PLAYER) { 1513 if (op->type == PLAYER)
1654 new_draw_info_format(NDI_UNIQUE, 0,op, 1514 {
1655 "On the ground is %s.", long_desc(tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1656 if (tmp->msg) { 1516
1517 if (tmp->msg)
1518 {
1657 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1658 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1659 } 1521 }
1660 esrv_send_item(op, tmp); 1522
1523 esrv_send_item (op, tmp);
1524 }
1525
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident)
1529 break;
1530 }
1661 } 1531 }
1662 num_ident--; 1532
1663 success=1;
1664 if (!num_ident) break;
1665 }
1666 }
1667 if (!success) 1533 if (!success)
1668 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1669 else { 1535 else
1670 spell_effect(spell, op->x, op->y, op->map, op); 1536 spell_effect (spell, op->x, op->y, op->map, op);
1671 } 1537
1672 return success; 1538 return success;
1673} 1539}
1674 1540
1675 1541int
1676int cast_detection(object *op, object *caster, object *spell, object *skill) { 1542cast_detection (object *op, object *caster, object *spell, object *skill)
1543{
1677 object *tmp, *last, *god, *detect; 1544 object *tmp, *last, *god, *detect;
1678 int done_one, range, mflags, floor, level; 1545 int done_one, range, mflags, floor, level;
1679 sint16 x, y, nx, ny; 1546 sint16 x, y, nx, ny;
1680 mapstruct *m; 1547 maptile *m;
1681 1548
1682 /* We precompute some values here so that we don't have to keep 1549 /* We precompute some values here so that we don't have to keep
1683 * doing it over and over again. 1550 * doing it over and over again.
1684 */ 1551 */
1685 god=find_god(determine_god(op)); 1552 god = find_god (determine_god (op));
1686 level=caster_level(caster, spell); 1553 level = caster_level (caster, spell);
1687 range = spell->range + SP_level_range_adjust(caster, spell); 1554 range = spell->range + SP_level_range_adjust (caster, spell);
1688 1555
1689 if (!skill) skill=caster; 1556 if (!skill)
1557 skill = caster;
1690 1558
1691 for (x = op->x - range; x <= op->x + range; x++) 1559 for (x = op->x - range; x <= op->x + range; x++)
1692 for (y = op->y - range; y <= op->y + range; y++) { 1560 for (y = op->y - range; y <= op->y + range; y++)
1693 1561 {
1694 m = op->map; 1562 m = op->map;
1695 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1696 if (mflags & P_OUT_OF_MAP) continue; 1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1697 1566
1698 /* For most of the detections, we only detect objects above the 1567 /* For most of the detections, we only detect objects above the
1699 * floor. But this is not true for show invisible. 1568 * floor. But this is not true for show invisible.
1700 * Basically, we just go and find the top object and work 1569 * Basically, we just go and find the top object and work
1701 * down - that is easier than working up. 1570 * down - that is easier than working up.
1702 */ 1571 */
1703 1572
1704 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1574 last = tmp;
1575
1705 /* Shouldn't happen, but if there are no objects on a space, this 1576 /* Shouldn't happen, but if there are no objects on a space, this
1706 * would happen. 1577 * would happen.
1707 */ 1578 */
1708 if (!last) continue; 1579 if (!last)
1580 continue;
1709 1581
1710 done_one=0; 1582 done_one = 0;
1711 floor=0; 1583 floor = 0;
1712 detect = NULL; 1584 detect = NULL;
1713 for (tmp=last; tmp; tmp=tmp->below) { 1585 for (tmp = last; tmp; tmp = tmp->below)
1714 1586 {
1715 /* show invisible */ 1587 /* show invisible */
1716 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1717 /* Might there be other objects that we can make visibile? */ 1589 /* Might there be other objects that we can make visible? */
1718 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1719 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1720 tmp->type==CF_HANDLE || 1592 tmp->type == CF_HANDLE ||
1721 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1722 tmp->type==BUTTON || tmp->type==TELEPORTER || 1594 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1723 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1595 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1724 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1596 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1725 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1726 tmp->type==TREASURE || tmp->type==BOOK || 1598 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1727 tmp->type==HOLY_ALTAR))) { 1599 {
1728 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1600 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1729 tmp->invisible=0; 1601 {
1730 done_one = 1; 1602 tmp->invisible = 0;
1731 } 1603 done_one = 1;
1732 } 1604 }
1733 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1605 }
1734 1606
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1;
1609
1735 /* All detections below this point don't descend beneath the floor, 1610 /* All detections below this point don't descend beneath the floor,
1736 * so just continue on. We could be clever and look at the type of 1611 * so just continue on. We could be clever and look at the type of
1737 * detection to completely break out if we don't care about objects beneath 1612 * detection to completely break out if we don't care about objects beneath
1738 * the floor, but once we get to the floor, not likely a very big issue anyways. 1613 * the floor, but once we get to the floor, not likely a very big issue anyways.
1739 */ 1614 */
1740 if (floor) continue; 1615 if (floor)
1616 continue;
1741 1617
1742 /* I had thought about making detect magic and detect curse 1618 /* I had thought about making detect magic and detect curse
1743 * show the flash the magic item like it does for detect monster. 1619 * show the flash the magic item like it does for detect monster.
1744 * however, if the object is within sight, this would then make it 1620 * however, if the object is within sight, this would then make it
1745 * difficult to see what object is magical/cursed, so the 1621 * difficult to see what object is magical/cursed, so the
1746 * effect wouldn't be as apparant. 1622 * effect wouldn't be as apparant.
1747 */ 1623 */
1748 1624
1749 /* detect magic */ 1625 /* detect magic */
1750 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1751 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1752 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1628 {
1753 is_magical(tmp)) {
1754 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1755 /* make runes more visibile */ 1630 /* make runes more visibile */
1756 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1757 tmp->stats.Cha/=4; 1632 tmp->stats.Cha /= 4;
1758 done_one = 1; 1633 done_one = 1;
1759 } 1634 }
1760 /* detect monster */ 1635 /* detect monster */
1761 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1762 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1637 {
1763 done_one = 2; 1638 done_one = 2;
1764 if (!detect) detect=tmp; 1639 if (!detect)
1765 } 1640 detect = tmp;
1641 }
1766 /* Basically, if race is set in the spell, then the creatures race must 1642 /* Basically, if race is set in the spell, then the creatures race must
1767 * match that. if the spell race is set to GOD, then the gods opposing 1643 * match that. if the spell race is set to GOD, then the gods opposing
1768 * race must match. 1644 * race must match.
1769 */ 1645 */
1770 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1771 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1772 (strstr(spell->race, tmp->race)))) { 1648 (strstr (spell->race, tmp->race))))
1773 done_one = 2; 1649 {
1774 if (!detect) detect=tmp; 1650 done_one = 2;
1775 } 1651 if (!detect)
1652 detect = tmp;
1653 }
1776 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1777 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1778 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1779 done_one = 1; 1658 done_one = 1;
1780 } 1659 }
1781 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1782 1661
1783 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1784 * where the magic is. 1663 * where the magic is.
1785 */ 1664 */
1786 if (done_one) { 1665 if (done_one)
1666 {
1787 object *detect_ob = arch_to_object(spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1788 detect_ob->x = nx; 1668
1789 detect_ob->y = ny;
1790 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1791 if (done_one == 2 && detect) { 1670 if (done_one == 2 && detect)
1671 {
1792 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1793 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1794 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1795 detect_ob->last_anim=0; 1675 detect_ob->last_anim = 0;
1796 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1797 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1798 } 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1799 insert_ob_in_map(detect_ob, m, op,0); 1679 }
1800 }
1801 } /* for processing the surrounding spaces */
1802 1680
1681 m->insert (detect_ob, nx, ny, op);
1682 }
1683 } /* for processing the surrounding spaces */
1803 1684
1685
1804 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
1805 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 {
1806 done_one = 0; 1689 done_one = 0;
1807 for (tmp = op->inv; tmp; tmp = tmp->below) { 1690 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 {
1808 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1693 {
1810 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1694 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1811 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1695 {
1812 if (op->type==PLAYER) 1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER)
1813 esrv_send_item (op, tmp); 1698 esrv_send_item (op, tmp);
1814 } 1699 }
1815 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1816 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 {
1817 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1818 if (op->type==PLAYER) 1704 if (op->type == PLAYER)
1819 esrv_send_item (op, tmp); 1705 esrv_send_item (op, tmp);
1820 } 1706 }
1821 } /* if item is not identified */ 1707 } /* if item is not identified */
1822 } /* for the players inventory */ 1708 } /* for the players inventory */
1823 } /* if detect magic/curse and object is a player */ 1709 } /* if detect magic/curse and object is a player */
1824 return 1; 1710 return 1;
1825} 1711}
1826 1712
1827 1713
1828/** 1714/**
1829 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1715 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1830 * level whos spell did cause the overcharge. 1716 * level whos spell did cause the overcharge.
1831 */ 1717 */
1718static void
1832static void charge_mana_effect(object *victim, int caster_level) 1719charge_mana_effect (object *victim, int caster_level)
1833{ 1720{
1834 1721
1835 /* Prevent explosions for objects without mana. Without this check, doors 1722 /* Prevent explosions for objects without mana. Without this check, doors
1836 * will explode, too. 1723 * will explode, too.
1837 */ 1724 */
1838 if (victim->stats.maxsp <= 0) 1725 if (victim->stats.maxsp <= 0)
1839 return; 1726 return;
1840 1727
1841 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1842 1729
1843 if (victim->stats.sp >= victim->stats.maxsp*2) { 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 {
1844 object *tmp; 1732 object *tmp;
1845 1733
1846 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1847 1735
1848 /* Explodes a fireball centered at player */ 1736 /* Explodes a fireball centered at player */
1849 tmp = get_archetype(EXPLODING_FIREBALL); 1737 tmp = get_archetype (EXPLODING_FIREBALL);
1850 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1851 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1852 tmp->x = victim->x; 1740
1853 tmp->y = victim->y; 1741 tmp->insert_at (victim);
1854 insert_ob_in_map(tmp, victim->map, NULL, 0);
1855 victim->stats.sp = 2*victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1856 } 1743 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1858 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1859 }
1860 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1861 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1862 }
1863 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 {
1864 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1865 confuse_player(victim, victim, 99); 1751 confuse_player (victim, victim, 99);
1866 } 1752 }
1867 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1753 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1868 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1869 }
1870} 1755}
1871 1756
1872/* cast_transfer 1757/* cast_transfer
1873 * This spell transfers sp from the player to another person. 1758 * This spell transfers sp from the player to another person.
1874 * We let the target go above their normal maximum SP. 1759 * We let the target go above their normal maximum SP.
1875 */ 1760 */
1876 1761
1762int
1877int cast_transfer(object *op,object *caster, object *spell, int dir) { 1763cast_transfer (object *op, object *caster, object *spell, int dir)
1764{
1878 object *plyr=NULL; 1765 object *plyr = NULL;
1879 sint16 x, y; 1766 sint16 x, y;
1880 mapstruct *m; 1767 maptile *m;
1881 int mflags; 1768 int mflags;
1882 1769
1883 m = op->map; 1770 m = op->map;
1884 x = op->x+freearr_x[dir]; 1771 x = op->x + freearr_x[dir];
1885 y = op->y+freearr_y[dir]; 1772 y = op->y + freearr_y[dir];
1886 1773
1887 mflags = get_map_flags(m, &m, x, y, &x, &y); 1774 mflags = get_map_flags (m, &m, x, y, &x, &y);
1888 1775
1889 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1777 {
1890 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1778 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1891 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1892 break; 1780 break;
1893 } 1781 }
1894 1782
1895 1783
1896 /* If we did not find a player in the specified direction, transfer 1784 /* If we did not find a player in the specified direction, transfer
1897 * to anyone on top of us. This is used for the rune of transference mostly. 1785 * to anyone on top of us. This is used for the rune of transference mostly.
1898 */ 1786 */
1899 if(plyr==NULL) 1787 if (plyr == NULL)
1900 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1788 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1901 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1902 break; 1790 break;
1903 1791
1904 if (!plyr) { 1792 if (!plyr)
1793 {
1905 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1794 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1906 return 0; 1795 return 0;
1907 } 1796 }
1908 /* give sp */ 1797 /* give sp */
1909 if(spell->stats.dam > 0) { 1798 if (spell->stats.dam > 0)
1799 {
1910 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1911 charge_mana_effect(plyr, caster_level(caster, spell)); 1801 charge_mana_effect (plyr, caster_level (caster, spell));
1912 return 1; 1802 return 1;
1913 } 1803 }
1914 /* suck sp away. Can't suck sp from yourself */ 1804 /* suck sp away. Can't suck sp from yourself */
1915 else if (op != plyr) { 1805 else if (op != plyr)
1806 {
1916 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1807 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1917 1808
1918 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1809 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1919 1810
1920 if (rate > 95) rate=95; 1811 if (rate > 95)
1812 rate = 95;
1921 1813
1922 sucked = (plyr->stats.sp * rate) / 100; 1814 sucked = (plyr->stats.sp * rate) / 100;
1923 plyr->stats.sp -= sucked; 1815 plyr->stats.sp -= sucked;
1924 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1816 if (QUERY_FLAG (op, FLAG_ALIVE))
1817 {
1925 /* Player doesn't get full credit */ 1818 /* Player doesn't get full credit */
1926 sucked = (sucked * rate) / 100; 1819 sucked = (sucked * rate) / 100;
1927 op->stats.sp += sucked; 1820 op->stats.sp += sucked;
1928 if (sucked > 0) { 1821 if (sucked > 0)
1822 {
1929 charge_mana_effect(op, caster_level(caster, spell)); 1823 charge_mana_effect (op, caster_level (caster, spell));
1824 }
1825 }
1826 return 1;
1930 } 1827 }
1931 }
1932 return 1;
1933 }
1934 return 0; 1828 return 0;
1935} 1829}
1936 1830
1937 1831
1938/* counterspell: nullifies spell effects. 1832/* counterspell: nullifies spell effects.
1939 * op is the counterspell object, dir is the direction 1833 * op is the counterspell object, dir is the direction
1940 * it was cast in. 1834 * it was cast in.
1941 * Basically, if the object has a magic attacktype, 1835 * Basically, if the object has a magic attacktype,
1942 * this may nullify it. 1836 * this may nullify it.
1943 */ 1837 */
1838void
1944void counterspell(object *op,int dir) 1839counterspell (object *op, int dir)
1945{ 1840{
1946 object *tmp, *head, *next; 1841 object *tmp, *head, *next;
1947 int mflags; 1842 int mflags;
1948 mapstruct *m; 1843 maptile *m;
1949 sint16 sx,sy; 1844 sint16 sx, sy;
1950 1845
1951 sx = op->x + freearr_x[dir]; 1846 sx = op->x + freearr_x[dir];
1952 sy = op->y + freearr_y[dir]; 1847 sy = op->y + freearr_y[dir];
1953 m = op->map; 1848 m = op->map;
1954 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1955 if (mflags & P_OUT_OF_MAP) return; 1850 if (mflags & P_OUT_OF_MAP)
1851 return;
1852
1853 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1956 1854 {
1957 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1958 next = tmp->above; 1855 next = tmp->above;
1959 1856
1960 /* Need to look at the head object - otherwise, if tmp 1857 /* Need to look at the head object - otherwise, if tmp
1961 * points to a monster, we don't have all the necessary 1858 * points to a monster, we don't have all the necessary
1962 * info for it. 1859 * info for it.
1963 */ 1860 */
1964 if (tmp->head) head = tmp->head; 1861 if (tmp->head)
1965 else head = tmp; 1862 head = tmp->head;
1863 else
1864 head = tmp;
1966 1865
1967 /* don't attack our own spells */ 1866 /* don't attack our own spells */
1968 if(tmp->owner && tmp->owner == op->owner) continue; 1867 if (tmp->owner && tmp->owner == op->owner)
1868 continue;
1969 1869
1970 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
1971 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
1972 * monsters either. 1872 * monsters either.
1973 */ 1873 */
1974 1874
1975 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
1976 !(head->attacktype & AT_COUNTERSPELL) && 1876 && !(head->attacktype & AT_COUNTERSPELL)
1977 !QUERY_FLAG(head,FLAG_MONSTER) && 1877 && !QUERY_FLAG (head, FLAG_MONSTER)
1978 (op->level > head->level)) { 1878 && (op->level > head->level))
1979 remove_ob(head); 1879 head->destroy ();
1980 free_object(head); 1880 else
1981 } else switch(head->type) { 1881 switch (head->type)
1882 {
1982 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1983 if(op->level > head->level) { 1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1984 remove_ob(head); 1885 // about sanctuary in spell_util.C
1985 free_object(head); 1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1986 } 1887 continue;
1987 break;
1988 1888
1889 if (op->level > head->level)
1890 head->destroy ();
1891
1892 break;
1893
1989 /* I really don't get this rune code that much - that 1894 /* I really don't get this rune code that much - that
1990 * random chance seems really low. 1895 * random chance seems really low.
1991 */ 1896 */
1992 case RUNE: 1897 case RUNE:
1993 if(rndm(0, 149) == 0) { 1898 if (rndm (0, 149) == 0)
1899 {
1994 head->stats.hp--; /* weaken the rune */ 1900 head->stats.hp--; /* weaken the rune */
1995 if(!head->stats.hp) { 1901 if (!head->stats.hp)
1996 remove_ob(head); 1902 head->destroy ();
1997 free_object(head); 1903 }
1998 } 1904 break;
1999 } 1905 }
2000 break;
2001 }
2002 } 1906 }
2003} 1907}
2004 1908
2005 1909
2006 1910
2007/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1912int
2008int cast_consecrate(object *op, object *caster, object *spell) { 1913cast_consecrate (object *op, object *caster, object *spell)
1914{
2009 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
2010 1916
2011 object *tmp, *god=find_god(determine_god(op)); 1917 object *tmp, *god = find_god (determine_god (op));
2012 1918
2013 if(!god) { 1919 if (!god)
2014 new_draw_info(NDI_UNIQUE, 0,op, 1920 {
2015 "You can't consecrate anything if you don't worship a god!"); 1921 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2016 return 0; 1922 return 0;
2017 }
2018
2019 for(tmp=op->below;tmp;tmp=tmp->below) {
2020 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2021 if(tmp->type==HOLY_ALTAR) {
2022
2023 if(tmp->level > caster_level(caster, spell)) {
2024 new_draw_info_format(NDI_UNIQUE, 0,op,
2025 "You are not powerful enough to reconsecrate the %s", tmp->name);
2026 return 0;
2027 } else {
2028 /* If we got here, we are consecrating an altar */
2029 if(tmp->name) free_string(tmp->name);
2030 sprintf(buf,"Altar of %s",god->name);
2031 tmp->name = add_string(buf);
2032 tmp->level = caster_level(caster, spell);
2033 tmp->other_arch = god->arch;
2034 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2035 new_draw_info_format(NDI_UNIQUE,0, op,
2036 "You consecrated the altar to %s!",god->name);
2037 return 1;
2038 } 1923 }
2039 } 1924
1925 for (tmp = op->below; tmp; tmp = tmp->below)
2040 } 1926 {
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break;
1929 if (tmp->type == HOLY_ALTAR)
1930 {
1931
1932 if (tmp->level > caster_level (caster, spell))
1933 {
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1935 return 0;
1936 }
1937 else
1938 {
1939 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell);
1943 tmp->other_arch = god->arch;
1944 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp);
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1947 return 1;
1948 }
1949 }
1950 }
2041 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1951 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2042 return 0; 1952 return 0;
2043} 1953}
2044 1954
2045/* animate_weapon - 1955/* animate_weapon -
2046 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1956 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2047 * The golem is based on the archetype specified, modified by the caster's level 1957 * The golem is based on the archetype specified, modified by the caster's level
2050 * This code was very odd - code early on would only let players use the spell, 1960 * This code was very odd - code early on would only let players use the spell,
2051 * yet the code wass full of player checks. I've presumed that the code 1961 * yet the code wass full of player checks. I've presumed that the code
2052 * that only let players use it was correct, and removed all the other 1962 * that only let players use it was correct, and removed all the other
2053 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2054 */ 1964 */
2055 1965int
2056int animate_weapon(object *op,object *caster,object *spell, int dir) { 1966animate_weapon (object *op, object *caster, object *spell, int dir)
1967{
2057 object *weapon, *tmp; 1968 object *weapon, *tmp;
2058 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2059 int a, i; 1970 int a, i;
2060 sint16 x, y; 1971 sint16 x, y;
2061 mapstruct *m; 1972 maptile *m;
2062 materialtype_t *mt; 1973
2063
2064 if(!spell->other_arch){ 1974 if (!spell->other_arch)
1975 {
2065 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2066 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2067 return 0; 1978 return 0;
2068 } 1979 }
2069 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2070 if(op->type!=PLAYER) return 0; 1981 if (op->type != PLAYER)
1982 return 0;
2071 1983
2072 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2073 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1985 if (object *golem = op->contr->golem)
2074 control_golem(op->contr->ranges[range_golem],dir);
2075 return 0;
2076 } 1986 {
1987 control_golem (golem, dir);
1988 return 0;
1989 }
2077 1990
2078 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2079 if(!dir) 1992 if (!dir)
2080 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1993 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2081 1994
2082 m = op->map; 1995 m = op->map;
2083 x = op->x+freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2084 y = op->y+freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2085 1998
2086 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2087 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2088 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 {
2089 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2090 return 0; 2004 return 0;
2091 } 2005 }
2092 2006
2093 /* Use the weapon marked by the player. */ 2007 /* Use the weapon marked by the player. */
2094 weapon = find_marked_object(op); 2008 weapon = find_marked_object (op);
2095 2009
2096 if (!weapon) { 2010 if (!weapon)
2011 {
2097 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2098 return 0; 2013 return 0;
2099 } 2014 }
2100 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2016 {
2101 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2102 return 0; 2018 return 0;
2103 } 2019 }
2104 if (weapon->type != WEAPON) { 2020 if (weapon->type != WEAPON)
2021 {
2105 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2106 return 0; 2023 return 0;
2107 } 2024 }
2108 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 {
2109 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2110 query_name(weapon)); 2028 return 0;
2111 return 0;
2112 } 2029 }
2113 2030
2114 if (weapon->nrof > 1) { 2031 if (weapon->nrof > 1)
2032 {
2115 tmp = get_split_ob(weapon, 1); 2033 tmp = get_split_ob (weapon, 1);
2116 esrv_send_item(op, weapon); 2034 esrv_send_item (op, weapon);
2117 weapon = tmp; 2035 weapon = tmp;
2118 } 2036 }
2119 2037
2120 /* create the golem object */ 2038 /* create the golem object */
2121 tmp=arch_to_object(spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2122 2040
2123 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2124 CLEAR_FLAG(tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2125 SET_FLAG(tmp, FLAG_FRIENDLY);
2126 tmp->stats.exp=0; 2043 tmp->stats.exp = 0;
2127 add_friendly_object(tmp); 2044 add_friendly_object (tmp);
2128 tmp->type=GOLEM; 2045 tmp->type = GOLEM;
2129 set_owner(tmp,op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2130 set_spell_skill(op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2131 op->contr->ranges[range_golem]=tmp;
2132 op->contr->shoottype=range_golem;
2133 op->contr->golem_count = tmp->count;
2134 2049
2135 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2136 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if get_split_object was
2137 * used above. 2052 * used above.
2138 */ 2053 */
2139 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2140 remove_ob (weapon); 2055 weapon->remove ();
2056
2141 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2142 esrv_send_item(op, weapon); 2058 esrv_send_item (op, weapon);
2143 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2144 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2145 * body_info, skills, etc) 2061 * body_info, skills, etc)
2146 */ 2062 */
2147 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 SET_FLAG (tmp, FLAG_USE_WEAPON);
2148 SET_FLAG(weapon, FLAG_APPLIED); 2064 SET_FLAG (weapon, FLAG_APPLIED);
2149 fix_player(tmp); 2065 tmp->update_stats ();
2150 2066
2151 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2152 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2153 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2154 */ 2070 */
2155 2071
2156 /* modify weapon's animated wc */ 2072 /* modify weapon's animated wc */
2157 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2073 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2158 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2074 if (tmp->stats.wc < -127)
2159 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2075 tmp->stats.wc = -127;
2160 2076
2161 /* Modify hit points for weapon */ 2077 /* Modify hit points for weapon */
2162 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2078 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2163 SP_level_duration_adjust(caster, spell) + 2079 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2164 + 8 * weapon->magic + 12 * weapon->stats.Con; 2080 if (tmp->stats.maxhp < 0)
2165 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2081 tmp->stats.maxhp = 10;
2166 tmp->stats.hp = tmp->stats.maxhp; 2082 tmp->stats.hp = tmp->stats.maxhp;
2167 2083
2168 /* Modify weapon's damage */ 2084 /* Modify weapon's damage */
2169 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2085 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2170 + weapon->stats.dam 2086 if (tmp->stats.dam < 0)
2171 + weapon->magic 2087 tmp->stats.dam = 127;
2172 + 5 * weapon->stats.Str;
2173 if(tmp->stats.dam<0) tmp->stats.dam=127;
2174 2088
2175 2089
2176 /* attacktype */ 2090 /* attacktype */
2177 if ( ! tmp->attacktype) 2091 if (!tmp->attacktype)
2178 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2179 2093
2180 mt = NULL;
2181 if (op->materialname != NULL)
2182 mt = name_to_material(op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2183 if (mt != NULL) { 2095 {
2184 for (i=0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2185 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2186 a = mt->save[0]; 2098 a = mt->save[0];
2187 } else { 2099 }
2100 else
2101 {
2188 for (i=0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2189 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2190 a = 10; 2104 a = 10;
2191 } 2105 }
2106
2192 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2193 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2194 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2195 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2196 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2197 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2112 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2198 tmp->resist[ATNR_FEAR] = 100; 2113 tmp->resist[ATNR_FEAR] = 100;
2199 tmp->resist[ATNR_DEPLETE] = 100; 2114 tmp->resist[ATNR_DEPLETE] = 100;
2200 tmp->resist[ATNR_DEATH] = 100; 2115 tmp->resist[ATNR_DEATH] = 100;
2201 tmp->resist[ATNR_BLIND] = 100; 2116 tmp->resist[ATNR_BLIND] = 100;
2202 2117
2203 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2204 2119
2205 if (a > 14) a = 14; 2120 if (a > 14)
2121 a = 14;
2122
2206 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2207 2124
2208 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2209 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2210 2127
2211 if(tmp->speed > 3.33) tmp->speed = 3.33;
2212
2213 if (!spell->race) { 2128 if (!spell->race)
2129 {
2214 sprintf(buf, "animated %s", weapon->name); 2130 sprintf (buf, "animated %s", &weapon->name);
2215 if(tmp->name) free_string(tmp->name); 2131 tmp->name = buf;
2216 tmp->name = add_string(buf);
2217 2132
2218 tmp->face = weapon->face; 2133 tmp->face = weapon->face;
2219 tmp->animation_id = weapon->animation_id; 2134 tmp->animation_id = weapon->animation_id;
2220 tmp->anim_speed = weapon->anim_speed; 2135 tmp->anim_speed = weapon->anim_speed;
2221 tmp->last_anim = weapon->last_anim; 2136 tmp->last_anim = weapon->last_anim;
2222 tmp->state = weapon->state; 2137 tmp->state = weapon->state;
2223 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2224 SET_FLAG(tmp,FLAG_ANIMATE);
2225 } else {
2226 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2227 }
2228 update_ob_speed(tmp);
2229 } 2139 }
2230 2140
2231 /* make experience increase in proportion to the strength of the summoned creature. */ 2141 /* make experience increase in proportion to the strength of the summoned creature. */
2232 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2233 2143
2234 tmp->speed_left= -1; 2144 tmp->speed_left = -1;
2235 tmp->x=x;
2236 tmp->y=y;
2237 tmp->direction=dir; 2145 tmp->direction = dir;
2238 insert_ob_in_map(tmp,m,op,0); 2146
2147 m->insert (tmp, x, y, op);
2239 return 1; 2148 return 1;
2240} 2149}
2241 2150
2242/* cast_daylight() - changes the map darkness level *lower* */ 2151/* cast_daylight() - changes the map darkness level *lower* */
2243 2152
2244/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2245 * This changes the light level for the entire map. 2154 * This changes the light level for the entire map.
2246 */ 2155 */
2247 2156
2157int
2248int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2158cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{
2249 int success; 2160 int success;
2250 2161
2251 if(!op->map) return 0; /* shouldnt happen */ 2162 if (!op->map)
2163 return 0; /* shouldnt happen */
2252 2164
2253 success=change_map_light(op->map,spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2254 if(!success) { 2167 if (!success)
2168 {
2255 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2256 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2257 else 2171 else
2258 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2259 } 2173 }
2260 return success; 2174 return success;
2261} 2175}
2262 2176
2263 2177
2264 2178
2265 2179
2266 2180
2267/* create an aura spell object and put it in the player's inventory. 2181/* create an aura spell object and put it in the player's inventory.
2268 * as usual, op is player, caster is the object casting the spell, 2182 * as usual, op is player, caster is the object casting the spell,
2269 * spell is the spell object itself. 2183 * spell is the spell object itself.
2270 */ 2184 */
2185int
2271int create_aura(object *op, object *caster, object *spell) 2186create_aura (object *op, object *caster, object *spell)
2272{ 2187{
2273 int refresh=0; 2188 int refresh = 0;
2274 object *new_aura; 2189 object *new_aura;
2275 2190
2276 new_aura = present_arch_in_ob(spell->other_arch, op); 2191 new_aura = present_arch_in_ob (spell->other_arch, op);
2277 if (new_aura) refresh=1; 2192 if (new_aura)
2193 refresh = 1;
2194 else
2278 else new_aura = arch_to_object(spell->other_arch); 2195 new_aura = arch_to_object (spell->other_arch);
2279 2196
2280 new_aura->duration = spell->duration + 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2281 10* SP_level_duration_adjust(caster,spell);
2282 2198
2283 new_aura->stats.dam = spell->stats.dam 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2284 +SP_level_dam_adjust(caster,spell);
2285 2200
2286 set_owner(new_aura,op); 2201 new_aura->set_owner (op);
2287 set_spell_skill(op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2288 new_aura->attacktype= spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2289 2204
2290 new_aura->level = caster_level(caster, spell); 2205 new_aura->level = caster_level (caster, spell);
2291 if (refresh) 2206 if (refresh)
2292 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2293 else 2208 else
2294 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2295 insert_ob_in_ob(new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2296 return 1; 2211 return 1;
2297} 2212}
2298 2213
2299 2214
2300/* move aura function. An aura is a part of someone's inventory, 2215/* move aura function. An aura is a part of someone's inventory,
2301 * which he carries with him, but which acts on the map immediately 2216 * which he carries with him, but which acts on the map immediately
2304 * duration: duration counter. 2219 * duration: duration counter.
2305 * attacktype: aura's attacktype 2220 * attacktype: aura's attacktype
2306 * other_arch: archetype to drop where we attack 2221 * other_arch: archetype to drop where we attack
2307 */ 2222 */
2308 2223
2224void
2309void move_aura(object *aura) { 2225move_aura (object *aura)
2226{
2310 int i, mflags; 2227 int i, mflags;
2311 object *env; 2228 object *env;
2312 mapstruct *m; 2229 maptile *m;
2313 2230
2314 /* auras belong in inventories */ 2231 /* auras belong in inventories */
2315 env = aura->env; 2232 env = aura->env;
2316 2233
2317 /* no matter what we've gotta remove the aura... 2234 /* no matter what we've gotta remove the aura...
2318 * we'll put it back if its time isn't up. 2235 * we'll put it back if its time isn't up.
2319 */ 2236 */
2320 remove_ob(aura); 2237 aura->remove ();
2321 2238
2322 /* exit if we're out of gas */ 2239 /* exit if we're out of gas */
2323 if(aura->duration--< 0) { 2240 if (aura->duration-- < 0)
2324 free_object(aura);
2325 return;
2326 } 2241 {
2242 aura->destroy ();
2243 return;
2244 }
2327 2245
2328 /* auras only exist in inventories */ 2246 /* auras only exist in inventories */
2329 if(env == NULL || env->map==NULL) { 2247 if (env == NULL || env->map == NULL)
2330 free_object(aura);
2331 return;
2332 } 2248 {
2333 aura->x = env->x; 2249 aura->destroy ();
2334 aura->y = env->y; 2250 return;
2251 }
2335 2252
2336 /* we need to jump out of the inventory for a bit 2253 /* we need to jump out of the inventory for a bit
2337 * in order to hit the map conveniently. 2254 * in order to hit the map conveniently.
2338 */ 2255 */
2339 insert_ob_in_map(aura,env->map,aura,0); 2256 aura->insert_at (env, aura);
2340 2257
2341 for(i=1;i<9;i++) { 2258 for (i = 1; i < 9; i++)
2259 {
2342 sint16 nx, ny; 2260 sint16 nx, ny;
2261
2343 nx = aura->x + freearr_x[i]; 2262 nx = aura->x + freearr_x[i];
2344 ny = aura->y + freearr_y[i]; 2263 ny = aura->y + freearr_y[i];
2345 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2346 2265
2347 /* Consider the movement tyep of the person with the aura as 2266 /* Consider the movement tyep of the person with the aura as
2348 * movement type of the aura. Eg, if the player is flying, the aura 2267 * movement type of the aura. Eg, if the player is flying, the aura
2349 * is flying also, if player is walking, it is on the ground, etc. 2268 * is flying also, if player is walking, it is on the ground, etc.
2350 */ 2269 */
2351 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2271 {
2352 hit_map(aura,i,aura->attacktype,0); 2272 hit_map (aura, i, aura->attacktype, 0);
2353 2273
2354 if(aura->other_arch) { 2274 if (aura->other_arch)
2355 object *new_ob; 2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2356 2276 }
2357 new_ob = arch_to_object(aura->other_arch);
2358 new_ob->x = nx;
2359 new_ob->y = ny;
2360 insert_ob_in_map(new_ob,m,aura,0);
2361 } 2277 }
2362 } 2278
2363 }
2364 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2365 remove_ob(aura); 2280 aura->remove ();
2366 insert_ob_in_ob(aura, env); 2281 insert_ob_in_ob (aura, env);
2367} 2282}
2368 2283
2369/* moves the peacemaker spell. 2284/* moves the peacemaker spell.
2370 * op is the piece object. 2285 * op is the piece object.
2371 */ 2286 */
2372 2287
2288void
2373void move_peacemaker(object *op) { 2289move_peacemaker (object *op)
2290{
2374 object *tmp; 2291 object *tmp;
2375 2292
2376 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 {
2377 int atk_lev, def_lev; 2295 int atk_lev, def_lev;
2378 object *victim=tmp; 2296 object *victim = tmp;
2379 2297
2380 if (tmp->head) victim=tmp->head; 2298 if (tmp->head)
2299 victim = tmp->head;
2381 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2300 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue;
2382 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue;
2383 if (victim->stats.exp == 0) continue; 2304 if (victim->stats.exp == 0)
2305 continue;
2384 2306
2385 def_lev = MAX(1,victim->level); 2307 def_lev = MAX (1, victim->level);
2386 atk_lev = MAX(1,op->level); 2308 atk_lev = MAX (1, op->level);
2387 2309
2388 if (rndm(0, atk_lev-1) > def_lev) { 2310 if (rndm (0, atk_lev - 1) > def_lev)
2311 {
2389 /* make this sucker peaceful. */ 2312 /* make this sucker peaceful. */
2390 2313
2391 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2314 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2392 victim->stats.exp=0; 2315 victim->stats.exp = 0;
2393#if 0 2316#if 0
2394 /* No idea why these were all set to zero - if something 2317 /* No idea why these were all set to zero - if something
2395 * makes this creature agressive, he should still do damage. 2318 * makes this creature agressive, he should still do damage.
2396 */ 2319 */
2397 victim->stats.dam = 0; 2320 victim->stats.dam = 0;
2398 victim->stats.sp = 0; 2321 victim->stats.sp = 0;
2399 victim->stats.grace = 0; 2322 victim->stats.grace = 0;
2400 victim->stats.Pow = 0; 2323 victim->stats.Pow = 0;
2401#endif 2324#endif
2402 victim->attack_movement = RANDO2; 2325 victim->attack_movement = RANDO2;
2403 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2404 SET_FLAG(victim,FLAG_RUN_AWAY); 2327 SET_FLAG (victim, FLAG_RUN_AWAY);
2405 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2328 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2406 CLEAR_FLAG(victim,FLAG_MONSTER); 2329 CLEAR_FLAG (victim, FLAG_MONSTER);
2407 if(victim->name) { 2330 if (victim->name)
2331 {
2408 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 }
2334 }
2409 } 2335 }
2410 } 2336}
2411 } 2337
2412}
2413
2414 2338
2415/* This writes a rune that contains the appropriate message. 2339/* This writes a rune that contains the appropriate message.
2416 * There really isn't any adjustments we make. 2340 * There really isn't any adjustments we make.
2417 */ 2341 */
2418 2342
2343int
2419int write_mark(object *op, object *spell, const char *msg) { 2344write_mark (object *op, object *spell, const char *msg)
2345{
2420 char rune[HUGE_BUF]; 2346 char rune[HUGE_BUF];
2421 object *tmp; 2347 object *tmp;
2422 2348
2423 if (!msg || msg[0] == 0) { 2349 if (!msg || msg[0] == 0)
2350 {
2424 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2425 return 0; 2352 return 0;
2426 } 2353 }
2427 2354
2428 if (strcasestr_local(msg, "endmsg")) { 2355 if (strcasestr_local (msg, "endmsg"))
2356 {
2429 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2430 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2358 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0;
2360 }
2361 if (!spell->other_arch)
2431 return 0; 2362 return 0;
2432 }
2433 if (!spell->other_arch) return 0;
2434 tmp = arch_to_object(spell->other_arch); 2363 tmp = arch_to_object (spell->other_arch);
2435 strncpy(rune, msg, HUGE_BUF-2); 2364
2436 rune[HUGE_BUF-2] = 0; 2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2437 strcat(rune, "\n"); 2366
2438 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2367 tmp->race = op->name; /*Save the owner of the rune */
2439 tmp->msg = add_string(rune); 2368 tmp->msg = rune;
2440 tmp->x = op->x; 2369
2441 tmp->y = op->y; 2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2442 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2443 return 1; 2371 return 1;
2444} 2372}

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