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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 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_effect.C,v 1.3 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (wand == 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 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 78
79 if (!tmp->stats.dam)
80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
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 83
84 if (tmp->stats.hp < 2)
85 tmp->stats.hp = 2;
86
87 tmp->insert_at (op);
88 return 1;
89 }
90
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
93 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
95 else { 95 else
96 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 98 return 0;
98 return 0;
99 } 99 }
100 if (!ncharges) ncharges = 1;
101 100
101 if (!ncharges)
102 ncharges = 1;
103
102 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 106
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 {
106 SET_FLAG(wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 111 }
112
110 return 1; 113 return 1;
111} 114}
112 115
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 118 * arrows.
118 * great a plus, the default is used. 121 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
122 */ 125 */
123 126int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 128{
126 int missile_plus=0, bonus_plus=0; 129 int bonus_plus = 0;
127 const char *missile_name; 130 const char *missile_name = "arrow";
128 object *tmp, *missile;
129 tag_t tag;
130 131
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 134 missile_name = tmp->race;
136 }
137 135
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 137
140 if (find_archetype(missile_name)==NULL) { 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
141 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name); 143 return 0;
143 return 0;
144 } 144 }
145 missile = get_archetype(missile_name);
146 145
146 object *missile = missile_arch->instance ();
147
147 if (stringarg) { 148 if (stringarg)
149 {
148 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 151 if (isalpha (*stringarg))
152 {
150 artifact *al = find_artifactlist(missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
151 154
152 for ( ; al != NULL; al=al->next) 155 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 156 if (!strcasecmp (al->item->name, stringarg))
157 break;
154 158
155 if (!al) { 159 if (!al)
156 free_object(missile); 160 {
161 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg); 163 return 0;
159 return 0; 164 }
160 } 165
161 if (al->item->slaying) { 166 if (al->item->slaying)
162 free_object(missile); 167 {
168 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
164 missile_name, stringarg); 170 return 0;
165 return 0; 171 }
166 } 172
167 give_artifact_abilities(missile, al->item); 173 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
171 */ 177 */
172 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 179 missile_plus = 0;
174 } else 180 }
175 if (atoi(stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 182 missile_plus = atoi (stringarg);
177 } 183 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182 184
185 missile_plus = clamp (missile_plus, -4, 4);
186
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
185 if (missile->nrof < 1) 190 if (missile->nrof < 1)
186 missile->nrof=1; 191 missile->nrof = 1;
187 192
188 missile->magic = missile_plus; 193 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
190 missile->value=0; 195 missile->value = 0;
191 196
192 SET_FLAG(missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 198
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 200 pick_up (op, missile);
199 } 201
200 return 1; 202 return 1;
201} 203}
202 204
203 205
204/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If stringarg is NULL, it will create food dependent on level --PeterM*/
208int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 210{
208 int food_value; 211 int food_value;
209 archetype *at=NULL; 212 archetype *at = NULL;
210 object *new_op; 213 object *new_op;
211 214
212 food_value=spell_ob->stats.food + 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 216
215 if(stringarg) { 217 if (stringarg)
218 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 220 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
220 stringarg = NULL; 223 stringarg = NULL;
221 } 224 }
222 225
223 if(!stringarg) { 226 if (!stringarg)
227 {
224 archetype *at_tmp; 228 archetype *at_tmp;
225 229
226 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 232 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 234 * to be altered from the donor.
231 */ 235 */
232 236
233 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 238 for_all_archetypes (at_tmp)
239 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 {
236 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 244 * the item we have now, take it instead.
239 */ 245 */
240 if (at_tmp->clone.stats.food<=food_value && 246 if (at_tmp->stats.food <= food_value
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 247 && (!at
242 at=at_tmp; 248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp;
252 }
253 }
243 } 254 }
244 } 255
245 }
246 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
247 * know 257 * know
248 */ 258 */
249 if (!at) { 259 if (!at)
260 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 262 return 0;
252 } 263 }
253 264
254 food_value/=at->clone.stats.food; 265 food_value /= at->stats.food;
255 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 267 new_op->nrof = food_value;
257 268
258 new_op->value = 0; 269 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 270 if (new_op->nrof < 1)
271 new_op->nrof = 1;
260 272
261 cast_create_obj(op, caster,new_op, dir); 273 cast_create_obj (op, caster, new_op, dir);
262 return 1; 274 return 1;
263} 275}
264 276
277int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 278probe (object *op, object *caster, object *spell_ob, int dir)
279{
266 int r, mflags, maxrange; 280 int r, mflags, maxrange;
267 object *tmp; 281 object *tmp;
268 mapstruct *m; 282 maptile *m;
269 283
270
271 if(!dir) { 284 if (!dir)
285 {
272 examine_monster(op,op); 286 examine_monster (op, op);
273 return 1; 287 return 1;
274 } 288 }
289
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 291 for (r = 1; r < maxrange; r++)
292 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 294
279 m = op->map; 295 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 296 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 297
282 if (mflags & P_OUT_OF_MAP) break; 298 if (mflags & P_OUT_OF_MAP)
299 break;
283 300
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 304 return 0;
287 } 305 }
288 if (mflags & P_IS_ALIVE) { 306 if (mflags & P_IS_ALIVE)
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 307 {
308 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))) { 309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 312 if (tmp->head != NULL)
293 tmp=tmp->head; 313 tmp = tmp->head;
294 examine_monster(op,tmp); 314 examine_monster (op, tmp);
295 return 1; 315 return 1;
296 } 316 }
297 } 317 }
298 } 318 }
319
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 321 return 1;
301} 322}
302
303 323
304/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 325 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 328 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 329 * pl is invisible.
310 */ 330 */
331int
311int makes_invisible_to(object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
312{ 333{
313
314 if (!pl->invisible) return 0; 334 if (!pl->invisible)
335 return 0;
336
315 if (pl->type == PLAYER ) { 337 if (pl->type == PLAYER)
338 {
316 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 340 if (!pl->contr->invis_race)
341 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0;
344
319 return 1; 345 return 1;
320 } 346 }
347
321 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 350 return 1;
351
324 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 353 if (!mon->race)
354 return 0;
355
326 if (strstr(mon->race, pl->contr->invis_race)) return 1; 356 if (strstr (mon->race, pl->contr->invis_race))
357 return 1;
358
327 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
328 return 0; 360 return 0;
329 } else { 361 }
362 else
363 {
330 /* monsters are invisible to everything */ 364 /* monsters are invisible to everything */
331 return 1; 365 return 1;
332 } 366 }
333} 367}
334 368
335/* Makes the player or character invisible. 369/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 370 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 373 * 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 374 * 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/ 375 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 376 * normal applies.
343 */ 377 */
378int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 379cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 380{
346
347 if(op->invisible>1000) { 381 if (op->invisible > 1000)
382 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 384 return 0;
350 } 385 }
351 386
352 /* Remove the switch with 90% duplicate code - just handle the differences with 387 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 388 * and if statement or two.
354 */ 389 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 391 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 392 if (op->invisible > 1000)
393 op->invisible = 1000;
358 394
359 if (op->type == PLAYER) { 395 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 396 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 397 op->contr->invis_race = spell_ob->race;
398
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 400 op->contr->tmp_invis = 0;
365 else 401 else
366 op->contr->tmp_invis=1; 402 op->contr->tmp_invis = 1;
367 403
368 op->contr->hidden = 0; 404 op->contr->hidden = 0;
369 } 405 }
406
370 if (makes_invisible_to(op, op)) 407 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 409 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 411
375 update_object(op,UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
376 413
377 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
378 * harm to the player. 415 * harm to the player.
379 */ 416 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
381 if (tmp->enemy == op) 418 if (tmp->enemy == op)
382 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
383 return 1; 421 return 1;
384} 422}
385 423
386/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 425 */
426int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 427cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{
389 object *tmp, *next; 429 object *tmp, *next;
390 int range,i,j, mflags; 430 int range, i, j, mflags;
391 sint16 sx, sy; 431 sint16 sx, sy;
392 mapstruct *m; 432 maptile *m;
393 433
394 if(op->type!=PLAYER) 434 if (op->type != PLAYER)
395 return 0; 435 return 0;
396 436
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 438
399 for(i= -range;i<=range;i++) 439 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 440 for (j = -range; j <= range; j++)
441 {
401 sx = op->x + i; 442 sx = op->x + i;
402 sy = op->y + j; 443 sy = op->y + j;
403 m = op->map; 444 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 446
406 if (mflags & P_OUT_OF_MAP) continue; 447 if (mflags & P_OUT_OF_MAP)
448 continue;
407 449
408 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 452 {
411 next = tmp->above; 453 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 } 456 }
415 } 457 }
458
416 return 1; 459 return 1;
417} 460}
418 461
419 462void
420void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
421 object *wor=op; 464{
422 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
423 op=op->env; 466 {
424 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 469 else
429 enter_exit(op,wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
430 } 471 }
431 remove_ob(wor); 472
432 free_object(wor); 473 op->destroy ();
433} 474}
434 475
435/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
437 * time delay effect. 478 * time delay effect.
438 */ 479 */
480int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
440 object *dummy; 483 object *dummy;
441 int time; 484 int time;
442 485
443 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
444 return 0; 487 return 0;
445 488
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 490 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 492 return 1;
450 } 493 }
451 494
452 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 496 if (dummy == NULL)
497 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 500 return 0;
457 } 501 }
502
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
460 506
461 /* value of speed really doesn't make much difference, as long as it is 507 /* 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 508 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
464 */ 510 */
465 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
470 515
471 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
473 */ 518 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 519 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
477 522
478 (void) insert_ob_in_ob(dummy,op); 523 op->insert (dummy);
524
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
480 return 1; 527 return 1;
481} 528}
482 529
483/* cast_wonder 530/* cast_wonder
484 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
485 * spell. 532 * spell.
486 */ 533 */
534int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 535cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536{
488 object *newspell; 537 object *newspell;
489 538
490 if(!rndm(0, 3)) 539 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 540 return cast_cone (op, caster, dir, spell_ob);
492 541
493 if (spell_ob->randomitems) { 542 if (spell_ob->randomitems)
543 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 545 if (!newspell)
546 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 548 return 0;
498 } 549 }
499 if (newspell->type != SPELL) { 550 if (newspell->type != SPELL)
551 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 552 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; 553 return 0;
503 } 554 }
504 /* Prevent inifinit recursion */ 555 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 556 if (newspell->subtype == SP_WONDER)
557 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 559 return 0;
508 } 560 }
509 return cast_spell(op,caster,dir,newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
510 } 562 }
511 return 1; 563 return 1;
512} 564}
513 565
514 566int
515int perceive_self(object *op) { 567perceive_self (object *op)
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 568{
569 const char *cp = describe_item (op, op);
517 archetype *at=find_archetype(ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp;
519 int i;
520 571
521 tmp=find_god(determine_god(op)); 572 dynbuf_text buf;
522 if (tmp) 573
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
578 if (object *god = find_god (determine_god (op)))
579 buf << "You worship " << &god->name << ".\n";
524 else 580 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 581 buf << "You worship no god.\n";
526 582
527 tmp=present_arch_in_ob(at,op); 583 object *tmp = present_arch_in_ob (at, op);
528 584
529 if(*cp=='\0' && tmp==NULL) 585 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 586 buf << "You feel very mundane. ";
531 else { 587 else
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 588 {
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 589 buf << "You have: " << cp << ".\n";
534 if (tmp!=NULL) { 590
591 if (tmp)
535 for (i=0; i<NUM_STATS; i++) { 592 for (int i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 593 if (tmp->stats.stat (i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 594 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 } 595 }
542 }
543 }
544 596
545 if (is_dragon_pl(op)) { 597 if (is_dragon_pl (op))
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 599 for (tmp = op->inv; tmp; tmp = tmp->below)
600 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
549 if(tmp->stats.exp == 0) { 602 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 603 if (tmp->stats.exp == 0)
551 } else { 604 buf << "Your metabolism isn't focused on anything.\n";
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 605 else
553 } 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 607
555 break; 608 break;
556 } 609 }
557 }
558 } 610 }
611
612 buf << '\0'; // zero-terminate
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615
559 return 1; 616 return 1;
560} 617}
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
809 618
810/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
811 * within some reason. 620 * within some reason.
812 */ 621 */
813 622int
814int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
815 object *tmp, *tmp2; 624{
625 object *tmp;
816 int i,posblocked,negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
817 sint16 x, y; 627 sint16 x, y;
818 mapstruct *m; 628 maptile *m;
819 const char *name; 629 const char *name;
820 archetype *at; 630 archetype *at;
821 631
822 if(!dir) { 632 if (!dir)
633 {
823 dir=op->facing; 634 dir = op->facing;
824 x = op->x; 635 x = op->x;
825 y = op->y; 636 y = op->y;
826 } else { 637 }
638 else
639 {
827 x = op->x+freearr_x[dir]; 640 x = op->x + freearr_x[dir];
828 y = op->y+freearr_y[dir]; 641 y = op->y + freearr_y[dir];
829 } 642 }
643
830 m = op->map; 644 m = op->map;
831 645
832 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 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) || 647 (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))) { 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
835 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
836 return 0; 651 return 0;
837 } 652 }
653
838 if (spell_ob->other_arch) { 654 if (spell_ob->other_arch)
839 tmp = arch_to_object(spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
840 } else if (spell_ob->race) { 656 else if (spell_ob->race)
657 {
841 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
842 659
843 sprintf(buf1,spell_ob->race,dir); 660 sprintf (buf1, spell_ob->race, dir);
844 at = find_archetype(buf1); 661 at = archetype::find (buf1);
845 if (!at) { 662 if (!at)
663 {
846 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
847 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0;
667 }
668
669 tmp = arch_to_object (at);
670 }
671 else
672 {
673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
848 return 0; 674 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 } 675 }
856 676
857 if (tmp->type == SPELL_EFFECT) { 677 if (tmp->type == SPELL_EFFECT)
678 {
858 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
859 tmp->duration = spell_ob->duration + 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
860 SP_level_duration_adjust(caster, spell_ob); 681 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; 682 tmp->range = 0;
683 }
864 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
865 tmp->stats.hp = spell_ob->duration + 685 {
866 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
867 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
868 set_owner(tmp,op);
869 set_spell_skill(op, caster, spell_ob, tmp);
870 } 688 }
689
871 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
872 tmp->stats.food = spell_ob->duration + 691 {
873 SP_level_duration_adjust(caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
874 SET_FLAG(tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
875 } 694 }
695
876 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
877 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
878 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
879 SET_FLAG(tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
880 SET_FLAG(tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
881 } 702 }
882 703
883 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
884 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
885 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
886 set_owner(tmp,op); 709 tmp->set_owner (op);
710
887 set_spell_skill(op, caster, spell_ob, tmp); 711 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; 712 tmp->level = caster_level (caster, spell_ob) / 2;
891 713
892 name = tmp->name; 714 name = tmp->name;
893 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
894 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
895 return 0; 718 return 0;
896 } 719 }
720
897 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
898 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
899 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
900 724
901 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
902 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
903 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
904 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
905 * blocked spaces. 729 * blocked spaces.
906 */ 730 */
907 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
908 posblocked=0; 732 posblocked = 0;
909 negblocked=0; 733 negblocked = 0;
910 734
911 for(i=1; i<=maxrange; i++) { 735 for (i = 1; i <= maxrange; i++)
912 int dir2; 736 {
913 737 int dir2;
738
914 dir2 = (dir<4)?(dir+2):dir-2; 739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
915 740
916 x = tmp->x+i*freearr_x[dir2]; 741 x = tmp->x + i * freearr_x[dir2];
917 y = tmp->y+i*freearr_y[dir2]; 742 y = tmp->y + i * freearr_y[dir2];
918 m = tmp->map; 743 m = tmp->map;
919 744
920 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 745 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) && 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
922 !posblocked) { 747 {
923 tmp2 = get_object(); 748 object *tmp2 = tmp->clone ();
924 copy_object(tmp,tmp2); 749 m->insert (tmp2, x, y, op);
925 tmp2->x = x; 750
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 */ 751 /* If this is a spellcasting wall, need to insert the spell object */
929 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
930 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
931 754
932 } else posblocked=1; 755 }
756 else
757 posblocked = 1;
933 758
934 x = tmp->x-i*freearr_x[dir2]; 759 x = tmp->x - i * freearr_x[dir2];
935 y = tmp->y-i*freearr_y[dir2]; 760 y = tmp->y - i * freearr_y[dir2];
936 m = tmp->map; 761 m = tmp->map;
937 762
938 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 763 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) && 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
940 !negblocked) { 765 {
941 tmp2 = get_object(); 766 object *tmp2 = tmp->clone ();
942 copy_object(tmp,tmp2); 767 m->insert (tmp2, x, y, op);
943 tmp2->x = x; 768
944 tmp2->y = y;
945 insert_ob_in_map(tmp2,m,op,0);
946 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
947 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
948 } else negblocked=1; 771 }
772 else
773 negblocked = 1;
949 } 774 }
950 775
951 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
952 update_all_los(op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
953 778
779 return 1;
780}
781
782int
783dimension_door (object *op, object *caster, object *spob, int dir)
784{
785 uint32 dist, maxdist;
786 int mflags;
787 maptile *m;
788 sint16 sx, sy;
789
790 if (op->type != PLAYER)
791 return 0;
792
793 if (!dir)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796 return 0;
797 }
798
799 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in.
801 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803
804 if (op->contr->count)
805 {
806 if (op->contr->count > maxdist)
807 {
808 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
809 return 0;
810 }
811
812 for (dist = 0; dist < op->contr->count; dist++)
813 {
814 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
815
816 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
817 break;
818
819 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
820 break;
821 }
822
823 if (dist < op->contr->count)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
826 op->contr->count = 0;
827 return 0;
828 }
829
830 op->contr->count = 0;
831
832 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and
836 * lots of other maps that protect areas with no magic, but the
837 * areas themselves don't contain no magic spaces.
838 */
839 /* This call here is really just to normalize the coordinates */
840 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
841 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
844 return 1; /* Maybe the penalty should be more severe... */
845 }
846 }
847 else
848 {
849 /* Player didn't specify a distance, so lets see how far
850 * we can move the player. Don't know why this stopped on
851 * spaces that blocked the players view.
852 */
853
854 for (dist = 0; dist < maxdist; dist++)
855 {
856 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
857
858 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
859 break;
860
861 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
862 break;
863
864 }
865
866 /* If the destination is blocked, keep backing up until we
867 * find a place for the player.
868 */
869 for (; dist > 0; dist--)
870 {
871 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
872 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
873 continue;
874
875
876 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
877 break;
878
879 }
880 if (!dist)
881 {
882 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
883 return 0;
884 }
885 }
886
887 /* Actually move the player now */
888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
954 return 1; 889 return 1;
955}
956 890
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 */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1059 return 1; 892 return 1;
1060} 893}
1061
1062 894
1063/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1064 * op is the caster. 896 * op is the caster.
1065 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1066 * spell is the spell object. 898 * spell is the spell object.
1067 */ 899 */
900int
1068int cast_heal(object *op,object *caster, object *spell, int dir) { 901cast_heal (object *op, object *caster, object *spell, int dir)
902{
1069 object *tmp; 903 object *tmp;
1070 archetype *at; 904 archetype *at;
1071 object *poison; 905 object *poison;
1072 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1073 907
1074 tmp = find_target_for_friendly_spell(op,dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1075 909
1076 if (tmp==NULL) return 0; 910 if (!tmp)
911 return 0;
1077 912
1078 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1079 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1080 */ 915 */
1081 heal = spell->stats.dam; 916 heal = spell->stats.dam;
1082 if (spell->stats.hp) 917 if (spell->stats.hp)
1083 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1084 spell->stats.hp;
1085 919
1086 if (heal) { 920 if (heal)
921 {
1087 if (tmp->stats.hp >= tmp->stats.maxhp) { 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1088 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1089 } 924 else
1090 else { 925 {
1091 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1092 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1093 * on amount of damage healed. 928 * on amount of damage healed.
1094 */ 929 */
1095 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1096 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1097 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1098 934
1099 if (tmp->stats.hp >= tmp->stats.maxhp) { 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1101 } else if (heal > 50) { 937 else if (heal > 50)
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1103 } else if (heal > 25) { 939 else if (heal > 25)
1104 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1105 } else if (heal > 10) { 941 else if (heal > 10)
1106 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1107 } else { 943 else
1108 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1109 } 945
1110 success=1;
1111 }
1112 }
1113 if (spell->attacktype & AT_DISEASE)
1114 if (cure_disease (tmp, op))
1115 success = 1; 946 success = 1;
947 }
948 }
1116 949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
1117 if (spell->attacktype & AT_POISON) { 954 if (spell->attacktype & AT_POISON)
1118 at = find_archetype("poisoning"); 955 {
956 at = archetype::find ("poisoning");
1119 poison=present_arch_in_ob(at,tmp); 957 poison = present_arch_in_ob (at, tmp);
1120 if (poison) { 958 if (poison)
959 {
1121 success = 1; 960 success = 1;
1122 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1123 poison->stats.food = 1; 962 poison->stats.food = 1;
1124 } 963 }
1125 } 964 }
965
1126 if (spell->attacktype & AT_CONFUSION) { 966 if (spell->attacktype & AT_CONFUSION)
967 {
1127 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1128 if (poison) { 969 if (poison)
970 {
1129 success = 1; 971 success = 1;
1130 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1131 poison->duration = 1; 973 poison->duration = 1;
1132 } 974 }
1133 } 975 }
976
1134 if (spell->attacktype & AT_BLIND) { 977 if (spell->attacktype & AT_BLIND)
1135 at=find_archetype("blindness"); 978 {
979 at = archetype::find ("blindness");
1136 poison=present_arch_in_ob(at,tmp); 980 poison = present_arch_in_ob (at, tmp);
1137 if (poison) { 981 if (poison)
982 {
1138 success = 1; 983 success = 1;
1139 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1140 poison->stats.food = 1; 985 poison->stats.food = 1;
1141 } 986 }
1142 } 987 }
988
1143 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
1144 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1145 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 992 if (tmp->stats.sp > tmp->stats.maxsp)
993 tmp->stats.sp = tmp->stats.maxsp;
1146 success = 1; 994 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1148 } 996 }
997
1149 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1150 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1151 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1002 tmp->stats.grace = tmp->stats.maxgrace;
1152 success = 1; 1003 success = 1;
1153 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1154 } 1005 }
1006
1155 if (spell->stats.food && tmp->stats.food < 999) { 1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1156 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1157 if (tmp->stats.food > 999) tmp->stats.food=999; 1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1158 success = 1; 1014 success = 1;
1159 /* We could do something a bit better like the messages for healing above */ 1015 /* 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"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1161 } 1017 }
1018
1162 return success; 1019 return success;
1163} 1020}
1164
1165 1021
1166/* This is used for the spells that gain stats. There are no spells 1022/* 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 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1168 * good comments for those. 1024 * good comments for those.
1169 */ 1025 */
1170static const char* const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1171"You grow no stronger.", 1027 "You grow no stronger.",
1172"You grow no more agile.", 1028 "You grow no more agile.",
1173"You don't feel any healthier.", 1029 "You don't feel any healthier.",
1174"no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1175"You are no easier to look at.", 1033 "You are no easier to look at.",
1176"no int",
1177"no pow"
1178}; 1034};
1179 1035
1036int
1180int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1181 object *tmp, *tmp2=NULL; 1038{
1182 object *force=NULL; 1039 object *force = NULL;
1183 int i; 1040 int i;
1184 1041
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1042 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if(dir!=0) { 1043 object *tmp = dir
1187 tmp=find_target_for_friendly_spell(op,dir); 1044 ? find_target_for_friendly_spell (op, dir)
1188 } else { 1045 : op;
1189 tmp = op;
1190 }
1191 1046
1192 if(tmp==NULL) return 0; 1047 if (!tmp)
1193 1048 return 0;
1049
1194 /* If we've already got a force of this type, don't add a new one. */ 1050 /* 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) { 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1052 {
1196 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1054 {
1197 if (tmp2->name == spell_ob->name) { 1055 if (tmp2->name == spell_ob->name)
1056 {
1198 force=tmp2; /* the old effect will be "refreshed" */ 1057 force = tmp2; /* the old effect will be "refreshed" */
1199 break; 1058 break;
1200 } 1059 }
1201 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1060 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 {
1202 if ( !silent ) 1062 if (!silent)
1203 new_draw_info_format(NDI_UNIQUE, 0, op, 1063 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", 1064 return 0;
1205 spell_ob->name, tmp2->name_pl); 1065 }
1206 return 0; 1066 }
1207 } 1067 }
1208 }
1209 }
1210 if(force==NULL) { 1068 if (force == NULL)
1069 {
1211 force=get_archetype(FORCE_NAME); 1070 force = get_archetype (FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY; 1071 force->subtype = FORCE_CHANGE_ABILITY;
1213 free_string(force->name);
1214 if (spell_ob->race) 1072 if (spell_ob->race)
1215 force->name = add_refcount(spell_ob->race); 1073 force->name = spell_ob->race;
1216 else 1074 else
1217 force->name = add_refcount(spell_ob->name); 1075 force->name = spell_ob->name;
1218 free_string(force->name_pl);
1219 force->name_pl = add_refcount(spell_ob->name); 1076 force->name_pl = spell_ob->name;
1220 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1077 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221 1078
1222 } else { 1079 }
1080 else
1081 {
1223 int duration; 1082 int duration;
1224 1083
1225 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1084 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1226 if (duration > force->duration) { 1085 if (duration > force->duration)
1086 {
1227 force->duration = duration; 1087 force->duration = duration;
1228 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1229 } else { 1089 }
1090 else
1091 {
1230 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 } 1093 }
1232 return 1; 1094
1095 return 1;
1233 } 1096 }
1097
1234 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1099 force->speed = 1.0;
1236 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1237 SET_FLAG(force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1238 1102
1239 /* Now start processing the effects. First, protections */ 1103 /* Now start processing the effects. First, protections */
1240 for (i=0; i < NROFATTACKS; i++) { 1104 for (i = 0; i < NROFATTACKS; i++)
1105 {
1241 if (spell_ob->resist[i]) { 1106 if (spell_ob->resist[i])
1107 {
1242 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1243 if (force->resist[i] > 100) force->resist[i] = 100; 1109 if (force->resist[i] > 100)
1244 } 1110 force->resist[i] = 100;
1111 }
1245 } 1112 }
1113
1246 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1247 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1248 1116
1249 if (tmp->type == PLAYER) { 1117 if (tmp->type == PLAYER)
1118 {
1250 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1251 for (i=0; i < NUM_STATS; i++) { 1120 for (i = 0; i < NUM_STATS; i++)
1252 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1121 {
1253 if (stat) { 1122 if (sint8 stat = spell_ob->stats.stat (i))
1254 sm=0; 1123 {
1255 for (k=0; k<stat; k++) 1124 sint8 sm = 0;
1256 sm += rndm(1, 3); 1125 for (sint8 k = 0; k < stat; k++)
1126 sm += rndm (1, 3);
1257 1127
1258 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1259 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1260 if (sm<0) sm = 0; 1130
1261 } 1131 force->stats.stat (i) = sm;
1262 set_attr_value(&force->stats, i, sm); 1132
1263 if (!sm) 1133 if (!sm)
1264 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1135 }
1136 }
1265 } 1137 }
1266 }
1267 }
1268 1138
1269 force->move_type = spell_ob->move_type; 1139 force->move_type = spell_ob->move_type;
1270 1140
1271 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1141 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1272 SET_FLAG(force, FLAG_SEE_IN_DARK); 1142 SET_FLAG (force, FLAG_SEE_IN_DARK);
1273 1143
1274 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1144 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1275 SET_FLAG(force, FLAG_XRAYS); 1145 SET_FLAG (force, FLAG_XRAYS);
1276 1146
1277 /* Haste/bonus speed */ 1147 /* Haste/bonus speed */
1278 if (spell_ob->stats.exp) { 1148 if (spell_ob->stats.exp)
1149 {
1150 if (op->speed > 0.5f)
1279 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1151 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1280 else 1152 else
1281 force->stats.exp = spell_ob->stats.exp; 1153 force->stats.exp = spell_ob->stats.exp;
1282 } 1154 }
1283 1155
1284 force->stats.wc = spell_ob->stats.wc; 1156 force->stats.wc = spell_ob->stats.wc;
1285 force->stats.ac = spell_ob->stats.ac; 1157 force->stats.ac = spell_ob->stats.ac;
1286 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1287 1159
1288 insert_ob_in_ob(force,tmp); 1160 insert_ob_in_ob (force, tmp);
1289 change_abil(tmp,force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1290 fix_player(tmp); 1162 tmp->update_stats ();
1163
1291 return 1; 1164 return 1;
1292} 1165}
1293 1166
1294/* This used to be part of cast_change_ability, but it really didn't make 1167/* 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 1168 * a lot of sense, since most of the values it derives are from the god
1296 * of the caster. 1169 * of the caster.
1297 */ 1170 */
1298 1171int
1299int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{
1300 int i; 1174 int i;
1301 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1302 1176
1303 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1177 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1304 if(dir!=0) { 1178 if (dir != 0)
1179 {
1305 tmp=find_target_for_friendly_spell(op,dir); 1180 tmp = find_target_for_friendly_spell (op, dir);
1306 } else { 1181 }
1307 tmp = op; 1182 else
1308 } 1183 {
1184 tmp = op;
1185 }
1309 1186
1310 /* If we've already got a force of this type, don't add a new one. */ 1187 /* 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) { 1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1189 {
1312 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 {
1313 if (tmp2->name == spell_ob->name) { 1192 if (tmp2->name == spell_ob->name)
1193 {
1314 force=tmp2; /* the old effect will be "refreshed" */ 1194 force = tmp2; /* the old effect will be "refreshed" */
1315 break; 1195 break;
1316 } 1196 }
1317 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1197 else if (spell_ob->race && spell_ob->race == tmp2->name)
1318 new_draw_info_format(NDI_UNIQUE, 0, op, 1198 {
1319 "You can not cast %s while %s is in effect", 1199 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); 1200 return 0;
1321 return 0; 1201 }
1202 }
1322 } 1203 }
1323 }
1324 }
1325 if(force==NULL) { 1204 if (force == NULL)
1205 {
1326 force=get_archetype(FORCE_NAME); 1206 force = get_archetype (FORCE_NAME);
1327 force->subtype = FORCE_CHANGE_ABILITY; 1207 force->subtype = FORCE_CHANGE_ABILITY;
1328 free_string(force->name);
1329 if (spell_ob->race) 1208 if (spell_ob->race)
1330 force->name = add_refcount(spell_ob->race); 1209 force->name = spell_ob->race;
1331 else 1210 else
1332 force->name = add_refcount(spell_ob->name); 1211 force->name = spell_ob->name;
1333 free_string(force->name_pl);
1334 force->name_pl = add_refcount(spell_ob->name); 1212 force->name_pl = spell_ob->name;
1335 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336 } else { 1214 }
1215 else
1216 {
1337 int duration; 1217 int duration;
1338 1218
1339 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1219 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) { 1220 if (duration > force->duration)
1221 {
1341 force->duration = duration; 1222 force->duration = duration;
1342 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1223 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } else { 1224 }
1225 else
1226 {
1344 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1228 }
1346 return 0; 1229 return 0;
1347 } 1230 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1231 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1232 force->speed = 1.0;
1350 force->speed_left = -1.0; 1233 force->speed_left = -1.0;
1351 SET_FLAG(force, FLAG_APPLIED); 1234 SET_FLAG (force, FLAG_APPLIED);
1352 1235
1353 if(!god) { 1236 if (!god)
1237 {
1354 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1355 } else { 1239 }
1240 else
1241 {
1356 /* Only give out good benefits, and put a max on it */ 1242 /* Only give out good benefits, and put a max on it */
1357 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1358 if (god->resist[i]>0) { 1245 if (god->resist[i] > 0)
1246 {
1359 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1247 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1360 } 1248 }
1361 } 1249 }
1362 force->path_attuned|=god->path_attuned; 1250 force->path_attuned |= god->path_attuned;
1251
1363 if (spell_ob->attacktype) { 1252 if (spell_ob->attacktype)
1364 force->attacktype|=god->attacktype | AT_PHYSICAL; 1253 force->slaying = god->slaying;
1365 if(god->slaying) force->slaying = add_string(god->slaying); 1254
1366 }
1367 if (tmp != op) { 1255 if (tmp != op)
1256 {
1368 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1257 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); 1258 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1370 } else { 1259 }
1371 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1260 else
1372 "You are blessed by %s!",god->name); 1261 {
1373 } 1262 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1263 }
1374 1264
1375 } 1265 }
1376 force->stats.wc = spell_ob->stats.wc; 1266 force->stats.wc = spell_ob->stats.wc;
1377 force->stats.ac = spell_ob->stats.ac; 1267 force->stats.ac = spell_ob->stats.ac;
1378 1268
1379 change_abil(tmp,force); /* Mostly to display any messages */ 1269 change_abil (tmp, force); /* Mostly to display any messages */
1380 insert_ob_in_ob(force,tmp); 1270 insert_ob_in_ob (force, tmp);
1381 fix_player(tmp); 1271 tmp->update_stats ();
1382 return 1; 1272 return 1;
1383} 1273}
1384
1385
1386 1274
1387/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1388 * 1276 *
1389 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1390 * objects to gold nuggets, the value of the gold nuggets being 1278 * 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 * 1279 *
1395 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1396 * the maximum number of large nuggets you could get. 1281 * 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 1282 * because the nuggets themselves will be will be adjusted by charisma
1398 * to the max amount of small nuggets as you could get. 1283 * 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 * 1284 *
1403 * There is also a chance (1:30) that you will get nothing at all 1285 * 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 1286 * for the object. There is also a maximum weight that will be
1405 * alchemied. 1287 * alchemised.
1406 */ 1288 */
1407 1289static void
1408/* I didn't feel like passing these as arguements to the 1290alchemy_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{ 1291{
1418 uint64 value=query_cost(obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1419 1293
1420 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1421 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1422 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1423 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1424 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1425 * the stuff back to town. 1299 * the stuff back to town.
1426 */ 1300 */
1427
1428 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1429 value=0; 1302 value = 0;
1430 else if (obj->type==MONEY || obj->type==GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1431 value /=3; 1304 value /= 3;
1432 else 1305 else
1433 value = (value*9)/10; 1306 value = value * 9 / 10;
1434 1307
1435 value /= 4; // fix by GHJ, don't understand, pcg
1436
1437 if ((obj->value>0) && rndm(0, 29)) { 1308 if (obj->value > 0 && rndm (0, 29))
1438 int count; 1309 total_value += value;
1439 1310
1440 count = value / large->value; 1311 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 1312
1447 /* Turn 25 small nuggets into 1 large nugget. If the value 1313 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} 1314}
1461 1315
1462static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1316int
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) 1317alchemy (object *op, object *caster, object *spell_ob)
1492{ 1318{
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) 1319 if (op->type != PLAYER)
1499 return 0; 1320 return 0;
1500 1321
1322 archetype *nugget[3];
1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1327
1501 /* Put a maximum weight of items that can be alchemied. Limits the power 1328 /* 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 1329 * some, and also prevents people from alchemising every table/chair/clock
1503 * in sight 1330 * in sight
1504 */ 1331 */
1505 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1332 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1506 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1507 small=get_archetype("smallnugget"), 1334 uint64 value_max = duration * 1000;
1508 large=get_archetype("largenugget");
1509 1335
1336 int weight = 0;
1337
1510 for(y= op->y-1;y<=op->y+1;y++) { 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1511 for(x= op->x-1;x<=op->x+1;x++) { 1339 {
1512 nx = x; 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1513 ny = y; 1341 {
1342 uint64 value = 0;
1514 1343
1515 mp = op->map; 1344 sint16 nx = x;
1345 sint16 ny = y;
1516 1346
1347 maptile *mp = op->map;
1348
1517 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1518 1350
1519 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1520 continue; 1352 continue;
1521 1353
1522 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1523 * use fly as the movement type - for alchemy, consider it 1355 * use fly as the movement type - for alchemy, consider it
1524 * ground level effect. 1356 * ground level effect.
1525 */ 1357 */
1526 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1527 continue; 1359 continue;
1528 1360
1529 small_nuggets=0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1530 large_nuggets=0; 1362 {
1363 next = tmp->above;
1531 1364
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) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1543 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1544 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1367 {
1545 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1368 if (tmp->inv)
1546 &weight); 1369 {
1547 } 1370 object *next1, *tmp1;
1371
1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1373 {
1374 next1 = tmp1->below;
1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1377 alchemy_object (tmp1, value, weight);
1378 }
1379 }
1380
1381 alchemy_object (tmp, value, weight);
1382
1383 if (weight > weight_max)
1384 break;
1385 }
1386 }
1387
1388 value -= rndm (value >> 4);
1389 value = min (value, value_max);
1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1393 {
1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1400 }
1401
1402 if (weight > weight_max)
1403 goto bailout;
1404 }
1548 } 1405 }
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 1406
1560 /* Insert all the nuggets at one time. This probably saves time, but 1407bailout:
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; 1408 return 1;
1574} 1409}
1575
1576 1410
1577/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1578 * items. 1412 * items.
1579 */ 1413 */
1414int
1580int remove_curse(object *op, object *caster, object *spell) { 1415remove_curse (object *op, object *caster, object *spell)
1416{
1581 object *tmp; 1417 object *tmp;
1582 int success = 0, was_one = 0; 1418 int success = 0, was_one = 0;
1583 1419
1584 for (tmp = op->inv; tmp; tmp = tmp->below) 1420 for (tmp = op->inv; tmp; tmp = tmp->below)
1585 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1586 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1587 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1588 1424 {
1589 was_one++; 1425 was_one++;
1426
1590 if (tmp->level <= caster_level(caster, spell)) { 1427 if (tmp->level <= caster_level (caster, spell))
1591 success++; 1428 {
1429 success++;
1592 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1593 CLEAR_FLAG(tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1594 1432
1595 CLEAR_FLAG(tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1596 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1597 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1436
1437 if (object *pl = tmp->visible_to ())
1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1439 }
1440 }
1441
1598 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1599 esrv_send_item(op, tmp); 1443 {
1600 } 1444 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."); 1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1606 } else { 1446 else
1447 {
1607 if (was_one) 1448 if (was_one)
1608 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1609 else 1450 else
1610 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1611 } 1452 }
1612 } 1453 }
1454
1613 return success; 1455 return success;
1614} 1456}
1615 1457
1616/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1617 1459int
1618int cast_identify(object *op, object *caster, object *spell) { 1460cast_identify (object *op, object *caster, object *spell)
1461{
1462 dynbuf_text buf;
1619 object *tmp; 1463 object *tmp;
1620 int success = 0, num_ident;
1621 1464
1622 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1623 1466
1624 if (num_ident < 1) num_ident=1; 1467 if (num_ident < 1)
1468 num_ident = 1;
1625 1469
1626
1627 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1471 {
1628 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1473 {
1629 identify(tmp); 1474 identify (tmp);
1475
1630 if (op->type==PLAYER) { 1476 if (op->type == PLAYER)
1631 new_draw_info_format(NDI_UNIQUE, 0, op, 1477 {
1632 "You have %s.", long_desc(tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1633 if (tmp->msg) { 1479
1634 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1480 if (tmp->msg)
1635 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1636 } 1482 }
1483
1484 num_ident--;
1485 if (!num_ident)
1486 break;
1487 }
1637 } 1488 }
1638 num_ident--; 1489
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 1490 /* 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 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1645 * was not fully used. 1492 * was not fully used.
1646 */ 1493 */
1647 if (num_ident) { 1494 if (num_ident)
1648 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1495 {
1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1649 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1650 need_identify(tmp)) { 1498 {
1651
1652 identify(tmp); 1499 identify (tmp);
1653 if (op->type==PLAYER) { 1500
1654 new_draw_info_format(NDI_UNIQUE, 0,op, 1501 if (object *pl = tmp->visible_to ())
1655 "On the ground is %s.", long_desc(tmp, op)); 1502 {
1656 if (tmp->msg) { 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1657 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1504
1658 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1505 if (tmp->msg)
1659 } 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1660 esrv_send_item(op, tmp); 1507 }
1508
1509 num_ident--;
1510 if (!num_ident)
1511 break;
1512 }
1661 } 1513 }
1662 num_ident--; 1514
1663 success=1; 1515 if (buf.empty ())
1664 if (!num_ident) break;
1665 }
1666 } 1516 {
1667 if (!success) 1517 op->failmsg ("You can't reach anything unidentified.");
1668 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1518 return 0;
1519 }
1669 else { 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1670 spell_effect(spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1671 } 1527 }
1672 return success;
1673} 1528}
1674 1529
1675 1530int
1676int cast_detection(object *op, object *caster, object *spell, object *skill) { 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1532{
1677 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1678 int done_one, range, mflags, floor, level; 1534 int done_one, range, mflags, floor, level;
1679 sint16 x, y, nx, ny; 1535 sint16 x, y, nx, ny;
1680 mapstruct *m; 1536 maptile *m;
1681 1537
1682 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1683 * doing it over and over again. 1539 * doing it over and over again.
1684 */ 1540 */
1685 god=find_god(determine_god(op)); 1541 god = find_god (determine_god (op));
1686 level=caster_level(caster, spell); 1542 level = caster_level (caster, spell);
1687 range = spell->range + SP_level_range_adjust(caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1688 1544
1689 if (!skill) skill=caster; 1545 if (!skill)
1546 skill = caster;
1690 1547
1691 for (x = op->x - range; x <= op->x + range; x++) 1548 for (x = op->x - range; x <= op->x + range; x++)
1692 for (y = op->y - range; y <= op->y + range; y++) { 1549 for (y = op->y - range; y <= op->y + range; y++)
1693 1550 {
1694 m = op->map; 1551 m = op->map;
1695 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1696 if (mflags & P_OUT_OF_MAP) continue; 1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1697 1555
1698 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1699 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1700 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1701 * down - that is easier than working up. 1559 * down - that is easier than working up.
1702 */ 1560 */
1703 1561
1704 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1562 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1563 last = tmp;
1564
1705 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1706 * would happen. 1566 * would happen.
1707 */ 1567 */
1708 if (!last) continue; 1568 if (!last)
1569 continue;
1709 1570
1710 done_one=0; 1571 done_one = 0;
1711 floor=0; 1572 floor = 0;
1712 detect = NULL; 1573 detect = NULL;
1713 for (tmp=last; tmp; tmp=tmp->below) { 1574 for (tmp = last; tmp; tmp = tmp->below)
1714 1575 {
1715 /* show invisible */ 1576 /* show invisible */
1716 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1717 /* Might there be other objects that we can make visibile? */ 1578 /* Might there be other objects that we can make visible? */
1718 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1719 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1720 tmp->type==CF_HANDLE || 1581 tmp->type == CF_HANDLE ||
1721 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1722 tmp->type==BUTTON || tmp->type==TELEPORTER || 1583 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1723 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1584 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1724 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1585 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1725 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1726 tmp->type==TREASURE || tmp->type==BOOK || 1587 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1727 tmp->type==HOLY_ALTAR))) { 1588 {
1728 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1729 tmp->invisible=0; 1590 {
1730 done_one = 1; 1591 tmp->invisible = 0;
1731 } 1592 done_one = 1;
1732 } 1593 }
1733 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1594 }
1734 1595
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1;
1598
1735 /* All detections below this point don't descend beneath the floor, 1599 /* 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 1600 * 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 1601 * 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. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1739 */ 1603 */
1740 if (floor) continue; 1604 if (floor)
1605 continue;
1741 1606
1742 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1743 * show the flash the magic item like it does for detect monster. 1608 * 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 1609 * however, if the object is within sight, this would then make it
1745 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1746 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparant.
1747 */ 1612 */
1748 1613
1749 /* detect magic */ 1614 /* detect magic */
1750 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1751 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1752 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1617 {
1753 is_magical(tmp)) {
1754 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1755 /* make runes more visibile */ 1619 /* make runes more visibile */
1756 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1757 tmp->stats.Cha/=4; 1621 tmp->stats.Cha /= 4;
1758 done_one = 1; 1622 done_one = 1;
1759 } 1623 }
1760 /* detect monster */ 1624 /* detect monster */
1761 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1625 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1762 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1626 {
1763 done_one = 2; 1627 done_one = 2;
1764 if (!detect) detect=tmp; 1628 if (!detect)
1765 } 1629 detect = tmp;
1630 }
1766 /* Basically, if race is set in the spell, then the creatures race must 1631 /* 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 1632 * match that. if the spell race is set to GOD, then the gods opposing
1768 * race must match. 1633 * race must match.
1769 */ 1634 */
1770 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1771 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1772 (strstr(spell->race, tmp->race)))) { 1637 (strstr (spell->race, tmp->race))))
1773 done_one = 2; 1638 {
1774 if (!detect) detect=tmp; 1639 done_one = 2;
1775 } 1640 if (!detect)
1641 detect = tmp;
1642 }
1776 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1643 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1777 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 {
1778 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1779 done_one = 1; 1647 done_one = 1;
1780 } 1648 }
1781 } /* for stack of objects on this space */ 1649 } /* for stack of objects on this space */
1782 1650
1783 /* Code here puts an effect of the spell on the space, so you can see 1651 /* Code here puts an effect of the spell on the space, so you can see
1784 * where the magic is. 1652 * where the magic is.
1785 */ 1653 */
1786 if (done_one) { 1654 if (done_one)
1655 {
1787 object *detect_ob = arch_to_object(spell->other_arch); 1656 object *detect_ob = arch_to_object (spell->other_arch);
1788 detect_ob->x = nx; 1657
1789 detect_ob->y = ny;
1790 /* if this is set, we want to copy the face */ 1658 /* if this is set, we want to copy the face */
1791 if (done_one == 2 && detect) { 1659 if (done_one == 2 && detect)
1660 {
1792 detect_ob->face = detect->face; 1661 detect_ob->face = detect->face;
1793 detect_ob->animation_id = detect->animation_id; 1662 detect_ob->animation_id = detect->animation_id;
1794 detect_ob->anim_speed = detect->anim_speed; 1663 detect_ob->anim_speed = detect->anim_speed;
1795 detect_ob->last_anim=0; 1664 detect_ob->last_anim = 0;
1796 /* by default, the detect_ob is already animated */ 1665 /* by default, the detect_ob is already animated */
1797 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1798 } 1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1799 insert_ob_in_map(detect_ob, m, op,0); 1668 }
1800 }
1801 } /* for processing the surrounding spaces */
1802 1669
1670 m->insert (detect_ob, nx, ny, op);
1671 }
1672 } /* for processing the surrounding spaces */
1803 1673
1674
1804 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* 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)) { 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1677 {
1806 done_one = 0; 1678 done_one = 0;
1679
1807 for (tmp = op->inv; tmp; tmp = tmp->below) { 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1681 {
1808 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1683 {
1810 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1811 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1685 {
1812 if (op->type==PLAYER) 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1813 esrv_send_item (op, tmp); 1687
1814 } 1688 if (object *pl = tmp->visible_to ())
1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1690 }
1691
1815 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1816 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1694 {
1817 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1818 if (op->type==PLAYER) 1696
1819 esrv_send_item (op, tmp); 1697 if (object *pl = tmp->visible_to ())
1820 } 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1821 } /* if item is not identified */ 1699 }
1822 } /* for the players inventory */ 1700 } /* if item is not identified */
1701 } /* for the players inventory */
1823 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1824 return 1; 1704 return 1;
1825} 1705}
1826 1706
1827 1707
1828/** 1708/**
1829 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1709 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1830 * level whos spell did cause the overcharge. 1710 * level whos spell did cause the overcharge.
1831 */ 1711 */
1712static void
1832static void charge_mana_effect(object *victim, int caster_level) 1713charge_mana_effect (object *victim, int caster_level)
1833{ 1714{
1834 1715
1835 /* Prevent explosions for objects without mana. Without this check, doors 1716 /* Prevent explosions for objects without mana. Without this check, doors
1836 * will explode, too. 1717 * will explode, too.
1837 */ 1718 */
1838 if (victim->stats.maxsp <= 0) 1719 if (victim->stats.maxsp <= 0)
1839 return; 1720 return;
1840 1721
1841 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1722 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1842 1723
1843 if (victim->stats.sp >= victim->stats.maxsp*2) { 1724 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 {
1844 object *tmp; 1726 object *tmp;
1845 1727
1846 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1847 1729
1848 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
1849 tmp = get_archetype(EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
1850 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1732 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; 1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1852 tmp->x = victim->x; 1734
1853 tmp->y = victim->y; 1735 tmp->insert_at (victim);
1854 insert_ob_in_map(tmp, victim->map, NULL, 0);
1855 victim->stats.sp = 2*victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
1856 } 1737 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1738 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."); 1739 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) { 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1861 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1862 }
1863 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 {
1864 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1865 confuse_player(victim, victim, 99); 1745 confuse_player (victim, victim, 99);
1866 } 1746 }
1867 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1868 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1869 }
1870} 1749}
1871 1750
1872/* cast_transfer 1751/* cast_transfer
1873 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
1874 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
1875 */ 1754 */
1876 1755
1756int
1877int cast_transfer(object *op,object *caster, object *spell, int dir) { 1757cast_transfer (object *op, object *caster, object *spell, int dir)
1758{
1878 object *plyr=NULL; 1759 object *plyr = NULL;
1879 sint16 x, y; 1760 sint16 x, y;
1880 mapstruct *m; 1761 maptile *m;
1881 int mflags; 1762 int mflags;
1882 1763
1883 m = op->map; 1764 m = op->map;
1884 x = op->x+freearr_x[dir]; 1765 x = op->x + freearr_x[dir];
1885 y = op->y+freearr_y[dir]; 1766 y = op->y + freearr_y[dir];
1886 1767
1887 mflags = get_map_flags(m, &m, x, y, &x, &y); 1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
1888 1769
1889 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 {
1890 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1891 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1892 break; 1774 break;
1893 } 1775 }
1894 1776
1895 1777
1896 /* If we did not find a player in the specified direction, transfer 1778 /* 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. 1779 * to anyone on top of us. This is used for the rune of transference mostly.
1898 */ 1780 */
1899 if(plyr==NULL) 1781 if (plyr == NULL)
1900 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1782 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)) 1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1902 break; 1784 break;
1903 1785
1904 if (!plyr) { 1786 if (!plyr)
1787 {
1905 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1906 return 0; 1789 return 0;
1907 } 1790 }
1908 /* give sp */ 1791 /* give sp */
1909 if(spell->stats.dam > 0) { 1792 if (spell->stats.dam > 0)
1793 {
1910 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1911 charge_mana_effect(plyr, caster_level(caster, spell)); 1795 charge_mana_effect (plyr, caster_level (caster, spell));
1912 return 1; 1796 return 1;
1913 } 1797 }
1914 /* suck sp away. Can't suck sp from yourself */ 1798 /* suck sp away. Can't suck sp from yourself */
1915 else if (op != plyr) { 1799 else if (op != plyr)
1800 {
1916 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1801 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1917 1802
1918 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1803 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1919 1804
1920 if (rate > 95) rate=95; 1805 if (rate > 95)
1806 rate = 95;
1921 1807
1922 sucked = (plyr->stats.sp * rate) / 100; 1808 sucked = (plyr->stats.sp * rate) / 100;
1923 plyr->stats.sp -= sucked; 1809 plyr->stats.sp -= sucked;
1924 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1810 if (QUERY_FLAG (op, FLAG_ALIVE))
1811 {
1925 /* Player doesn't get full credit */ 1812 /* Player doesn't get full credit */
1926 sucked = (sucked * rate) / 100; 1813 sucked = (sucked * rate) / 100;
1927 op->stats.sp += sucked; 1814 op->stats.sp += sucked;
1928 if (sucked > 0) { 1815 if (sucked > 0)
1816 {
1929 charge_mana_effect(op, caster_level(caster, spell)); 1817 charge_mana_effect (op, caster_level (caster, spell));
1818 }
1819 }
1820 return 1;
1930 } 1821 }
1931 }
1932 return 1;
1933 }
1934 return 0; 1822 return 0;
1935} 1823}
1936 1824
1937 1825
1938/* counterspell: nullifies spell effects. 1826/* counterspell: nullifies spell effects.
1939 * op is the counterspell object, dir is the direction 1827 * op is the counterspell object, dir is the direction
1940 * it was cast in. 1828 * it was cast in.
1941 * Basically, if the object has a magic attacktype, 1829 * Basically, if the object has a magic attacktype,
1942 * this may nullify it. 1830 * this may nullify it.
1943 */ 1831 */
1832void
1944void counterspell(object *op,int dir) 1833counterspell (object *op, int dir)
1945{ 1834{
1946 object *tmp, *head, *next; 1835 object *tmp, *head, *next;
1947 int mflags; 1836 int mflags;
1948 mapstruct *m; 1837 maptile *m;
1949 sint16 sx,sy; 1838 sint16 sx, sy;
1950 1839
1951 sx = op->x + freearr_x[dir]; 1840 sx = op->x + freearr_x[dir];
1952 sy = op->y + freearr_y[dir]; 1841 sy = op->y + freearr_y[dir];
1953 m = op->map; 1842 m = op->map;
1954 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1955 if (mflags & P_OUT_OF_MAP) return; 1844 if (mflags & P_OUT_OF_MAP)
1845 return;
1846
1847 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1956 1848 {
1957 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1958 next = tmp->above; 1849 next = tmp->above;
1959 1850
1960 /* Need to look at the head object - otherwise, if tmp 1851 /* Need to look at the head object - otherwise, if tmp
1961 * points to a monster, we don't have all the necessary 1852 * points to a monster, we don't have all the necessary
1962 * info for it. 1853 * info for it.
1963 */ 1854 */
1964 if (tmp->head) head = tmp->head; 1855 if (tmp->head)
1965 else head = tmp; 1856 head = tmp->head;
1857 else
1858 head = tmp;
1966 1859
1967 /* don't attack our own spells */ 1860 /* don't attack our own spells */
1968 if(tmp->owner && tmp->owner == op->owner) continue; 1861 if (tmp->owner && tmp->owner == op->owner)
1862 continue;
1969 1863
1970 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
1971 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
1972 * monsters either. 1866 * monsters either.
1973 */ 1867 */
1974 1868
1975 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
1976 !(head->attacktype & AT_COUNTERSPELL) && 1870 && !(head->attacktype & AT_COUNTERSPELL)
1977 !QUERY_FLAG(head,FLAG_MONSTER) && 1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1978 (op->level > head->level)) { 1872 && (op->level > head->level))
1979 remove_ob(head); 1873 head->destroy ();
1980 free_object(head); 1874 else
1981 } else switch(head->type) { 1875 switch (head->type)
1876 {
1982 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1983 if(op->level > head->level) { 1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1984 remove_ob(head); 1879 // about sanctuary in spell_util.C
1985 free_object(head); 1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1986 } 1881 continue;
1987 break;
1988 1882
1883 if (op->level > head->level)
1884 head->destroy ();
1885
1886 break;
1887
1989 /* I really don't get this rune code that much - that 1888 /* I really don't get this rune code that much - that
1990 * random chance seems really low. 1889 * random chance seems really low.
1991 */ 1890 */
1992 case RUNE: 1891 case RUNE:
1993 if(rndm(0, 149) == 0) { 1892 if (rndm (0, 149) == 0)
1893 {
1994 head->stats.hp--; /* weaken the rune */ 1894 head->stats.hp--; /* weaken the rune */
1995 if(!head->stats.hp) { 1895 if (!head->stats.hp)
1996 remove_ob(head); 1896 head->destroy ();
1997 free_object(head); 1897 }
1898 break;
1899 }
1998 } 1900 }
1999 }
2000 break;
2001 }
2002 }
2003} 1901}
2004
2005
2006 1902
2007/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1904int
2008int cast_consecrate(object *op, object *caster, object *spell) { 1905cast_consecrate (object *op, object *caster, object *spell)
1906{
2009 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2010 1908
2011 object *tmp, *god=find_god(determine_god(op)); 1909 object *tmp, *god = find_god (determine_god (op));
2012 1910
2013 if(!god) { 1911 if (!god)
2014 new_draw_info(NDI_UNIQUE, 0,op, 1912 {
2015 "You can't consecrate anything if you don't worship a god!"); 1913 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2016 return 0; 1914 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 } 1915 }
2039 } 1916
1917 for (tmp = op->below; tmp; tmp = tmp->below)
2040 } 1918 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break;
1921 if (tmp->type == HOLY_ALTAR)
1922 {
1923
1924 if (tmp->level > caster_level (caster, spell))
1925 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0;
1928 }
1929 else
1930 {
1931 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf;
1934 tmp->level = caster_level (caster, spell);
1935 tmp->other_arch = god->arch;
1936
1937 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp);
1939
1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1941 return 1;
1942 }
1943 }
1944 }
2041 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1945 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2042 return 0; 1946 return 0;
2043} 1947}
2044 1948
2045/* animate_weapon - 1949/* animate_weapon -
2046 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1950 * 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 1951 * 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, 1954 * 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 1955 * 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 1956 * that only let players use it was correct, and removed all the other
2053 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2054 */ 1958 */
2055 1959int
2056int animate_weapon(object *op,object *caster,object *spell, int dir) { 1960animate_weapon (object *op, object *caster, object *spell, int dir)
1961{
2057 object *weapon, *tmp; 1962 object *weapon, *tmp;
2058 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2059 int a, i; 1964 int a, i;
2060 sint16 x, y; 1965 sint16 x, y;
2061 mapstruct *m; 1966 maptile *m;
2062 materialtype_t *mt; 1967
2063
2064 if(!spell->other_arch){ 1968 if (!spell->other_arch)
1969 {
2065 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2066 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2067 return 0; 1972 return 0;
2068 } 1973 }
2069 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2070 if(op->type!=PLAYER) return 0; 1975 if (op->type != PLAYER)
1976 return 0;
2071 1977
2072 /* if player already has a golem, abort */ 1978 /* 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) { 1979 if (object *golem = op->contr->golem)
2074 control_golem(op->contr->ranges[range_golem],dir);
2075 return 0;
2076 } 1980 {
1981 control_golem (golem, dir);
1982 return 0;
1983 }
2077 1984
2078 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2079 if(!dir) 1986 if (!dir)
2080 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1987 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2081 1988
2082 m = op->map; 1989 m = op->map;
2083 x = op->x+freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2084 y = op->y+freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2085 1992
2086 /* if there's no place to put the golem, abort */ 1993 /* 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) || 1994 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)) { 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 {
2089 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2090 return 0; 1998 return 0;
2091 } 1999 }
2092 2000
2093 /* Use the weapon marked by the player. */ 2001 /* Use the weapon marked by the player. */
2094 weapon = find_marked_object(op); 2002 weapon = find_marked_object (op);
2095 2003
2096 if (!weapon) { 2004 if (!weapon)
2005 {
2097 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2098 return 0; 2007 return 0;
2099 } 2008 }
2100 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2010 {
2101 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2102 return 0; 2012 return 0;
2103 } 2013 }
2104 if (weapon->type != WEAPON) { 2014 if (weapon->type != WEAPON)
2015 {
2105 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2106 return 0; 2017 return 0;
2107 } 2018 }
2108 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2019 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2020 {
2109 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2021 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)); 2022 return 0;
2111 return 0;
2112 } 2023 }
2113 2024
2114 if (weapon->nrof > 1) { 2025 weapon = weapon->split ();
2115 tmp = get_split_ob(weapon, 1);
2116 esrv_send_item(op, weapon);
2117 weapon = tmp;
2118 }
2119 2026
2120 /* create the golem object */ 2027 /* create the golem object */
2121 tmp=arch_to_object(spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2122 2029
2123 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2124 CLEAR_FLAG(tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2125 SET_FLAG(tmp, FLAG_FRIENDLY);
2126 tmp->stats.exp=0; 2032 tmp->stats.exp = 0;
2127 add_friendly_object(tmp); 2033 add_friendly_object (tmp);
2128 tmp->type=GOLEM; 2034 tmp->type = GOLEM;
2129 set_owner(tmp,op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2130 set_spell_skill(op, caster, spell, tmp); 2037 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 2038
2135 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* 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 2040 * removed flag - it should only be set if weapon->split was
2137 * used above. 2041 * used above.
2138 */ 2042 */
2139 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2140 remove_ob (weapon); 2044 weapon->remove ();
2141 insert_ob_in_ob (weapon, tmp); 2045
2142 esrv_send_item(op, weapon); 2046 tmp->insert (weapon);
2047
2143 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* 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 2049 * so instead, just set it as equipped (otherwise, we need to update
2145 * body_info, skills, etc) 2050 * body_info, skills, etc)
2146 */ 2051 */
2147 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2148 SET_FLAG(weapon, FLAG_APPLIED); 2053 SET_FLAG (weapon, FLAG_APPLIED);
2149 fix_player(tmp); 2054 tmp->update_stats ();
2150 2055
2151 /* There used to be 'odd' code that basically seemed to take the absolute 2056 /* 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 - 2057 * 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. 2058 * if you're using a crappy weapon, it shouldn't be as good.
2154 */ 2059 */
2155 2060
2156 /* modify weapon's animated wc */ 2061 /* modify weapon's animated wc */
2157 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2062 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; 2063 if (tmp->stats.wc < -127)
2159 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2064 tmp->stats.wc = -127;
2160 2065
2161 /* Modify hit points for weapon */ 2066 /* Modify hit points for weapon */
2162 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2067 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2163 SP_level_duration_adjust(caster, spell) + 2068 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2164 + 8 * weapon->magic + 12 * weapon->stats.Con; 2069 if (tmp->stats.maxhp < 0)
2165 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2070 tmp->stats.maxhp = 10;
2166 tmp->stats.hp = tmp->stats.maxhp; 2071 tmp->stats.hp = tmp->stats.maxhp;
2167 2072
2168 /* Modify weapon's damage */ 2073 /* Modify weapon's damage */
2169 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2074 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 2075 if (tmp->stats.dam < 0)
2171 + weapon->magic 2076 tmp->stats.dam = 127;
2172 + 5 * weapon->stats.Str;
2173 if(tmp->stats.dam<0) tmp->stats.dam=127;
2174 2077
2175 2078
2176 /* attacktype */ 2079 /* attacktype */
2177 if ( ! tmp->attacktype) 2080 if (!tmp->attacktype)
2178 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2179 2082
2180 mt = NULL;
2181 if (op->materialname != NULL)
2182 mt = name_to_material(op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2183 if (mt != NULL) { 2084 {
2184 for (i=0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2185 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2186 a = mt->save[0]; 2087 a = mt->save[0];
2187 } else { 2088 }
2089 else
2090 {
2188 for (i=0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2189 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2190 a = 10; 2093 a = 10;
2191 } 2094 }
2095
2192 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2193 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2194 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2195 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2196 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2197 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2101 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2198 tmp->resist[ATNR_FEAR] = 100; 2102 tmp->resist[ATNR_FEAR] = 100;
2199 tmp->resist[ATNR_DEPLETE] = 100; 2103 tmp->resist[ATNR_DEPLETE] = 100;
2200 tmp->resist[ATNR_DEATH] = 100; 2104 tmp->resist[ATNR_DEATH] = 100;
2201 tmp->resist[ATNR_BLIND] = 100; 2105 tmp->resist[ATNR_BLIND] = 100;
2202 2106
2203 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2204 2108
2205 if (a > 14) a = 14; 2109 if (a > 14)
2110 a = 14;
2111
2206 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2207 2113
2208 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2209 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2210 2116
2211 if(tmp->speed > 3.33) tmp->speed = 3.33;
2212
2213 if (!spell->race) { 2117 if (!spell->race)
2118 {
2214 sprintf(buf, "animated %s", weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2215 if(tmp->name) free_string(tmp->name); 2120 tmp->name = buf;
2216 tmp->name = add_string(buf);
2217 2121
2218 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2219 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2220 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2221 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2222 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2223 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2127 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 } 2128 }
2230 2129
2231 /* make experience increase in proportion to the strength of the summoned creature. */ 2130 /* 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)); 2131 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2233 2132
2234 tmp->speed_left= -1; 2133 tmp->speed_left = -1;
2235 tmp->x=x;
2236 tmp->y=y;
2237 tmp->direction=dir; 2134 tmp->direction = dir;
2238 insert_ob_in_map(tmp,m,op,0); 2135
2136 m->insert (tmp, x, y, op);
2239 return 1; 2137 return 1;
2240} 2138}
2241 2139
2242/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2243 2141
2244/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2245 * This changes the light level for the entire map. 2143 * This changes the light level for the entire map.
2246 */ 2144 */
2247 2145
2146int
2248int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{
2249 int success; 2149 int success;
2250 2150
2251 if(!op->map) return 0; /* shouldnt happen */ 2151 if (!op->map)
2152 return 0; /* shouldnt happen */
2252 2153
2253 success=change_map_light(op->map,spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2254 if(!success) { 2156 if (!success)
2157 {
2255 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2256 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2257 else 2160 else
2258 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2259 } 2162 }
2260 return success; 2163 return success;
2261} 2164}
2262
2263
2264
2265
2266 2165
2267/* create an aura spell object and put it in the player's inventory. 2166/* 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, 2167 * as usual, op is player, caster is the object casting the spell,
2269 * spell is the spell object itself. 2168 * spell is the spell object itself.
2270 */ 2169 */
2170int
2271int create_aura(object *op, object *caster, object *spell) 2171create_aura (object *op, object *caster, object *spell)
2272{ 2172{
2273 int refresh=0; 2173 int refresh = 0;
2274 object *new_aura; 2174 object *new_aura;
2275 2175
2276 new_aura = present_arch_in_ob(spell->other_arch, op); 2176 new_aura = present_arch_in_ob (spell->other_arch, op);
2277 if (new_aura) refresh=1; 2177 if (new_aura)
2178 refresh = 1;
2179 else
2278 else new_aura = arch_to_object(spell->other_arch); 2180 new_aura = arch_to_object (spell->other_arch);
2279 2181
2280 new_aura->duration = spell->duration + 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2281 10* SP_level_duration_adjust(caster,spell);
2282 2183
2283 new_aura->stats.dam = spell->stats.dam 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2284 +SP_level_dam_adjust(caster,spell);
2285 2185
2286 set_owner(new_aura,op);
2287 set_spell_skill(op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2288 new_aura->attacktype= spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2289 2188
2290 new_aura->level = caster_level(caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2291 if (refresh) 2191 if (refresh)
2292 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2293 else 2193 else
2294 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2295 insert_ob_in_ob(new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2296 return 1; 2199 return 1;
2297} 2200}
2298
2299 2201
2300/* move aura function. An aura is a part of someone's inventory, 2202/* 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 2203 * which he carries with him, but which acts on the map immediately
2302 * around him. 2204 * around him.
2303 * Aura parameters: 2205 * Aura parameters:
2304 * duration: duration counter. 2206 * duration: duration counter.
2305 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2306 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2307 */ 2209 */
2308 2210void
2309void move_aura(object *aura) { 2211move_aura (object *aura)
2310 int i, mflags; 2212{
2311 object *env;
2312 mapstruct *m;
2313
2314 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2315 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2316 2216
2317 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2318 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2319 */ 2219 */
2320 remove_ob(aura); 2220 aura->remove ();
2321 2221
2322 /* exit if we're out of gas */ 2222 /* exit if we're out of gas */
2323 if(aura->duration--< 0) { 2223 if (aura->duration-- < 0)
2324 free_object(aura);
2325 return;
2326 } 2224 {
2225 aura->destroy ();
2226 return;
2227 }
2327 2228
2328 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2329 if(env == NULL || env->map==NULL) { 2230 if (!env || !env->map)
2330 free_object(aura);
2331 return;
2332 } 2231 {
2333 aura->x = env->x; 2232 aura->destroy ();
2334 aura->y = env->y; 2233 return;
2234 }
2335 2235
2336 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2337 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2338 */ 2238 */
2339 insert_ob_in_map(aura,env->map,aura,0); 2239 aura->insert_at (env, aura);
2340 2240
2341 for(i=1;i<9;i++) { 2241 for (int i = 1; i < 9; i++)
2342 sint16 nx, ny; 2242 {
2343 nx = aura->x + freearr_x[i]; 2243 mapxy pos (env);
2344 ny = aura->y + freearr_y[i]; 2244 pos.move (i);
2345 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2346 2245
2347 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2348 * movement type of the aura. Eg, if the player is flying, the aura 2247 * 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. 2248 * is flying also, if player is walking, it is on the ground, etc.
2350 */ 2249 */
2351 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2251 {
2352 hit_map(aura,i,aura->attacktype,0); 2252 hit_map (aura, i, aura->attacktype, 0);
2353 2253
2354 if(aura->other_arch) { 2254 if (aura->other_arch)
2355 object *new_ob; 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2356 2256 }
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 } 2257 }
2362 } 2258
2363 }
2364 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2365 remove_ob(aura); 2260 env->insert (aura);
2366 insert_ob_in_ob(aura, env); 2261 aura->set_owner (owner);
2367} 2262}
2368 2263
2369/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2370 * op is the piece object. 2265 * op is the piece object.
2371 */ 2266 */
2372 2267void
2373void move_peacemaker(object *op) { 2268move_peacemaker (object *op)
2269{
2374 object *tmp; 2270 object *tmp;
2375 2271
2376 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2273 {
2377 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2378 object *victim=tmp; 2275 object *victim = tmp->head_ ();
2379 2276
2380 if (tmp->head) victim=tmp->head;
2381 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2278 continue;
2279
2382 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2281 continue;
2282
2383 if (victim->stats.exp == 0) continue; 2283 if (victim->stats.exp == 0)
2284 continue;
2384 2285
2385 def_lev = MAX(1,victim->level); 2286 def_lev = MAX (1, victim->level);
2386 atk_lev = MAX(1,op->level); 2287 atk_lev = MAX (1, op->level);
2387 2288
2388 if (rndm(0, atk_lev-1) > def_lev) { 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 {
2389 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2390 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2391 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2392 victim->stats.exp=0; 2295 victim->stats.exp = 0;
2393#if 0 2296#if 0
2394 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2395 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2396 */ 2299 */
2397 victim->stats.dam = 0; 2300 victim->stats.dam = 0;
2398 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2399 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2400 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2401#endif 2304#endif
2402 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2403 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2404 SET_FLAG(victim,FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2405 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2406 CLEAR_FLAG(victim,FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2407 if(victim->name) { 2311 if (victim->name)
2408 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2313 }
2409 } 2314 }
2410 } 2315}
2411 } 2316
2412}
2413
2414 2317
2415/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2416 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2417 */ 2320 */
2418 2321
2322int
2419int write_mark(object *op, object *spell, const char *msg) { 2323write_mark (object *op, object *spell, const char *msg)
2324{
2420 char rune[HUGE_BUF]; 2325 char rune[HUGE_BUF];
2421 object *tmp; 2326 object *tmp;
2422 2327
2423 if (!msg || msg[0] == 0) { 2328 if (!msg || msg[0] == 0)
2329 {
2424 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2425 return 0; 2331 return 0;
2426 } 2332 }
2427 2333
2428 if (strcasestr_local(msg, "endmsg")) { 2334 if (strcasestr_local (msg, "endmsg"))
2335 {
2429 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2336 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); 2337 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2338 return 0;
2339 }
2340 if (!spell->other_arch)
2431 return 0; 2341 return 0;
2432 }
2433 if (!spell->other_arch) return 0;
2434 tmp = arch_to_object(spell->other_arch); 2342 tmp = arch_to_object (spell->other_arch);
2435 strncpy(rune, msg, HUGE_BUF-2); 2343
2436 rune[HUGE_BUF-2] = 0; 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2437 strcat(rune, "\n"); 2345
2438 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2346 tmp->race = op->name; /*Save the owner of the rune */
2439 tmp->msg = add_string(rune); 2347 tmp->msg = rune;
2440 tmp->x = op->x; 2348
2441 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2442 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2443 return 1; 2350 return 1;
2444} 2351}

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