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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 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 1.6 2006/08/29 11:58:02 elmex 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; 83
86 tmp->x = op->x; 84 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 85 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 86
87 tmp->insert_at (op);
89 return 1; 88 return 1;
90 } 89 }
91 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);
159 return 0; 163 return 0;
160 } 164 }
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);
165 return 0; 170 return 0;
166 } 171 }
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
247 && (!at
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
242 at=at_tmp; 251 at = at_tmp;
243 } 252 }
244 } 253 }
245 } 254 }
255
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)
307 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 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))
319 return 1; 343 return 0;
344
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)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 354 return 0;
329 } else { 355
330 /* monsters are invisible to everything */ 356 if (strstr (mon->race, pl->contr->invis_race))
331 return 1; 357 return 1;
358
359 /* Nothing matched above, return 0 */
360 return 0;
361 }
362 else
363 {
364 /* monsters are invisible to everything */
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 }
415 } 456 }
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 }
542 }
543 } 595 }
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)
602 {
549 if(tmp->stats.exp == 0) { 603 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
551 } else { 605 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
553 } 607
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break; 608 break;
556 } 609 }
557 } 610 }
558 } 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 /* The first thing to do is to check if we have a marked destination
601 * dummy is used to make a check inventory for the force
602 */
603 dummy=arch_to_object(spell->other_arch);
604 if(dummy == NULL){
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
606 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
607 return 0;
608 }
609 force=check_inv_recursive (op,dummy);
610
611 if (force==NULL) {
612 /* Here we know there is no destination marked up.
613 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked.
616 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path);
619 EXIT_X(dummy)= op->x;
620 EXIT_Y(dummy)= op->y;
621 insert_ob_in_ob (dummy,op);
622 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
623 return 1;
624 }
625 free_object (dummy);
626
627 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals.
630 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory
634 * for easier destruction.
635 *
636 * The mark works has follow:
637 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal
639 * name : name of the portal
640 * race : map the portal is in
641 */
642
643 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race);
645 if(dummy == NULL){
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
647 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
648 return 0;
649 }
650 perm_portal = find_archetype (spell->slaying);
651
652 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal.
658 */
659 while ( (old_force=check_inv_recursive (op,dummy))) {
660 exitx=EXIT_X(old_force);
661 exity=EXIT_Y(old_force);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
663
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
666 else exitmap = ready_map_name(old_force->race, 0);
667
668 if (exitmap) {
669 tmp=present_arch (perm_portal,exitmap,exitx,exity);
670 while (tmp) {
671 if (tmp->name == old_force->name) {
672 remove_ob (tmp);
673 free_object (tmp);
674 break;
675 } else {
676 tmp = tmp->above;
677 }
678 }
679 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685
686 /* Creating the portals.
687 * The very first thing to do is to ensure
688 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above.
694 */
695
696 /* Ensure exit map is loaded*/
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701
702 /* If we were unable to load (ex. random map deleted), warn player*/
703 if (exitmap==NULL) {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force);
706 free_object(force);
707 return 1;
708 }
709
710 op_level = caster_level(caster, spell);
711 if (op_level<15)
712 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name);
713 else if (op_level<30)
714 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name);
715 else if (op_level<60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
717 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name);
718
719 /* Create a portal in front of player
720 * dummy contain the portal and
721 * force contain the track to kill it later
722 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/
726 if(dummy == NULL) {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
728 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
729 return 0;
730 }
731 EXIT_PATH(dummy) = add_string (force->name);
732 EXIT_X(dummy)=EXIT_X(force);
733 EXIT_Y(dummy)=EXIT_Y(force);
734 FREE_AND_COPY(dummy->name, portal_name);
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message);
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/
738 cast_create_obj (op, caster, dummy, 0);
739
740 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active
742 * town portal.
743 */
744 tmp=get_archetype(spell->race);
745 if(tmp == NULL){
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
747 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
748 return 0;
749 }
750 tmp->race=add_string (op->map->path);
751 FREE_AND_COPY(tmp->name, portal_name);
752 EXIT_X(tmp)=dummy->x;
753 EXIT_Y(tmp)=dummy->y;
754 insert_ob_in_ob (tmp,op);
755
756 /* Create a portal in the destination map
757 * dummy contain the portal and
758 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to.
761 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/
764 if(dummy == NULL) {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
766 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
767 return 0;
768 }
769 EXIT_PATH(dummy) = add_string (op->map->path);
770 EXIT_X(dummy)=op->x;
771 EXIT_Y(dummy)=op->y;
772 FREE_AND_COPY(dummy->name, portal_name);
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message);
775 dummy->x=EXIT_X(force);
776 dummy->y=EXIT_Y(force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/
778 insert_ob_in_map(dummy,exitmap,op,0);
779
780 /* Now we create another town portal marker that
781 * points back to the one we just made
782 */
783 tmp=get_archetype(spell->race);
784 if(tmp == NULL){
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
786 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
787 return 0;
788 }
789 tmp->race=add_string(force->name);
790 FREE_AND_COPY(tmp->name, portal_name);
791 EXIT_X(tmp)=dummy->x;
792 EXIT_Y(tmp)=dummy->y;
793 insert_ob_in_ob (tmp,op);
794
795 /* Describe the player what happened
796 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
798 remove_ob(force); /* Delete the force inside the player*/
799 free_object(force);
800 return 1;
801}
802
803 618
804/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 620 * within some reason.
806 */ 621 */
807 622int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 624{
625 object *tmp;
810 int i,posblocked,negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 627 sint16 x, y;
812 mapstruct *m; 628 maptile *m;
813 const char *name; 629 const char *name;
814 archetype *at; 630 archetype *at;
815 631
816 if(!dir) { 632 if (!dir)
633 {
817 dir=op->facing; 634 dir = op->facing;
818 x = op->x; 635 x = op->x;
819 y = op->y; 636 y = op->y;
820 } else { 637 }
638 else
639 {
821 x = op->x+freearr_x[dir]; 640 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 641 y = op->y + freearr_y[dir];
823 } 642 }
643
824 m = op->map; 644 m = op->map;
825 645
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
827 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
828 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
829 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.");
830 return 0; 651 return 0;
831 } 652 }
653
832 if (spell_ob->other_arch) { 654 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 656 else if (spell_ob->race)
657 {
835 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
836 659
837 sprintf(buf1,spell_ob->race,dir); 660 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 661 at = archetype::find (buf1);
839 if (!at) { 662 if (!at)
663 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 666 return 0;
843 } 667 }
668
844 tmp = arch_to_object(at); 669 tmp = arch_to_object (at);
845 } else { 670 }
671 else
672 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 674 return 0;
849 } 675 }
850 676
851 if (tmp->type == SPELL_EFFECT) { 677 if (tmp->type == SPELL_EFFECT)
678 {
852 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
855 tmp->stats.dam = spell_ob->stats.dam +
856 SP_level_dam_adjust(caster, spell_ob);
857 tmp->range = 0; 682 tmp->range = 0;
683 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 685 {
860 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 688 }
689
865 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))
866 tmp->stats.food = spell_ob->duration + 691 {
867 SP_level_duration_adjust(caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 694 }
695
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
871 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);
872 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
875 } 702 }
876 703
877 /* 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,
878 * 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.
879 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 709 tmp->set_owner (op);
710
881 set_spell_skill(op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x;
883 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 712 tmp->level = caster_level (caster, spell_ob) / 2;
885 713
886 name = tmp->name; 714 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
888 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);
889 return 0; 718 return 0;
890 } 719 }
720
891 /* 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 */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 724
895 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
899 * blocked spaces. 729 * blocked spaces.
900 */ 730 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 732 posblocked = 0;
903 negblocked=0; 733 negblocked = 0;
904 734
905 for(i=1; i<=maxrange; i++) { 735 for (i = 1; i <= maxrange; i++)
736 {
906 int dir2; 737 int dir2;
907 738
908 dir2 = (dir<4)?(dir+2):dir-2; 739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 740
910 x = tmp->x+i*freearr_x[dir2]; 741 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 742 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 743 m = tmp->map;
913 744
914 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)) &&
915 ((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)
916 !posblocked) { 747 {
917 tmp2 = get_object(); 748 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 749 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 750
920 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
925 754
755 }
756 else
926 } else posblocked=1; 757 posblocked = 1;
927 758
928 x = tmp->x-i*freearr_x[dir2]; 759 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 760 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 761 m = tmp->map;
931 762
932 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)) &&
933 ((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)
934 !negblocked) { 765 {
935 tmp2 = get_object(); 766 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 767 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 768
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
771 }
772 else
942 } else negblocked=1; 773 negblocked = 1;
943 } 774 }
944 775
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
947 778
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)))
948 return 1; 889 return 1;
949}
950 890
951int dimension_door(object *op,object *caster, object *spob, int dir) {
952 uint32 dist, maxdist;
953 int mflags;
954 mapstruct *m;
955 sint16 sx, sy;
956
957 if(op->type!=PLAYER)
958 return 0;
959
960 if(!dir) {
961 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
962 return 0;
963 }
964
965 /* Given the new outdoor maps, can't let players dimension door for
966 * ever, so put limits in.
967 */
968 maxdist = spob->range +
969 SP_level_range_adjust(caster, spob);
970
971 if(op->contr->count) {
972 if (op->contr->count > maxdist) {
973 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
974 return 0;
975 }
976
977 for(dist=0;dist<op->contr->count; dist++) {
978 mflags = get_map_flags(op->map, &m,
979 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
980 &sx, &sy);
981
982 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
983
984 if ((mflags & P_BLOCKSVIEW) &&
985 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
986 }
987
988 if(dist<op->contr->count) {
989 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
990 op->contr->count=0;
991 return 0;
992 }
993 op->contr->count=0;
994
995 /* Remove code that puts player on random space on maps. IMO,
996 * a lot of maps probably have areas the player should not get to,
997 * but may not be marked as NO_MAGIC (as they may be bounded
998 * by such squares). Also, there are probably treasure rooms and
999 * lots of other maps that protect areas with no magic, but the
1000 * areas themselves don't contain no magic spaces.
1001 */
1002 /* This call here is really just to normalize the coordinates */
1003 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1004 &sx, &sy);
1005 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1006 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1007 return 1; /* Maybe the penalty should be more severe... */
1008 }
1009 } else {
1010 /* Player didn't specify a distance, so lets see how far
1011 * we can move the player. Don't know why this stopped on
1012 * spaces that blocked the players view.
1013 */
1014
1015 for(dist=0; dist < maxdist; dist++) {
1016 mflags = get_map_flags(op->map, &m,
1017 op->x+freearr_x[dir] * (dist+1),
1018 op->y+freearr_y[dir] * (dist+1),
1019 &sx, &sy);
1020
1021 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1022
1023 if ((mflags & P_BLOCKSVIEW) &&
1024 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1025
1026 }
1027
1028 /* If the destination is blocked, keep backing up until we
1029 * find a place for the player.
1030 */
1031 for(;dist>0; dist--) {
1032 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1033 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1034
1035
1036 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1037
1038 }
1039 if(!dist) {
1040 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1041 return 0;
1042 }
1043 }
1044
1045 /* Actually move the player now */
1046 remove_ob(op);
1047 op->x+=freearr_x[dir]*dist;
1048 op->y+=freearr_y[dir]*dist;
1049 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1050 return 1;
1051
1052 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 892 return 1;
1054} 893}
1055
1056 894
1057/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1058 * op is the caster. 896 * op is the caster.
1059 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1060 * spell is the spell object. 898 * spell is the spell object.
1061 */ 899 */
900int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 901cast_heal (object *op, object *caster, object *spell, int dir)
902{
1063 object *tmp; 903 object *tmp;
1064 archetype *at; 904 archetype *at;
1065 object *poison; 905 object *poison;
1066 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1067 907
1068 tmp = find_target_for_friendly_spell(op,dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1069 909
1070 if (tmp==NULL) return 0; 910 if (!tmp)
911 return 0;
1071 912
1072 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1074 */ 915 */
1075 heal = spell->stats.dam; 916 heal = spell->stats.dam;
1076 if (spell->stats.hp) 917 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 919
1080 if (heal) { 920 if (heal)
921 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 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.");
924 else
1083 } 925 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 928 * on amount of damage healed.
1088 */ 929 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1091 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1092 934
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 937 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 939 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 941 else if (heal > 10)
1100 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.");
1101 } else { 943 else
1102 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.");
1103 } 945
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 946 success = 1;
947 }
948 }
1110 949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
1111 if (spell->attacktype & AT_POISON) { 954 if (spell->attacktype & AT_POISON)
955 {
1112 at = find_archetype("poisoning"); 956 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 957 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 958 if (poison)
959 {
1115 success = 1; 960 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 962 poison->stats.food = 1;
1118 } 963 }
1119 } 964 }
965
1120 if (spell->attacktype & AT_CONFUSION) { 966 if (spell->attacktype & AT_CONFUSION)
967 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 969 if (poison)
970 {
1123 success = 1; 971 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 973 poison->duration = 1;
1126 } 974 }
1127 } 975 }
976
1128 if (spell->attacktype & AT_BLIND) { 977 if (spell->attacktype & AT_BLIND)
978 {
1129 at=find_archetype("blindness"); 979 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 980 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 981 if (poison)
982 {
1132 success = 1; 983 success = 1;
1133 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.");
1134 poison->stats.food = 1; 985 poison->stats.food = 1;
1135 } 986 }
1136 } 987 }
988
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
1138 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1139 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;
1140 success = 1; 994 success = 1;
1141 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!");
1142 } 996 }
997
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1144 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1145 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;
1146 success = 1; 1003 success = 1;
1147 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!");
1148 } 1005 }
1006
1149 if (spell->stats.food && tmp->stats.food < 999) { 1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1150 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1152 success = 1; 1014 success = 1;
1153 /* 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 */
1154 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");
1155 } 1017 }
1018
1156 return success; 1019 return success;
1157} 1020}
1158
1159 1021
1160/* 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
1161 * 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
1162 * good comments for those. 1024 * good comments for those.
1163 */ 1025 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1027 "You grow no stronger.",
1166"You grow no more agile.", 1028 "You grow no more agile.",
1167"You don't feel any healthier.", 1029 "You don't feel any healthier.",
1168"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."
1169"You are no easier to look at.", 1033 "You are no easier to look at.",
1170"no int",
1171"no pow"
1172}; 1034};
1173 1035
1036int
1174int 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)
1175 object *tmp, *tmp2=NULL; 1038{
1176 object *force=NULL; 1039 object *force = NULL;
1177 int i; 1040 int i;
1178 1041
1179 /* 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. */
1180 if(dir!=0) { 1043 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1044 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1045 : op;
1183 tmp = op;
1184 }
1185 1046
1186 if(tmp==NULL) return 0; 1047 if (!tmp)
1187 1048 return 0;
1049
1188 /* 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. */
1189 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1052 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1054 {
1191 if (tmp2->name == spell_ob->name) { 1055 if (tmp2->name == spell_ob->name)
1056 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1057 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1058 break;
1194 } 1059 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1060 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 {
1196 if ( !silent ) 1062 if (!silent)
1197 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);
1198 "You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl);
1200 return 0; 1064 return 0;
1201 } 1065 }
1202 } 1066 }
1203 } 1067 }
1204 if(force==NULL) { 1068 if (force == NULL)
1069 {
1205 force=get_archetype(FORCE_NAME); 1070 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1071 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1072 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1073 force->name = spell_ob->race;
1210 else 1074 else
1211 force->name = add_refcount(spell_ob->name); 1075 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1076 force->name_pl = spell_ob->name;
1214 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.");
1215 1078
1216 } else { 1079 }
1080 else
1081 {
1217 int duration; 1082 int duration;
1218 1083
1219 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;
1220 if (duration > force->duration) { 1085 if (duration > force->duration)
1086 {
1221 force->duration = duration; 1087 force->duration = duration;
1222 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.");
1089 }
1223 } else { 1090 else
1091 {
1224 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.");
1225 } 1093 }
1094
1226 return 1; 1095 return 1;
1227 } 1096 }
1097
1228 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;
1229 force->speed = 1.0; 1099 force->speed = 1.0;
1230 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1232 1102
1233 /* Now start processing the effects. First, protections */ 1103 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1104 for (i = 0; i < NROFATTACKS; i++)
1105 {
1235 if (spell_ob->resist[i]) { 1106 if (spell_ob->resist[i])
1107 {
1236 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);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1109 if (force->resist[i] > 100)
1110 force->resist[i] = 100;
1238 } 1111 }
1239 } 1112 }
1113
1240 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1241 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);
1242 1116
1243 if (tmp->type == PLAYER) { 1117 if (tmp->type == PLAYER)
1118 {
1244 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1120 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1121 {
1247 if (stat) { 1122 if (sint8 stat = spell_ob->stats.stat (i))
1123 {
1248 sm=0; 1124 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1126 sm += rndm (1, 3);
1251 1127
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1130
1255 } 1131 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1132
1257 if (!sm) 1133 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1135 }
1260 } 1136 }
1261 } 1137 }
1262 1138
1263 force->move_type = spell_ob->move_type; 1139 force->move_type = spell_ob->move_type;
1264 1140
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1141 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1142 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1143
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1144 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1145 SET_FLAG (force, FLAG_XRAYS);
1270 1146
1271 /* Haste/bonus speed */ 1147 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1148 if (spell_ob->stats.exp)
1149 {
1150 if (op->speed > 0.5f)
1273 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));
1274 else 1152 else
1275 force->stats.exp = spell_ob->stats.exp; 1153 force->stats.exp = spell_ob->stats.exp;
1276 } 1154 }
1277 1155
1278 force->stats.wc = spell_ob->stats.wc; 1156 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1157 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1281 1159
1282 insert_ob_in_ob(force,tmp); 1160 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1162 tmp->update_stats ();
1163
1285 return 1; 1164 return 1;
1286} 1165}
1287 1166
1288/* 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
1289 * 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
1290 * of the caster. 1169 * of the caster.
1291 */ 1170 */
1292 1171int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{
1294 int i; 1174 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1176
1297 /* 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. */
1298 if(dir!=0) { 1178 if (dir != 0)
1179 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1180 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1181 }
1182 else
1183 {
1301 tmp = op; 1184 tmp = op;
1302 } 1185 }
1303 1186
1304 /* 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. */
1305 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1189 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 {
1307 if (tmp2->name == spell_ob->name) { 1192 if (tmp2->name == spell_ob->name)
1193 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1194 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1195 break;
1310 } 1196 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1197 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1198 {
1313 "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);
1314 spell_ob->name, tmp2->name_pl);
1315 return 0; 1200 return 0;
1316 } 1201 }
1317 } 1202 }
1318 } 1203 }
1319 if(force==NULL) { 1204 if (force == NULL)
1205 {
1320 force=get_archetype(FORCE_NAME); 1206 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1207 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1208 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1209 force->name = spell_ob->race;
1325 else 1210 else
1326 force->name = add_refcount(spell_ob->name); 1211 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1212 force->name_pl = spell_ob->name;
1329 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.");
1330 } else { 1214 }
1215 else
1216 {
1331 int duration; 1217 int duration;
1332 1218
1333 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;
1334 if (duration > force->duration) { 1220 if (duration > force->duration)
1221 {
1335 force->duration = duration; 1222 force->duration = duration;
1336 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.");
1224 }
1337 } else { 1225 else
1226 {
1338 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.");
1339 } 1228 }
1340 return 0; 1229 return 0;
1341 } 1230 }
1342 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;
1343 force->speed = 1.0; 1232 force->speed = 1.0;
1344 force->speed_left = -1.0; 1233 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1234 SET_FLAG (force, FLAG_APPLIED);
1346 1235
1347 if(!god) { 1236 if (!god)
1237 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1239 }
1240 else
1241 {
1350 /* Only give out good benefits, and put a max on it */ 1242 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1352 if (god->resist[i]>0) { 1245 if (god->resist[i] > 0)
1246 {
1353 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]);
1354 } 1248 }
1355 } 1249 }
1356 force->path_attuned|=god->path_attuned; 1250 force->path_attuned |= god->path_attuned;
1251
1357 if (spell_ob->attacktype) { 1252 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1253 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1254
1360 }
1361 if (tmp != op) { 1255 if (tmp != op)
1256 {
1362 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);
1363 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);
1259 }
1364 } else { 1260 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1261 {
1262 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1263 }
1368 1264
1369 } 1265 }
1370 force->stats.wc = spell_ob->stats.wc; 1266 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1267 force->stats.ac = spell_ob->stats.ac;
1372 1268
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1269 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1270 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1271 tmp->update_stats ();
1376 return 1; 1272 return 1;
1377} 1273}
1378
1379
1380 1274
1381/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1382 * 1276 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1385 * about 90% of that of the item itself. It uses the value of the
1386 * object before charisma adjustments, because the nuggets themselves
1387 * will be will be adjusted by charisma when sold.
1388 * 1279 *
1389 * 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
1390 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1391 * 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
1392 * to the max amount of small nuggets as you could get. 1283 * when sold.
1393 *
1394 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1284 *
1397 * 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
1398 * 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
1399 * alchemied. 1287 * alchemised.
1400 */ 1288 */
1401 1289static void
1402/* I didn't feel like passing these as arguements to the 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1403 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell
1405 * is finished.
1406 */
1407static object *small, *large;
1408
1409static void alchemy_object(object *obj, int *small_nuggets,
1410 int *large_nuggets, int *weight)
1411{ 1291{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1293
1414 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1415 * 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
1416 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1299 * the stuff back to town.
1420 */ 1300 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1302 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1304 value /= 3;
1426 else 1305 else
1427 value = (value*9)/10; 1306 value = value * 9 / 10;
1428 1307
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1308 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1309 total_value += value;
1433 1310
1434 count = value / large->value; 1311 total_weight += obj->total_weight ();
1435 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value;
1437 count = value / small->value;
1438 *small_nuggets += count;
1439 }
1440 1312
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1313 obj->destroy ();
1442 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */
1445 if (*small_nuggets * small->value >= large->value) {
1446 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--;
1450 }
1451 weight += obj->weight;
1452 remove_ob(obj);
1453 free_object(obj);
1454} 1314}
1455 1315
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1316int
1457 int x, int y)
1458{
1459 object *tmp;
1460 int flag=0;
1461
1462 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player
1464 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1466
1467 if (small_nuggets) {
1468 tmp = get_object();
1469 copy_object(small, tmp);
1470 tmp-> nrof = small_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475 if (large_nuggets) {
1476 tmp = get_object();
1477 copy_object(large, tmp);
1478 tmp-> nrof = large_nuggets;
1479 tmp->x = x;
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 }
1483}
1484
1485int alchemy(object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1486{ 1318{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1488 sint16 nx, ny;
1489 object *next,*tmp;
1490 mapstruct *mp;
1491
1492 if(op->type!=PLAYER) 1319 if (op->type != PLAYER)
1493 return 0; 1320 return 0;
1494 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
1495 /* 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
1496 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1330 * in sight
1498 */ 1331 */
1499 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);
1500 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1334 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1335
1336 int weight = 0;
1337
1504 for(y= op->y-1;y<=op->y+1;y++) { 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1339 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1341 {
1342 uint64 value = 0;
1343
1506 nx = x; 1344 sint16 nx = x;
1507 ny = y; 1345 sint16 ny = y;
1508 1346
1509 mp = op->map; 1347 maptile *mp = op->map;
1510 1348
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1350
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1352 continue;
1515 1353
1516 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1355 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1356 * ground level effect.
1519 */ 1357 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1359 continue;
1522 1360
1523 small_nuggets=0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1362 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1363 next = tmp->above;
1364
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1367 {
1531
1532 if (tmp->inv) { 1368 if (tmp->inv)
1369 {
1533 object *next1, *tmp1; 1370 object *next1, *tmp1;
1371
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1373 {
1535 next1 = tmp1->below; 1374 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1377 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1378 }
1542 } 1379 }
1380
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1382
1383 if (weight > weight_max)
1384 break;
1385 }
1544 1386 }
1545 if (weight>weight_max) {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large);
1548 free_object(small);
1549 return 1;
1550 }
1551 } /* is alchemable object */
1552 } /* process all objects on this space */
1553 1387
1554 /* Insert all the nuggets at one time. This probably saves time, but 1388 value -= rndm (value >> 4);
1555 * it also prevents us from alcheming nuggets that were just created 1389 value = min (value, value_max);
1556 * with this spell. 1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1557 */ 1393 {
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 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);
1559 } 1400 }
1401
1402 if (weight > weight_max)
1403 goto bailout;
1404 }
1560 } 1405 }
1561 free_object(large); 1406
1562 free_object(small); 1407bailout:
1563 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly.
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1408 return 1;
1568} 1409}
1569
1570 1410
1571/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1572 * items. 1412 * items.
1573 */ 1413 */
1414int
1574int remove_curse(object *op, object *caster, object *spell) { 1415remove_curse (object *op, object *caster, object *spell)
1416{
1575 object *tmp; 1417 object *tmp;
1576 int success = 0, was_one = 0; 1418 int success = 0, was_one = 0;
1577 1419
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1420 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1424 {
1583 was_one++; 1425 was_one++;
1426
1584 if (tmp->level <= caster_level(caster, spell)) { 1427 if (tmp->level <= caster_level (caster, spell))
1428 {
1585 success++; 1429 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1432
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 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
1442 if (op->type == PLAYER)
1443 {
1444 if (success)
1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1446 else
1447 {
1448 if (was_one)
1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1450 else
1451 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1452 }
1453 }
1454
1455 return success;
1456}
1457
1458/* Identifies objects in the players inventory/on the ground */
1459int
1460cast_identify (object *op, object *caster, object *spell)
1461{
1462 dynbuf_text buf;
1463 object *tmp;
1464
1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1466
1467 if (num_ident < 1)
1468 num_ident = 1;
1469
1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1471 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1473 {
1474 identify (tmp);
1475
1592 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1477 {
1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1479
1480 if (tmp->msg)
1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1594 } 1482 }
1595 }
1596 1483
1597 if (op->type==PLAYER) { 1484 num_ident--;
1598 if (success) { 1485 if (!num_ident)
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1486 break;
1600 } else {
1601 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1603 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1605 } 1487 }
1488 }
1489
1490 /* If all the power of the spell has been used up, don't go and identify
1491 * stuff on the floor. Only identify stuff on the floor if the spell
1492 * was not fully used.
1493 */
1494 if (num_ident)
1606 } 1495 {
1607 return success; 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1608}
1609
1610/* Identifies objects in the players inventory/on the ground */
1611
1612int cast_identify(object *op, object *caster, object *spell) {
1613 object *tmp;
1614 int success = 0, num_ident;
1615
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1617
1618 if (num_ident < 1) num_ident=1;
1619
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1498 {
1623 identify(tmp); 1499 identify (tmp);
1624 if (op->type==PLAYER) { 1500
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1501 if (object *pl = tmp->visible_to ())
1626 "You have %s.", long_desc(tmp, op)); 1502 {
1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1504
1627 if (tmp->msg) { 1505 if (tmp->msg)
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1507 }
1508
1509 num_ident--;
1510 if (!num_ident)
1511 break;
1512 }
1513 }
1514
1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1527 }
1528}
1529
1530int
1531cast_detection (object *op, object *caster, object *spell, object *skill)
1532{
1533 object *tmp, *last, *god, *detect;
1534 int done_one, range, mflags, floor, level;
1535 sint16 x, y, nx, ny;
1536 maptile *m;
1537
1538 /* We precompute some values here so that we don't have to keep
1539 * doing it over and over again.
1540 */
1541 god = find_god (determine_god (op));
1542 level = caster_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell);
1544
1545 if (!skill)
1546 skill = caster;
1547
1548 for (x = op->x - range; x <= op->x + range; x++)
1549 for (y = op->y - range; y <= op->y + range; y++)
1550 {
1551 m = op->map;
1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1555
1556 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up.
1560 */
1561
1562 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1563 last = tmp;
1564
1565 /* Shouldn't happen, but if there are no objects on a space, this
1566 * would happen.
1567 */
1568 if (!last)
1569 continue;
1570
1571 done_one = 0;
1572 floor = 0;
1573 detect = NULL;
1574 for (tmp = last; tmp; tmp = tmp->below)
1575 {
1576 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1578 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1581 tmp->type == CF_HANDLE ||
1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1583 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1584 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1585 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1587 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1588 {
1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1590 {
1591 tmp->invisible = 0;
1592 done_one = 1;
1593 }
1594 }
1595
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1;
1598
1599 /* All detections below this point don't descend beneath the floor,
1600 * so just continue on. We could be clever and look at the type of
1601 * detection to completely break out if we don't care about objects beneath
1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1603 */
1604 if (floor)
1605 continue;
1606
1607 /* I had thought about making detect magic and detect curse
1608 * show the flash the magic item like it does for detect monster.
1609 * however, if the object is within sight, this would then make it
1610 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparant.
1612 */
1613
1614 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1617 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4;
1622 done_one = 1;
1623 }
1624 /* detect monster */
1625 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1626 {
1627 done_one = 2;
1628 if (!detect)
1629 detect = tmp;
1630 }
1631 /* Basically, if race is set in the spell, then the creatures race must
1632 * match that. if the spell race is set to GOD, then the gods opposing
1633 * race must match.
1634 */
1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1637 (strstr (spell->race, tmp->race))))
1638 {
1639 done_one = 2;
1640 if (!detect)
1641 detect = tmp;
1642 }
1643 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 {
1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649 } /* for stack of objects on this space */
1650
1651 /* Code here puts an effect of the spell on the space, so you can see
1652 * where the magic is.
1653 */
1654 if (done_one)
1655 {
1656 object *detect_ob = arch_to_object (spell->other_arch);
1657
1658 /* if this is set, we want to copy the face */
1659 if (done_one == 2 && detect)
1660 {
1661 detect_ob->face = detect->face;
1662 detect_ob->animation_id = detect->animation_id;
1663 detect_ob->anim_speed = detect->anim_speed;
1664 detect_ob->last_anim = 0;
1665 /* by default, the detect_ob is already animated */
1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1668 }
1669
1670 m->insert (detect_ob, nx, ny, op);
1671 }
1672 } /* for processing the surrounding spaces */
1673
1674
1675 /* Now process objects in the players inventory if detect curse or magic */
1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1677 {
1678 done_one = 0;
1679
1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1681 {
1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1683 {
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1685 {
1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1687
1688 if (object *pl = tmp->visible_to ())
1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1630 } 1690 }
1691
1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1631 } 1694 {
1632 num_ident--; 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1633 success=1;
1634 if (!num_ident) break;
1635 }
1636 }
1637 /* If all the power of the spell has been used up, don't go and identify
1638 * stuff on the floor. Only identify stuff on the floor if the spell
1639 * was not fully used.
1640 */
1641 if (num_ident) {
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1644 need_identify(tmp)) {
1645 1696
1646 identify(tmp); 1697 if (object *pl = tmp->visible_to ())
1647 if (op->type==PLAYER) { 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1648 new_draw_info_format(NDI_UNIQUE, 0,op,
1649 "On the ground is %s.", long_desc(tmp, op));
1650 if (tmp->msg) {
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1653 } 1699 }
1654 esrv_send_item(op, tmp);
1655 }
1656 num_ident--;
1657 success=1;
1658 if (!num_ident) break;
1659 }
1660 }
1661 if (!success)
1662 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1663 else {
1664 spell_effect(spell, op->x, op->y, op->map, op);
1665 }
1666 return success;
1667}
1668
1669
1670int cast_detection(object *op, object *caster, object *spell, object *skill) {
1671 object *tmp, *last, *god, *detect;
1672 int done_one, range, mflags, floor, level;
1673 sint16 x, y, nx, ny;
1674 mapstruct *m;
1675
1676 /* We precompute some values here so that we don't have to keep
1677 * doing it over and over again.
1678 */
1679 god=find_god(determine_god(op));
1680 level=caster_level(caster, spell);
1681 range = spell->range + SP_level_range_adjust(caster, spell);
1682
1683 if (!skill) skill=caster;
1684
1685 for (x = op->x - range; x <= op->x + range; x++)
1686 for (y = op->y - range; y <= op->y + range; y++) {
1687
1688 m = op->map;
1689 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1690 if (mflags & P_OUT_OF_MAP) continue;
1691
1692 /* For most of the detections, we only detect objects above the
1693 * floor. But this is not true for show invisible.
1694 * Basically, we just go and find the top object and work
1695 * down - that is easier than working up.
1696 */
1697
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1699 /* Shouldn't happen, but if there are no objects on a space, this
1700 * would happen.
1701 */
1702 if (!last) continue;
1703
1704 done_one=0;
1705 floor=0;
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) {
1708
1709 /* show invisible */
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1711 /* Might there be other objects that we can make visibile? */
1712 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1713 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1714 tmp->type==CF_HANDLE ||
1715 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1716 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1717 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1718 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1719 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1720 tmp->type==TREASURE || tmp->type==BOOK ||
1721 tmp->type==HOLY_ALTAR))) {
1722 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1723 tmp->invisible=0;
1724 done_one = 1;
1725 }
1726 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728
1729 /* All detections below this point don't descend beneath the floor,
1730 * so just continue on. We could be clever and look at the type of
1731 * detection to completely break out if we don't care about objects beneath
1732 * the floor, but once we get to the floor, not likely a very big issue anyways.
1733 */
1734 if (floor) continue;
1735
1736 /* I had thought about making detect magic and detect curse
1737 * show the flash the magic item like it does for detect monster.
1738 * however, if the object is within sight, this would then make it
1739 * difficult to see what object is magical/cursed, so the
1740 * effect wouldn't be as apparant.
1741 */
1742
1743 /* detect magic */
1744 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1745 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1746 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1747 is_magical(tmp)) {
1748 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1749 /* make runes more visibile */
1750 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1751 tmp->stats.Cha/=4;
1752 done_one = 1;
1753 }
1754 /* detect monster */
1755 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1756 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1757 done_one = 2;
1758 if (!detect) detect=tmp;
1759 }
1760 /* Basically, if race is set in the spell, then the creatures race must
1761 * match that. if the spell race is set to GOD, then the gods opposing
1762 * race must match.
1763 */
1764 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1765 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1766 (strstr(spell->race, tmp->race)))) {
1767 done_one = 2;
1768 if (!detect) detect=tmp;
1769 }
1770 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1771 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1772 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1773 done_one = 1;
1774 }
1775 } /* for stack of objects on this space */
1776
1777 /* Code here puts an effect of the spell on the space, so you can see
1778 * where the magic is.
1779 */
1780 if (done_one) {
1781 object *detect_ob = arch_to_object(spell->other_arch);
1782 detect_ob->x = nx;
1783 detect_ob->y = ny;
1784 /* if this is set, we want to copy the face */
1785 if (done_one == 2 && detect) {
1786 detect_ob->face = detect->face;
1787 detect_ob->animation_id = detect->animation_id;
1788 detect_ob->anim_speed = detect->anim_speed;
1789 detect_ob->last_anim=0;
1790 /* by default, the detect_ob is already animated */
1791 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1792 }
1793 insert_ob_in_map(detect_ob, m, op,0);
1794 }
1795 } /* for processing the surrounding spaces */
1796
1797
1798 /* Now process objects in the players inventory if detect curse or magic */
1799 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1800 done_one = 0;
1801 for (tmp = op->inv; tmp; tmp = tmp->below) {
1802 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1803 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1804 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1805 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1806 if (op->type==PLAYER)
1807 esrv_send_item (op, tmp);
1808 }
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1810 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1811 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1812 if (op->type==PLAYER)
1813 esrv_send_item (op, tmp);
1814 }
1815 } /* if item is not identified */ 1700 } /* if item is not identified */
1816 } /* for the players inventory */ 1701 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1818 return 1; 1704 return 1;
1819} 1705}
1820 1706
1821 1707
1822/** 1708/**
1823 * 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)
1824 * level whos spell did cause the overcharge. 1710 * level whos spell did cause the overcharge.
1825 */ 1711 */
1712static void
1826static void charge_mana_effect(object *victim, int caster_level) 1713charge_mana_effect (object *victim, int caster_level)
1827{ 1714{
1828 1715
1829 /* Prevent explosions for objects without mana. Without this check, doors 1716 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1717 * will explode, too.
1831 */ 1718 */
1832 if (victim->stats.maxsp <= 0) 1719 if (victim->stats.maxsp <= 0)
1833 return; 1720 return;
1834 1721
1835 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.");
1836 1723
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1724 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 {
1838 object *tmp; 1726 object *tmp;
1839 1727
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 1729
1842 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
1844 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;
1845 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;
1846 tmp->x = victim->x; 1734
1847 tmp->y = victim->y; 1735 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 1737 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1853 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 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!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 1745 confuse_player (victim, victim, 99);
1860 } 1746 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 1749}
1865 1750
1866/* cast_transfer 1751/* cast_transfer
1867 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
1869 */ 1754 */
1870 1755
1756int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 1757cast_transfer (object *op, object *caster, object *spell, int dir)
1758{
1872 object *plyr=NULL; 1759 object *plyr = NULL;
1873 sint16 x, y; 1760 sint16 x, y;
1874 mapstruct *m; 1761 maptile *m;
1875 int mflags; 1762 int mflags;
1876 1763
1877 m = op->map; 1764 m = op->map;
1878 x = op->x+freearr_x[dir]; 1765 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 1766 y = op->y + freearr_y[dir];
1880 1767
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 1769
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 {
1884 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)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 1774 break;
1887 } 1775 }
1888 1776
1889 1777
1890 /* 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
1891 * 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.
1892 */ 1780 */
1893 if(plyr==NULL) 1781 if (plyr == NULL)
1894 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)
1895 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 1784 break;
1897 1785
1898 if (!plyr) { 1786 if (!plyr)
1787 {
1899 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.");
1900 return 0; 1789 return 0;
1901 } 1790 }
1902 /* give sp */ 1791 /* give sp */
1903 if(spell->stats.dam > 0) { 1792 if (spell->stats.dam > 0)
1793 {
1904 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);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 1795 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 1796 return 1;
1907 } 1797 }
1908 /* suck sp away. Can't suck sp from yourself */ 1798 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 1799 else if (op != plyr)
1800 {
1910 /* 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 */
1911 1802
1912 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;
1913 1804
1914 if (rate > 95) rate=95; 1805 if (rate > 95)
1806 rate = 95;
1915 1807
1916 sucked = (plyr->stats.sp * rate) / 100; 1808 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 1809 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1810 if (QUERY_FLAG (op, FLAG_ALIVE))
1811 {
1919 /* Player doesn't get full credit */ 1812 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 1813 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 1814 op->stats.sp += sucked;
1922 if (sucked > 0) { 1815 if (sucked > 0)
1816 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 1817 charge_mana_effect (op, caster_level (caster, spell));
1924 } 1818 }
1925 } 1819 }
1926 return 1; 1820 return 1;
1927 } 1821 }
1928 return 0; 1822 return 0;
1929} 1823}
1930 1824
1931 1825
1932/* counterspell: nullifies spell effects. 1826/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 1827 * op is the counterspell object, dir is the direction
1934 * it was cast in. 1828 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 1829 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 1830 * this may nullify it.
1937 */ 1831 */
1832void
1938void counterspell(object *op,int dir) 1833counterspell (object *op, int dir)
1939{ 1834{
1940 object *tmp, *head, *next; 1835 object *tmp, *head, *next;
1941 int mflags; 1836 int mflags;
1942 mapstruct *m; 1837 maptile *m;
1943 sint16 sx,sy; 1838 sint16 sx, sy;
1944 1839
1945 sx = op->x + freearr_x[dir]; 1840 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 1841 sy = op->y + freearr_y[dir];
1947 m = op->map; 1842 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 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)
1950 1848 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 1849 next = tmp->above;
1953 1850
1954 /* Need to look at the head object - otherwise, if tmp 1851 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 1852 * points to a monster, we don't have all the necessary
1956 * info for it. 1853 * info for it.
1957 */ 1854 */
1855 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 1856 head = tmp->head;
1857 else
1959 else head = tmp; 1858 head = tmp;
1960 1859
1961 /* don't attack our own spells */ 1860 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 1861 if (tmp->owner && tmp->owner == op->owner)
1862 continue;
1963 1863
1964 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 1866 * monsters either.
1967 */ 1867 */
1968 1868
1969 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 1870 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1972 (op->level > head->level)) { 1872 && (op->level > head->level))
1973 remove_ob(head); 1873 head->destroy ();
1974 free_object(head); 1874 else
1975 } else switch(head->type) { 1875 switch (head->type)
1876 {
1976 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
1977 if(op->level > head->level) { 1883 if (op->level > head->level)
1978 remove_ob(head); 1884 head->destroy ();
1979 free_object(head); 1885
1980 }
1981 break; 1886 break;
1982 1887
1983 /* I really don't get this rune code that much - that 1888 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 1889 * random chance seems really low.
1985 */ 1890 */
1986 case RUNE: 1891 case RUNE:
1987 if(rndm(0, 149) == 0) { 1892 if (rndm (0, 149) == 0)
1893 {
1988 head->stats.hp--; /* weaken the rune */ 1894 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 1895 if (!head->stats.hp)
1990 remove_ob(head); 1896 head->destroy ();
1991 free_object(head);
1992 } 1897 }
1993 }
1994 break; 1898 break;
1995 } 1899 }
1996 } 1900 }
1997} 1901}
1998
1999
2000 1902
2001/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1904int
2002int cast_consecrate(object *op, object *caster, object *spell) { 1905cast_consecrate (object *op, object *caster, object *spell)
1906{
2003 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2004 1908
2005 object *tmp, *god=find_god(determine_god(op)); 1909 object *tmp, *god = find_god (determine_god (op));
2006 1910
2007 if(!god) { 1911 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 1912 {
2009 "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!");
2010 return 0; 1914 return 0;
2011 } 1915 }
2012 1916
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 1917 for (tmp = op->below; tmp; tmp = tmp->below)
1918 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break;
2015 if(tmp->type==HOLY_ALTAR) { 1921 if (tmp->type == HOLY_ALTAR)
1922 {
2016 1923
2017 if(tmp->level > caster_level(caster, spell)) { 1924 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 1925 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 1927 return 0;
2021 } else {
2022 /* If we got here, we are consecrating an altar */
2023 if(tmp->name) free_string(tmp->name);
2024 sprintf(buf,"Altar of %s",god->name);
2025 tmp->name = add_string(buf);
2026 tmp->level = caster_level(caster, spell);
2027 tmp->other_arch = god->arch;
2028 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2029 new_draw_info_format(NDI_UNIQUE,0, op,
2030 "You consecrated the altar to %s!",god->name);
2031 return 1;
2032 } 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;
2033 } 1942 }
1943 }
2034 } 1944 }
2035 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!");
2036 return 0; 1946 return 0;
2037} 1947}
2038 1948
2039/* animate_weapon - 1949/* animate_weapon -
2040 * 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.
2041 * 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
2044 * 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,
2045 * 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
2046 * 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
2047 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2048 */ 1958 */
2049 1959int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 1960animate_weapon (object *op, object *caster, object *spell, int dir)
1961{
2051 object *weapon, *tmp; 1962 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2053 int a, i; 1964 int a, i;
2054 sint16 x, y; 1965 sint16 x, y;
2055 mapstruct *m; 1966 maptile *m;
2056 materialtype_t *mt; 1967
2057
2058 if(!spell->other_arch){ 1968 if (!spell->other_arch)
1969 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 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);
2061 return 0; 1972 return 0;
2062 } 1973 }
2063 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 1975 if (op->type != PLAYER)
1976 return 0;
2065 1977
2066 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2067 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1979 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 1980 {
1981 control_golem (golem, dir);
2069 return 0; 1982 return 0;
2070 } 1983 }
2071 1984
2072 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2073 if(!dir) 1986 if (!dir)
2074 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);
2075 1988
2076 m = op->map; 1989 m = op->map;
2077 x = op->x+freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2079 1992
2080 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2081 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2082 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 {
2083 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.");
2084 return 0; 1998 return 0;
2085 } 1999 }
2086 2000
2087 /* Use the weapon marked by the player. */ 2001 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2002 weapon = find_marked_object (op);
2089 2003
2090 if (!weapon) { 2004 if (!weapon)
2005 {
2091 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!");
2092 return 0; 2007 return 0;
2093 } 2008 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2010 {
2095 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.");
2096 return 0; 2012 return 0;
2097 } 2013 }
2098 if (weapon->type != WEAPON) { 2014 if (weapon->type != WEAPON)
2015 {
2099 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.");
2100 return 0; 2017 return 0;
2101 } 2018 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2019 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2020 {
2103 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));
2104 query_name(weapon));
2105 return 0; 2022 return 0;
2106 } 2023 }
2107 2024
2108 if (weapon->nrof > 1) { 2025 weapon = weapon->split ();
2109 tmp = get_split_ob(weapon, 1);
2110 esrv_send_item(op, weapon);
2111 weapon = tmp;
2112 }
2113 2026
2114 /* create the golem object */ 2027 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2116 2029
2117 /* 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 */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2032 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2033 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2034 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp;
2126 op->contr->shoottype=range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2038
2129 /* 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
2130 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2131 * used above. 2041 * used above.
2132 */ 2042 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2044 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2045
2136 esrv_send_item(op, weapon); 2046 tmp->insert (weapon);
2047
2137 /* 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,
2138 * 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
2139 * body_info, skills, etc) 2050 * body_info, skills, etc)
2140 */ 2051 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2053 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2054 tmp->update_stats ();
2144 2055
2145 /* 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
2146 * 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 -
2147 * 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.
2148 */ 2059 */
2149 2060
2150 /* modify weapon's animated wc */ 2061 /* modify weapon's animated wc */
2151 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;
2152 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2063 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2064 tmp->stats.wc = -127;
2154 2065
2155 /* Modify hit points for weapon */ 2066 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2067 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2068 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2069 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2070 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2071 tmp->stats.hp = tmp->stats.maxhp;
2161 2072
2162 /* Modify weapon's damage */ 2073 /* Modify weapon's damage */
2163 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;
2164 + weapon->stats.dam 2075 if (tmp->stats.dam < 0)
2165 + weapon->magic 2076 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2077
2169 2078
2170 /* attacktype */ 2079 /* attacktype */
2171 if ( ! tmp->attacktype) 2080 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2173 2082
2174 mt = NULL; 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2175 if (op->materialname != NULL) 2084 {
2176 mt = name_to_material(op->materialname);
2177 if (mt != NULL) {
2178 for (i=0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2087 a = mt->save[0];
2181 } else { 2088 }
2089 else
2090 {
2182 for (i=0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2184 a = 10; 2093 a = 10;
2185 } 2094 }
2095
2186 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2101 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2102 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2103 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2104 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2105 tmp->resist[ATNR_BLIND] = 100;
2196 2106
2197 /* 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 */
2198 2108
2199 if (a > 14) a = 14; 2109 if (a > 14)
2110 a = 14;
2111
2200 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));
2201 2113
2202 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2203 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)));
2204 2116
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2117 if (!spell->race)
2118 {
2208 sprintf(buf, "animated %s", weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2120 tmp->name = buf;
2211 2121
2212 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2218 SET_FLAG(tmp,FLAG_ANIMATE);
2219 } else {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2221 }
2222 update_ob_speed(tmp);
2223 } 2128 }
2224 2129
2225 /* 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. */
2226 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));
2227 2132
2228 tmp->speed_left= -1; 2133 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2134 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2135
2136 m->insert (tmp, x, y, op);
2233 return 1; 2137 return 1;
2234} 2138}
2235 2139
2236/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2237 2141
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2143 * This changes the light level for the entire map.
2240 */ 2144 */
2241 2145
2146int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{
2243 int success; 2149 int success;
2244 2150
2245 if(!op->map) return 0; /* shouldnt happen */ 2151 if (!op->map)
2152 return 0; /* shouldnt happen */
2246 2153
2247 success=change_map_light(op->map,spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2248 if(!success) { 2156 if (!success)
2157 {
2249 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2250 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.");
2251 else 2160 else
2252 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.");
2253 } 2162 }
2254 return success; 2163 return success;
2255} 2164}
2256
2257
2258
2259
2260 2165
2261/* 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.
2262 * 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,
2263 * spell is the spell object itself. 2168 * spell is the spell object itself.
2264 */ 2169 */
2170int
2265int create_aura(object *op, object *caster, object *spell) 2171create_aura (object *op, object *caster, object *spell)
2266{ 2172{
2267 int refresh=0; 2173 int refresh = 0;
2268 object *new_aura; 2174 object *new_aura;
2269 2175
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2176 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2177 if (new_aura)
2178 refresh = 1;
2179 else
2272 else new_aura = arch_to_object(spell->other_arch); 2180 new_aura = arch_to_object (spell->other_arch);
2273 2181
2274 new_aura->duration = spell->duration + 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2183
2277 new_aura->stats.dam = spell->stats.dam 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2185
2280 set_owner(new_aura,op);
2281 set_spell_skill(op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2283 2188
2284 new_aura->level = caster_level(caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2285 if (refresh) 2191 if (refresh)
2286 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.");
2287 else 2193 else
2288 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
2289 insert_ob_in_ob(new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2290 return 1; 2199 return 1;
2291} 2200}
2292
2293 2201
2294/* 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,
2295 * 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
2296 * around him. 2204 * around him.
2297 * Aura parameters: 2205 * Aura parameters:
2298 * duration: duration counter. 2206 * duration: duration counter.
2299 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2301 */ 2209 */
2302 2210void
2303void move_aura(object *aura) { 2211move_aura (object *aura)
2304 int i, mflags; 2212{
2305 object *env;
2306 mapstruct *m;
2307
2308 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2309 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2310 2216
2311 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2313 */ 2219 */
2314 remove_ob(aura); 2220 aura->remove ();
2315 2221
2316 /* exit if we're out of gas */ 2222 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2223 if (aura->duration-- < 0)
2318 free_object(aura); 2224 {
2225 aura->destroy ();
2319 return; 2226 return;
2320 } 2227 }
2321 2228
2322 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2230 if (!env || !env->map)
2324 free_object(aura); 2231 {
2232 aura->destroy ();
2325 return; 2233 return;
2326 } 2234 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2235
2330 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2332 */ 2238 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2239 aura->insert_at (env, aura);
2334 2240
2335 for(i=1;i<9;i++) { 2241 for (int i = 1; i < 9; i++)
2336 sint16 nx, ny; 2242 {
2337 nx = aura->x + freearr_x[i]; 2243 mapxy pos (env);
2338 ny = aura->y + freearr_y[i]; 2244 pos.move (i);
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2340 2245
2341 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2342 * 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
2343 * 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.
2344 */ 2249 */
2345 if (!(mflags & P_OUT_OF_MAP) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2347 { 2251 {
2348 hit_map(aura,i,aura->attacktype,0); 2252 hit_map (aura, i, aura->attacktype, 0);
2349 2253
2350 if(aura->other_arch) { 2254 if (aura->other_arch)
2351 object *new_ob;
2352
2353 new_ob = arch_to_object(aura->other_arch); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2354 new_ob->x = nx;
2355 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0);
2357 } 2256 }
2358 }
2359 } 2257 }
2258
2360 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2260 env->insert (aura);
2362 insert_ob_in_ob(aura, env); 2261 aura->set_owner (owner);
2363} 2262}
2364 2263
2365/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2366 * op is the piece object. 2265 * op is the piece object.
2367 */ 2266 */
2368 2267void
2369void move_peacemaker(object *op) { 2268move_peacemaker (object *op)
2269{
2370 object *tmp; 2270 object *tmp;
2371 2271
2372 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 {
2373 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2374 object *victim=tmp; 2275 object *victim = tmp->head_ ();
2375 2276
2376 if (tmp->head) victim=tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2278 continue;
2279
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2281 continue;
2282
2379 if (victim->stats.exp == 0) continue; 2283 if (victim->stats.exp == 0)
2284 continue;
2380 2285
2381 def_lev = MAX(1,victim->level); 2286 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2287 atk_lev = MAX (1, op->level);
2383 2288
2384 if (rndm(0, atk_lev-1) > def_lev) { 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 {
2385 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2386 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2295 victim->stats.exp = 0;
2389#if 0 2296#if 0
2390 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2392 */ 2299 */
2393 victim->stats.dam = 0; 2300 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2397#endif 2304#endif
2398 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2403 if(victim->name) { 2311 if (victim->name)
2404 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);
2405 } 2313 }
2406 }
2407 } 2314 }
2408} 2315}
2409 2316
2410 2317
2411/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2413 */ 2320 */
2414 2321
2322int
2415int write_mark(object *op, object *spell, const char *msg) { 2323write_mark (object *op, object *spell, const char *msg)
2324{
2416 char rune[HUGE_BUF]; 2325 char rune[HUGE_BUF];
2417 object *tmp; 2326 object *tmp;
2418 2327
2419 if (!msg || msg[0] == 0) { 2328 if (!msg || msg[0] == 0)
2329 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2331 return 0;
2422 } 2332 }
2423 2333
2424 if (strcasestr_local(msg, "endmsg")) { 2334 if (strcasestr_local (msg, "endmsg"))
2335 {
2425 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?");
2426 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);
2427 return 0; 2338 return 0;
2428 } 2339 }
2429 if (!spell->other_arch) return 0; 2340 if (!spell->other_arch)
2341 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2342 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2343
2432 rune[HUGE_BUF-2] = 0; 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2345
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2346 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2347 tmp->msg = rune;
2436 tmp->x = op->x; 2348
2437 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2350 return 1;
2440} 2351}

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