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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.83 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 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (wand == NULL || wand->type != WAND)
67 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 72 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 75 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 78
79 if (!tmp->stats.dam)
80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 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)
396 {
360 op->contr->invis_race = spell_ob->race; 397 op->contr->invis_race = spell_ob->race;
361 398
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
363 op->contr->tmp_invis=0; 400 op->contr->tmp_invis = 0;
364 else 401 else
365 op->contr->tmp_invis=1; 402 op->contr->tmp_invis = 1;
366 403
367 op->contr->hidden = 0; 404 op->contr->hidden = 0;
368 } 405 }
406
369 if (makes_invisible_to(op, op)) 407 if (makes_invisible_to (op, op))
370 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!");
371 else 409 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 411
374 update_object(op,UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
375 413
376 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
377 * harm to the player. 415 * harm to the player.
378 */ 416 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
380 if (tmp->enemy == op) 418 if (tmp->enemy == op)
381 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
382 return 1; 421 return 1;
383} 422}
384 423
385/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 425 */
426int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 427cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{
388 object *tmp, *next; 429 object *tmp, *next;
389 int range,i,j, mflags; 430 int range, i, j, mflags;
390 sint16 sx, sy; 431 sint16 sx, sy;
391 mapstruct *m; 432 maptile *m;
392 433
393 if(op->type!=PLAYER) 434 if (op->type != PLAYER)
394 return 0; 435 return 0;
395 436
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 438
398 for(i= -range;i<=range;i++) 439 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 440 for (j = -range; j <= range; j++)
441 {
400 sx = op->x + i; 442 sx = op->x + i;
401 sy = op->y + j; 443 sy = op->y + j;
402 m = op->map; 444 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 446
405 if (mflags & P_OUT_OF_MAP) continue; 447 if (mflags & P_OUT_OF_MAP)
448 continue;
406 449
407 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
408 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)
409 { 452 {
410 next = tmp->above; 453 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 456 }
457 }
458
415 return 1; 459 return 1;
416} 460}
417 461
418 462void
419void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
420 object *wor=op; 464{
421 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
422 op=op->env; 466 {
423 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
427 else 469 else
428 enter_exit(op,wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
429 } 471 }
430 remove_ob(wor); 472
431 free_object(wor); 473 op->destroy ();
432} 474}
433 475
434/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
435 * 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
436 * time delay effect. 478 * time delay effect.
437 */ 479 */
480int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
439 object *dummy; 483 object *dummy;
440 int time; 484 int time;
441 485
442 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
443 return 0; 487 return 0;
444 488
445 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))
446 { 490 {
447 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.");
448 return 1; 492 return 1;
449 } 493 }
450 494
451 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
452 if(dummy == NULL){ 496 if (dummy == NULL)
497 {
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0; 500 return 0;
456 } 501 }
502
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
458 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
459 506
460 /* 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
461 * 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
462 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
463 */ 510 */
464 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
469 515
470 /* 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
471 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
472 */ 518 */
473 EXIT_PATH(dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
476 522
477 (void) insert_ob_in_ob(dummy,op); 523 op->insert (dummy);
524
478 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
479 return 1; 527 return 1;
480} 528}
481 529
482/* cast_wonder 530/* cast_wonder
483 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
484 * spell. 532 * spell.
485 */ 533 */
534int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 535cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536{
487 object *newspell; 537 object *newspell;
488 538
489 if(!rndm(0, 3)) 539 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 540 return cast_cone (op, caster, dir, spell_ob);
491 541
492 if (spell_ob->randomitems) { 542 if (spell_ob->randomitems)
543 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 545 if (!newspell)
546 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 548 return 0;
497 } 549 }
498 if (newspell->type != SPELL) { 550 if (newspell->type != SPELL)
551 {
499 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);
500 &newspell->type, &newspell->name);
501 return 0; 553 return 0;
502 } 554 }
503 /* Prevent inifinit recursion */ 555 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 556 if (newspell->subtype == SP_WONDER)
557 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 559 return 0;
507 } 560 }
508 return cast_spell(op,caster,dir,newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
509 } 562 }
510 return 1; 563 return 1;
511} 564}
512 565
513 566int
514int perceive_self(object *op) { 567perceive_self (object *op)
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 568{
569 const char *cp = describe_item (op, op);
516 archetype *at=find_archetype(ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
517 object *tmp;
518 int i;
519 571
520 tmp=find_god(determine_god(op)); 572 dynbuf_text buf;
521 if (tmp) 573
522 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";
523 else 580 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 581 buf << "You worship no god.\n";
525 582
526 tmp=present_arch_in_ob(at,op); 583 object *tmp = present_arch_in_ob (at, op);
527 584
528 if(*cp=='\0' && tmp==NULL) 585 if (*cp == '\0' && tmp == NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 586 buf << "You feel very mundane. ";
530 else { 587 else
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 588 {
532 new_draw_info(NDI_UNIQUE, 0,op,cp); 589 buf << "You have: " << cp << ".\n";
533 if (tmp!=NULL) { 590
591 if (tmp)
534 for (i=0; i<NUM_STATS; i++) { 592 for (int i = 0; i < NUM_STATS; i++)
535 if (get_attr_value(&tmp->stats, i)<0) { 593 if (tmp->stats.stat (i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
537 "Your %s is depleted by %d", statname[i],
538 -(get_attr_value(&tmp->stats,i)));
539 }
540 }
541 }
542 } 595 }
543 596
544 if (is_dragon_pl(op)) { 597 if (is_dragon_pl (op))
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 599 for (tmp = op->inv; tmp; tmp = tmp->below)
600 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 {
548 if(tmp->stats.exp == 0) { 603 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
550 } else { 605 else
551 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";
552 } 607
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break; 608 break;
555 } 609 }
556 } 610 }
557 } 611
612 buf << '\0'; // zero-terminate
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615
558 return 1; 616 return 1;
559} 617}
560
561/* int cast_create_town_portal (object *op, object *caster, int dir)
562 *
563 * This function cast the spell of town portal for op
564 *
565 * The spell operates in two passes. During the first one a place
566 * is marked as a destination for the portal. During the second one,
567 * 2 portals are created, one in the position the player cast it and
568 * one in the destination place. The portal are synchronized and 2 forces
569 * are inserted in the player to destruct the portal next time player
570 * creates a new portal pair.
571 * This spell has a side effect that it allows people to meet each other
572 * in a permanent, private, appartements by making a town portal from it
573 * to the town or another public place. So, check if the map is unique and if
574 * so return an error
575 *
576 * Code by Tchize (david.delbecq@usa.net)
577 */
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{
580 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap;
585 int op_level;
586
587
588 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the
590 * full pathname listed.
591 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
593 settings.create_home_portals != TRUE )
594 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
596 return 0;
597 }
598
599 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force
601 */
602 dummy=arch_to_object(spell->other_arch);
603 if(dummy == NULL){
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name);
606 return 0;
607 }
608 force=check_inv_recursive (op,dummy);
609
610 if (force==NULL) {
611 /* Here we know there is no destination marked up.
612 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked.
615 */
616 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x;
618 EXIT_Y(dummy)= op->y;
619 insert_ob_in_ob (dummy,op);
620 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
621 return 1;
622 }
623 free_object (dummy);
624
625 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals.
628 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory
632 * for easier destruction.
633 *
634 * The mark works has follow:
635 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal
637 * name : name of the portal
638 * race : map the portal is in
639 */
640
641 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race);
643 if(dummy == NULL){
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
646 return 0;
647 }
648 perm_portal = find_archetype (spell->slaying);
649
650 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal.
656 */
657 while ( (old_force=check_inv_recursive (op,dummy))) {
658 exitx=EXIT_X(old_force);
659 exity=EXIT_Y(old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity);
668 while (tmp) {
669 if (tmp->name == old_force->name) {
670 remove_ob (tmp);
671 free_object (tmp);
672 break;
673 } else {
674 tmp = tmp->above;
675 }
676 }
677 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683
684 /* Creating the portals.
685 * The very first thing to do is to ensure
686 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above.
692 */
693
694 /* Ensure exit map is loaded*/
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699
700 /* If we were unable to load (ex. random map deleted), warn player*/
701 if (exitmap==NULL) {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force);
704 free_object(force);
705 return 1;
706 }
707
708 op_level = caster_level(caster, spell);
709 if (op_level<15)
710 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name);
711 else if (op_level<30)
712 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",&op->name);
713 else if (op_level<60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
715 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name);
716
717 /* Create a portal in front of player
718 * dummy contain the portal and
719 * force contain the track to kill it later
720 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/
724 if(dummy == NULL) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
727 return 0;
728 }
729 EXIT_PATH(dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force);
731 EXIT_Y(dummy)=EXIT_Y(force);
732 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/
735 cast_create_obj (op, caster, dummy, 0);
736
737 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active
739 * town portal.
740 */
741 tmp=get_archetype(spell->race);
742 if(tmp == NULL){
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
745 return 0;
746 }
747 tmp->race=op->map->path;
748 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x;
750 EXIT_Y(tmp)=dummy->y;
751 insert_ob_in_ob (tmp,op);
752
753 /* Create a portal in the destination map
754 * dummy contain the portal and
755 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to.
758 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/
761 if(dummy == NULL) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
764 return 0;
765 }
766 EXIT_PATH(dummy) = op->map->path;
767 EXIT_X(dummy)=op->x;
768 EXIT_Y(dummy)=op->y;
769 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/
774 insert_ob_in_map(dummy,exitmap,op,0);
775
776 /* Now we create another town portal marker that
777 * points back to the one we just made
778 */
779 tmp=get_archetype(spell->race);
780 if(tmp == NULL){
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
783 return 0;
784 }
785 tmp->race=force->name;
786 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x;
788 EXIT_Y(tmp)=dummy->y;
789 insert_ob_in_ob (tmp,op);
790
791 /* Describe the player what happened
792 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/
795 free_object(force);
796 return 1;
797}
798
799 618
800/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 620 * within some reason.
802 */ 621 */
803 622int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 624{
625 object *tmp;
806 int i,posblocked,negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 627 sint16 x, y;
808 mapstruct *m; 628 maptile *m;
809 const char *name; 629 const char *name;
810 archetype *at; 630 archetype *at;
811 631
812 if(!dir) { 632 if (!dir)
633 {
813 dir=op->facing; 634 dir = op->facing;
814 x = op->x; 635 x = op->x;
815 y = op->y; 636 y = op->y;
816 } else { 637 }
638 else
639 {
817 x = op->x+freearr_x[dir]; 640 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 641 y = op->y + freearr_y[dir];
819 } 642 }
643
820 m = op->map; 644 m = op->map;
821 645
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
825 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.");
826 return 0; 651 return 0;
827 } 652 }
653
828 if (spell_ob->other_arch) { 654 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
830 } else if (spell_ob->race) { 656 else if (spell_ob->race)
657 {
831 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
832 659
833 sprintf(buf1,spell_ob->race,dir); 660 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 661 at = archetype::find (buf1);
835 if (!at) { 662 if (!at)
663 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 666 return 0;
839 } 667 }
668
840 tmp = arch_to_object(at); 669 tmp = arch_to_object (at);
841 } else { 670 }
671 else
672 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 674 return 0;
845 } 675 }
846 676
847 if (tmp->type == SPELL_EFFECT) { 677 if (tmp->type == SPELL_EFFECT)
678 {
848 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 682 tmp->range = 0;
683 }
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
855 tmp->stats.hp = spell_ob->duration + 685 {
856 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op);
859 set_spell_skill(op, caster, spell_ob, tmp);
860 } 688 }
689
861 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))
862 tmp->stats.food = spell_ob->duration + 691 {
863 SP_level_duration_adjust(caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
865 } 694 }
695
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
867 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);
868 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
871 } 702 }
872 703
873 /* 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,
874 * 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.
875 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 709 tmp->set_owner (op);
710
877 set_spell_skill(op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 712 tmp->level = caster_level (caster, spell_ob) / 2;
881 713
882 name = tmp->name; 714 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
884 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);
885 return 0; 718 return 0;
886 } 719 }
720
887 /* 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 */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
890 724
891 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
895 * blocked spaces. 729 * blocked spaces.
896 */ 730 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 732 posblocked = 0;
899 negblocked=0; 733 negblocked = 0;
900 734
901 for(i=1; i<=maxrange; i++) { 735 for (i = 1; i <= maxrange; i++)
736 {
902 int dir2; 737 int dir2;
903 738
904 dir2 = (dir<4)?(dir+2):dir-2; 739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 740
906 x = tmp->x+i*freearr_x[dir2]; 741 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 742 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 743 m = tmp->map;
909 744
910 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)) &&
911 ((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)
912 !posblocked) { 747 {
913 tmp2 = get_object(); 748 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 749 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 750
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
921 754
755 }
756 else
922 } else posblocked=1; 757 posblocked = 1;
923 758
924 x = tmp->x-i*freearr_x[dir2]; 759 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 760 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 761 m = tmp->map;
927 762
928 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)) &&
929 ((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)
930 !negblocked) { 765 {
931 tmp2 = get_object(); 766 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 767 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 768
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
771 }
772 else
938 } else negblocked=1; 773 negblocked = 1;
939 } 774 }
940 775
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
942 update_all_los(op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
943 778
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)))
944 return 1; 889 return 1;
945}
946 890
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1049 return 1; 892 return 1;
1050} 893}
1051
1052 894
1053/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1054 * op is the caster. 896 * op is the caster.
1055 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1056 * spell is the spell object. 898 * spell is the spell object.
1057 */ 899 */
900int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 901cast_heal (object *op, object *caster, object *spell, int dir)
902{
1059 object *tmp; 903 object *tmp;
1060 archetype *at; 904 archetype *at;
1061 object *poison; 905 object *poison;
1062 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1063 907
1064 tmp = find_target_for_friendly_spell(op,dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1065 909
1066 if (tmp==NULL) return 0; 910 if (!tmp)
911 return 0;
1067 912
1068 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1070 */ 915 */
1071 heal = spell->stats.dam; 916 heal = spell->stats.dam;
1072 if (spell->stats.hp) 917 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 919
1076 if (heal) { 920 if (heal)
921 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 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
1079 } 925 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 928 * on amount of damage healed.
1084 */ 929 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1087 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1088 934
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 937 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 939 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 941 else if (heal > 10)
1096 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.");
1097 } else { 943 else
1098 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.");
1099 } 945
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 946 success = 1;
947 }
948 }
1106 949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
1107 if (spell->attacktype & AT_POISON) { 954 if (spell->attacktype & AT_POISON)
955 {
1108 at = find_archetype("poisoning"); 956 at = archetype::find ("poisoning");
1109 poison=present_arch_in_ob(at,tmp); 957 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 958 if (poison)
959 {
1111 success = 1; 960 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 962 poison->stats.food = 1;
1114 } 963 }
1115 } 964 }
965
1116 if (spell->attacktype & AT_CONFUSION) { 966 if (spell->attacktype & AT_CONFUSION)
967 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1118 if (poison) { 969 if (poison)
970 {
1119 success = 1; 971 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 973 poison->duration = 1;
1122 } 974 }
1123 } 975 }
976
1124 if (spell->attacktype & AT_BLIND) { 977 if (spell->attacktype & AT_BLIND)
978 {
1125 at=find_archetype("blindness"); 979 at = archetype::find ("blindness");
1126 poison=present_arch_in_ob(at,tmp); 980 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 981 if (poison)
982 {
1128 success = 1; 983 success = 1;
1129 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.");
1130 poison->stats.food = 1; 985 poison->stats.food = 1;
1131 } 986 }
1132 } 987 }
988
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
1134 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1135 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;
1136 success = 1; 994 success = 1;
1137 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!");
1138 } 996 }
997
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1140 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1141 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;
1142 success = 1; 1003 success = 1;
1143 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!");
1144 } 1005 }
1006
1145 if (spell->stats.food && tmp->stats.food < 999) { 1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1146 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1148 success = 1; 1014 success = 1;
1149 /* 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 */
1150 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");
1151 } 1017 }
1018
1152 return success; 1019 return success;
1153} 1020}
1154
1155 1021
1156/* 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
1157 * 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
1158 * good comments for those. 1024 * good comments for those.
1159 */ 1025 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1027 "You grow no stronger.",
1162"You grow no more agile.", 1028 "You grow no more agile.",
1163"You don't feel any healthier.", 1029 "You don't feel any healthier.",
1164"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."
1165"You are no easier to look at.", 1033 "You are no easier to look at.",
1166"no int",
1167"no pow"
1168}; 1034};
1169 1035
1036int
1170int 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)
1171 object *tmp, *tmp2=NULL; 1038{
1172 object *force=NULL; 1039 object *force = NULL;
1173 int i; 1040 int i;
1174 1041
1175 /* 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. */
1176 if(dir!=0) { 1043 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1044 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1045 : op;
1179 tmp = op;
1180 }
1181 1046
1182 if(tmp==NULL) return 0; 1047 if (!tmp)
1183 1048 return 0;
1049
1184 /* 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. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1052 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1054 {
1187 if (tmp2->name == spell_ob->name) { 1055 if (tmp2->name == spell_ob->name)
1056 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1057 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1058 break;
1190 } 1059 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1060 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 {
1192 if ( !silent ) 1062 if (!silent)
1193 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);
1194 "You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl);
1196 return 0; 1064 return 0;
1197 } 1065 }
1198 } 1066 }
1199 } 1067 }
1200 if(force==NULL) { 1068 if (force == NULL)
1069 {
1201 force=get_archetype(FORCE_NAME); 1070 force = get_archetype (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1071 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1072 if (spell_ob->race)
1204 force->name = spell_ob->race; 1073 force->name = spell_ob->race;
1205 else 1074 else
1206 force->name = spell_ob->name; 1075 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name; 1076 force->name_pl = spell_ob->name;
1208 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.");
1209 1078
1210 } else { 1079 }
1080 else
1081 {
1211 int duration; 1082 int duration;
1212 1083
1213 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;
1214 if (duration > force->duration) { 1085 if (duration > force->duration)
1086 {
1215 force->duration = duration; 1087 force->duration = duration;
1216 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 }
1217 } else { 1090 else
1091 {
1218 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.");
1219 } 1093 }
1094
1220 return 1; 1095 return 1;
1221 } 1096 }
1097
1222 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;
1223 force->speed = 1.0; 1099 force->speed = 1.0;
1224 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1226 1102
1227 /* Now start processing the effects. First, protections */ 1103 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1104 for (i = 0; i < NROFATTACKS; i++)
1105 {
1229 if (spell_ob->resist[i]) { 1106 if (spell_ob->resist[i])
1107 {
1230 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);
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1109 if (force->resist[i] > 100)
1110 force->resist[i] = 100;
1232 } 1111 }
1233 } 1112 }
1113
1234 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1235 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);
1236 1116
1237 if (tmp->type == PLAYER) { 1117 if (tmp->type == PLAYER)
1118 {
1238 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1120 for (i = 0; i < NUM_STATS; i++)
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1121 {
1241 if (stat) { 1122 if (sint8 stat = spell_ob->stats.stat (i))
1123 {
1242 sm=0; 1124 sint8 sm = 0;
1243 for (k=0; k<stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1126 sm += rndm (1, 3);
1245 1127
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1248 if (sm<0) sm = 0; 1130
1249 } 1131 force->stats.stat (i) = sm;
1250 set_attr_value(&force->stats, i, sm); 1132
1251 if (!sm) 1133 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1135 }
1254 } 1136 }
1255 } 1137 }
1256 1138
1257 force->move_type = spell_ob->move_type; 1139 force->move_type = spell_ob->move_type;
1258 1140
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1141 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1142 SET_FLAG (force, FLAG_SEE_IN_DARK);
1261 1143
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1144 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1263 SET_FLAG(force, FLAG_XRAYS); 1145 SET_FLAG (force, FLAG_XRAYS);
1264 1146
1265 /* Haste/bonus speed */ 1147 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1148 if (spell_ob->stats.exp)
1149 {
1150 if (op->speed > 0.5f)
1267 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));
1268 else 1152 else
1269 force->stats.exp = spell_ob->stats.exp; 1153 force->stats.exp = spell_ob->stats.exp;
1270 } 1154 }
1271 1155
1272 force->stats.wc = spell_ob->stats.wc; 1156 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1157 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1275 1159
1276 insert_ob_in_ob(force,tmp); 1160 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1162 tmp->update_stats ();
1163
1279 return 1; 1164 return 1;
1280} 1165}
1281 1166
1282/* 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
1283 * 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
1284 * of the caster. 1169 * of the caster.
1285 */ 1170 */
1286 1171int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{
1288 int i; 1174 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1290 1176
1291 /* 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. */
1292 if(dir!=0) { 1178 if (dir != 0)
1179 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1180 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1181 }
1182 else
1183 {
1295 tmp = op; 1184 tmp = op;
1296 } 1185 }
1297 1186
1298 /* 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. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1189 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 {
1301 if (tmp2->name == spell_ob->name) { 1192 if (tmp2->name == spell_ob->name)
1193 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1194 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1195 break;
1304 } 1196 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1197 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1198 {
1307 "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);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1200 return 0;
1310 } 1201 }
1311 } 1202 }
1312 } 1203 }
1313 if(force==NULL) { 1204 if (force == NULL)
1205 {
1314 force=get_archetype(FORCE_NAME); 1206 force = get_archetype (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1207 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1208 if (spell_ob->race)
1317 force->name = spell_ob->race; 1209 force->name = spell_ob->race;
1318 else 1210 else
1319 force->name = spell_ob->name; 1211 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1212 force->name_pl = spell_ob->name;
1321 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.");
1322 } else { 1214 }
1215 else
1216 {
1323 int duration; 1217 int duration;
1324 1218
1325 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;
1326 if (duration > force->duration) { 1220 if (duration > force->duration)
1221 {
1327 force->duration = duration; 1222 force->duration = duration;
1328 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 }
1329 } else { 1225 else
1226 {
1330 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.");
1331 } 1228 }
1332 return 0; 1229 return 0;
1333 } 1230 }
1334 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;
1335 force->speed = 1.0; 1232 force->speed = 1.0;
1336 force->speed_left = -1.0; 1233 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1234 SET_FLAG (force, FLAG_APPLIED);
1338 1235
1339 if(!god) { 1236 if (!god)
1237 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1239 }
1240 else
1241 {
1342 /* Only give out good benefits, and put a max on it */ 1242 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1344 if (god->resist[i]>0) { 1245 if (god->resist[i] > 0)
1246 {
1345 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]);
1346 } 1248 }
1347 } 1249 }
1348 force->path_attuned|=god->path_attuned; 1250 force->path_attuned |= god->path_attuned;
1349 1251
1350 if (spell_ob->attacktype) 1252 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1253 force->slaying = god->slaying;
1352 1254
1353 if (tmp != op) { 1255 if (tmp != op)
1256 {
1354 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);
1355 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 }
1356 } else { 1260 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1261 {
1262 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1263 }
1360 1264
1361 } 1265 }
1362 force->stats.wc = spell_ob->stats.wc; 1266 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1267 force->stats.ac = spell_ob->stats.ac;
1364 1268
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1269 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1270 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1271 tmp->update_stats ();
1368 return 1; 1272 return 1;
1369} 1273}
1370
1371
1372 1274
1373/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1374 * 1276 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1377 * about 90% of that of the item itself. It uses the value of the
1378 * object before charisma adjustments, because the nuggets themselves
1379 * will be will be adjusted by charisma when sold.
1380 * 1279 *
1381 * 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
1382 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1383 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1384 * to the max amount of small nuggets as you could get. 1283 * when sold.
1385 *
1386 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets.
1388 * 1284 *
1389 * 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
1390 * 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
1391 * alchemied. 1287 * alchemised.
1392 */ 1288 */
1393 1289static void
1394/* I didn't feel like passing these as arguements to the 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399static object *small, *large;
1400
1401static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403{ 1291{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1293
1406 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1407 * 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
1408 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1299 * the stuff back to town.
1412 */ 1300 */
1413
1414 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1415 value=0; 1302 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1304 value /= 3;
1418 else 1305 else
1419 value = (value*9)/10; 1306 value = value * 9 / 10;
1420 1307
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1308 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1309 total_value += value;
1425 1310
1426 count = value / large->value; 1311 total_weight += obj->total_weight ();
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432 1312
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1313 obj->destroy ();
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446} 1314}
1447 1315
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1316int
1449 int x, int y)
1450{
1451 object *tmp;
1452 int flag=0;
1453
1454 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player
1456 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1458
1459 if (small_nuggets) {
1460 tmp = get_object();
1461 copy_object(small, tmp);
1462 tmp-> nrof = small_nuggets;
1463 tmp->x = x;
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 }
1467 if (large_nuggets) {
1468 tmp = get_object();
1469 copy_object(large, tmp);
1470 tmp-> nrof = large_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475}
1476
1477int alchemy(object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1478{ 1318{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER) 1319 if (op->type != PLAYER)
1485 return 0; 1320 return 0;
1486 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
1487 /* 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
1488 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1330 * in sight
1490 */ 1331 */
1491 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);
1492 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1334 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1335
1336 int weight = 0;
1337
1496 for(y= op->y-1;y<=op->y+1;y++) { 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1339 {
1497 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
1498 nx = x; 1344 sint16 nx = x;
1499 ny = y; 1345 sint16 ny = y;
1500 1346
1501 mp = op->map; 1347 maptile *mp = op->map;
1502 1348
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1350
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1352 continue;
1507 1353
1508 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1355 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1356 * ground level effect.
1511 */ 1357 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1359 continue;
1514 1360
1515 small_nuggets=0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1362 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1363 next = tmp->above;
1364
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1367 {
1523
1524 if (tmp->inv) { 1368 if (tmp->inv)
1369 {
1525 object *next1, *tmp1; 1370 object *next1, *tmp1;
1371
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1373 {
1527 next1 = tmp1->below; 1374 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1377 alchemy_object (tmp1, value, weight);
1532 &weight);
1533 } 1378 }
1534 } 1379 }
1380
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1382
1383 if (weight > weight_max)
1384 break;
1385 }
1536 1386 }
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545 1387
1546 /* Insert all the nuggets at one time. This probably saves time, but 1388 value -= rndm (value >> 4);
1547 * it also prevents us from alcheming nuggets that were just created 1389 value = min (value, value_max);
1548 * with this spell. 1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1549 */ 1393 {
1550 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);
1551 } 1400 }
1401
1402 if (weight > weight_max)
1403 goto bailout;
1404 }
1552 } 1405 }
1553 free_object(large); 1406
1554 free_object(small); 1407bailout:
1555 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly.
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1; 1408 return 1;
1560} 1409}
1561
1562 1410
1563/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1564 * items. 1412 * items.
1565 */ 1413 */
1414int
1566int remove_curse(object *op, object *caster, object *spell) { 1415remove_curse (object *op, object *caster, object *spell)
1416{
1567 object *tmp; 1417 object *tmp;
1568 int success = 0, was_one = 0; 1418 int success = 0, was_one = 0;
1569 1419
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1420 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1574 1424 {
1575 was_one++; 1425 was_one++;
1426
1576 if (tmp->level <= caster_level(caster, spell)) { 1427 if (tmp->level <= caster_level (caster, spell))
1428 {
1577 success++; 1429 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1580 1432
1581 CLEAR_FLAG(tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1583 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
1584 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1585 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";
1586 } 1482 }
1587 }
1588 1483
1589 if (op->type==PLAYER) { 1484 num_ident--;
1590 if (success) { 1485 if (!num_ident)
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1486 break;
1592 } else {
1593 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1595 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1597 } 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)
1598 } 1495 {
1599 return success; 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1600}
1601
1602/* Identifies objects in the players inventory/on the ground */
1603
1604int cast_identify(object *op, object *caster, object *spell) {
1605 object *tmp;
1606 int success = 0, num_ident;
1607
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1609
1610 if (num_ident < 1) num_ident=1;
1611
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1498 {
1615 identify(tmp); 1499 identify (tmp);
1616 if (op->type==PLAYER) { 1500
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1501 if (object *pl = tmp->visible_to ())
1618 "You have %s.", long_desc(tmp, op)); 1502 {
1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1504
1619 if (tmp->msg) { 1505 if (tmp->msg)
1620 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";
1621 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);
1622 } 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)))
1623 } 1694 {
1624 num_ident--; 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1625 success=1;
1626 if (!num_ident) break;
1627 }
1628 }
1629 /* If all the power of the spell has been used up, don't go and identify
1630 * stuff on the floor. Only identify stuff on the floor if the spell
1631 * was not fully used.
1632 */
1633 if (num_ident) {
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1636 need_identify(tmp)) {
1637 1696
1638 identify(tmp); 1697 if (object *pl = tmp->visible_to ())
1639 if (op->type==PLAYER) { 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1640 new_draw_info_format(NDI_UNIQUE, 0,op,
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) {
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1645 } 1699 }
1646 esrv_send_item(op, tmp);
1647 }
1648 num_ident--;
1649 success=1;
1650 if (!num_ident) break;
1651 }
1652 }
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660
1661
1662int cast_detection(object *op, object *caster, object *spell, object *skill) {
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */
1689
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1691 /* Shouldn't happen, but if there are no objects on a space, this
1692 * would happen.
1693 */
1694 if (!last) continue;
1695
1696 done_one=0;
1697 floor=0;
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) {
1700
1701 /* show invisible */
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1703 /* Might there be other objects that we can make visibile? */
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 }
1718 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720
1721 /* All detections below this point don't descend beneath the floor,
1722 * so just continue on. We could be clever and look at the type of
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */
1726 if (floor) continue;
1727
1728 /* I had thought about making detect magic and detect curse
1729 * show the flash the magic item like it does for detect monster.
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 1700 } /* if item is not identified */
1808 } /* for the players inventory */ 1701 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1810 return 1; 1704 return 1;
1811} 1705}
1812 1706
1813 1707
1814/** 1708/**
1815 * 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)
1816 * level whos spell did cause the overcharge. 1710 * level whos spell did cause the overcharge.
1817 */ 1711 */
1712static void
1818static void charge_mana_effect(object *victim, int caster_level) 1713charge_mana_effect (object *victim, int caster_level)
1819{ 1714{
1820 1715
1821 /* Prevent explosions for objects without mana. Without this check, doors 1716 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 1717 * will explode, too.
1823 */ 1718 */
1824 if (victim->stats.maxsp <= 0) 1719 if (victim->stats.maxsp <= 0)
1825 return; 1720 return;
1826 1721
1827 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.");
1828 1723
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 1724 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 {
1830 object *tmp; 1726 object *tmp;
1831 1727
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833 1729
1834 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
1836 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;
1837 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;
1838 tmp->x = victim->x; 1734
1839 tmp->y = victim->y; 1735 tmp->insert_at (victim);
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
1842 } 1737 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 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!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 1745 confuse_player (victim, victim, 99);
1852 } 1746 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 1749}
1857 1750
1858/* cast_transfer 1751/* cast_transfer
1859 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
1861 */ 1754 */
1862 1755
1756int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 1757cast_transfer (object *op, object *caster, object *spell, int dir)
1758{
1864 object *plyr=NULL; 1759 object *plyr = NULL;
1865 sint16 x, y; 1760 sint16 x, y;
1866 mapstruct *m; 1761 maptile *m;
1867 int mflags; 1762 int mflags;
1868 1763
1869 m = op->map; 1764 m = op->map;
1870 x = op->x+freearr_x[dir]; 1765 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 1766 y = op->y + freearr_y[dir];
1872 1767
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1769
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 {
1876 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)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1878 break; 1774 break;
1879 } 1775 }
1880 1776
1881 1777
1882 /* 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
1883 * 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.
1884 */ 1780 */
1885 if(plyr==NULL) 1781 if (plyr == NULL)
1886 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)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1888 break; 1784 break;
1889 1785
1890 if (!plyr) { 1786 if (!plyr)
1787 {
1891 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.");
1892 return 0; 1789 return 0;
1893 } 1790 }
1894 /* give sp */ 1791 /* give sp */
1895 if(spell->stats.dam > 0) { 1792 if (spell->stats.dam > 0)
1793 {
1896 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);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 1795 charge_mana_effect (plyr, caster_level (caster, spell));
1898 return 1; 1796 return 1;
1899 } 1797 }
1900 /* suck sp away. Can't suck sp from yourself */ 1798 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 1799 else if (op != plyr)
1800 {
1902 /* 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 */
1903 1802
1904 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;
1905 1804
1906 if (rate > 95) rate=95; 1805 if (rate > 95)
1806 rate = 95;
1907 1807
1908 sucked = (plyr->stats.sp * rate) / 100; 1808 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 1809 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1810 if (QUERY_FLAG (op, FLAG_ALIVE))
1811 {
1911 /* Player doesn't get full credit */ 1812 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 1813 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 1814 op->stats.sp += sucked;
1914 if (sucked > 0) { 1815 if (sucked > 0)
1816 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 1817 charge_mana_effect (op, caster_level (caster, spell));
1916 } 1818 }
1917 } 1819 }
1918 return 1; 1820 return 1;
1919 } 1821 }
1920 return 0; 1822 return 0;
1921} 1823}
1922 1824
1923 1825
1924/* counterspell: nullifies spell effects. 1826/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 1827 * op is the counterspell object, dir is the direction
1926 * it was cast in. 1828 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 1829 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 1830 * this may nullify it.
1929 */ 1831 */
1832void
1930void counterspell(object *op,int dir) 1833counterspell (object *op, int dir)
1931{ 1834{
1932 object *tmp, *head, *next; 1835 object *tmp, *head, *next;
1933 int mflags; 1836 int mflags;
1934 mapstruct *m; 1837 maptile *m;
1935 sint16 sx,sy; 1838 sint16 sx, sy;
1936 1839
1937 sx = op->x + freearr_x[dir]; 1840 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 1841 sy = op->y + freearr_y[dir];
1939 m = op->map; 1842 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 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)
1942 1848 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 1849 next = tmp->above;
1945 1850
1946 /* Need to look at the head object - otherwise, if tmp 1851 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 1852 * points to a monster, we don't have all the necessary
1948 * info for it. 1853 * info for it.
1949 */ 1854 */
1855 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 1856 head = tmp->head;
1857 else
1951 else head = tmp; 1858 head = tmp;
1952 1859
1953 /* don't attack our own spells */ 1860 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 1861 if (tmp->owner && tmp->owner == op->owner)
1862 continue;
1955 1863
1956 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 1866 * monsters either.
1959 */ 1867 */
1960 1868
1961 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 1870 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1964 (op->level > head->level)) { 1872 && (op->level > head->level))
1965 remove_ob(head); 1873 head->destroy ();
1966 free_object(head); 1874 else
1967 } else switch(head->type) { 1875 switch (head->type)
1876 {
1968 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
1969 if(op->level > head->level) { 1883 if (op->level > head->level)
1970 remove_ob(head); 1884 head->destroy ();
1971 free_object(head); 1885
1972 }
1973 break; 1886 break;
1974 1887
1975 /* I really don't get this rune code that much - that 1888 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 1889 * random chance seems really low.
1977 */ 1890 */
1978 case RUNE: 1891 case RUNE:
1979 if(rndm(0, 149) == 0) { 1892 if (rndm (0, 149) == 0)
1893 {
1980 head->stats.hp--; /* weaken the rune */ 1894 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 1895 if (!head->stats.hp)
1982 remove_ob(head); 1896 head->destroy ();
1983 free_object(head);
1984 } 1897 }
1985 }
1986 break; 1898 break;
1987 } 1899 }
1988 } 1900 }
1989} 1901}
1990
1991
1992 1902
1993/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1904int
1994int cast_consecrate(object *op, object *caster, object *spell) { 1905cast_consecrate (object *op, object *caster, object *spell)
1906{
1995 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
1996 1908
1997 object *tmp, *god=find_god(determine_god(op)); 1909 object *tmp, *god = find_god (determine_god (op));
1998 1910
1999 if(!god) { 1911 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 1912 {
2001 "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!");
2002 return 0; 1914 return 0;
2003 } 1915 }
2004 1916
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 1917 for (tmp = op->below; tmp; tmp = tmp->below)
1918 {
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break;
2007 if(tmp->type==HOLY_ALTAR) { 1921 if (tmp->type == HOLY_ALTAR)
1922 {
2008 1923
2009 if(tmp->level > caster_level(caster, spell)) { 1924 if (tmp->level > caster_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 1925 {
2011 "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);
2012 return 0; 1927 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 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;
2024 } 1942 }
1943 }
2025 } 1944 }
2026 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!");
2027 return 0; 1946 return 0;
2028} 1947}
2029 1948
2030/* animate_weapon - 1949/* animate_weapon -
2031 * 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.
2032 * 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
2035 * 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,
2036 * 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
2037 * 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
2038 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2039 */ 1958 */
2040 1959int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 1960animate_weapon (object *op, object *caster, object *spell, int dir)
1961{
2042 object *weapon, *tmp; 1962 object *weapon, *tmp;
2043 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2044 int a, i; 1964 int a, i;
2045 sint16 x, y; 1965 sint16 x, y;
2046 mapstruct *m; 1966 maptile *m;
2047 materialtype_t *mt; 1967
2048
2049 if(!spell->other_arch){ 1968 if (!spell->other_arch)
1969 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 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);
2052 return 0; 1972 return 0;
2053 } 1973 }
2054 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 1975 if (op->type != PLAYER)
1976 return 0;
2056 1977
2057 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1979 if (object *golem = op->contr->golem)
2059 control_golem(op->contr->ranges[range_golem],dir); 1980 {
1981 control_golem (golem, dir);
2060 return 0; 1982 return 0;
2061 } 1983 }
2062 1984
2063 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2064 if(!dir) 1986 if (!dir)
2065 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);
2066 1988
2067 m = op->map; 1989 m = op->map;
2068 x = op->x+freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2070 1992
2071 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 {
2074 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.");
2075 return 0; 1998 return 0;
2076 } 1999 }
2077 2000
2078 /* Use the weapon marked by the player. */ 2001 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2002 weapon = find_marked_object (op);
2080 2003
2081 if (!weapon) { 2004 if (!weapon)
2005 {
2082 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!");
2083 return 0; 2007 return 0;
2084 } 2008 }
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2010 {
2086 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.");
2087 return 0; 2012 return 0;
2088 } 2013 }
2089 if (weapon->type != WEAPON) { 2014 if (weapon->type != WEAPON)
2015 {
2090 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.");
2091 return 0; 2017 return 0;
2092 } 2018 }
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2019 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2020 {
2094 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));
2095 query_name(weapon));
2096 return 0; 2022 return 0;
2097 } 2023 }
2098 2024
2099 if (weapon->nrof > 1) { 2025 weapon = weapon->split ();
2100 tmp = get_split_ob(weapon, 1);
2101 esrv_send_item(op, weapon);
2102 weapon = tmp;
2103 }
2104 2026
2105 /* create the golem object */ 2027 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2107 2029
2108 /* 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 */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2032 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2033 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2034 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2115 set_spell_skill(op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp;
2117 op->contr->shoottype=range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2038
2120 /* 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
2121 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2122 * used above. 2041 * used above.
2123 */ 2042 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2125 remove_ob (weapon); 2044 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2045
2127 esrv_send_item(op, weapon); 2046 tmp->insert (weapon);
2047
2128 /* 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,
2129 * 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
2130 * body_info, skills, etc) 2050 * body_info, skills, etc)
2131 */ 2051 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2053 SET_FLAG (weapon, FLAG_APPLIED);
2134 fix_player(tmp); 2054 tmp->update_stats ();
2135 2055
2136 /* 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
2137 * 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 -
2138 * 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.
2139 */ 2059 */
2140 2060
2141 /* modify weapon's animated wc */ 2061 /* modify weapon's animated wc */
2142 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;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2063 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2064 tmp->stats.wc = -127;
2145 2065
2146 /* Modify hit points for weapon */ 2066 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2067 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2068 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2069 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2070 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2071 tmp->stats.hp = tmp->stats.maxhp;
2152 2072
2153 /* Modify weapon's damage */ 2073 /* Modify weapon's damage */
2154 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;
2155 + weapon->stats.dam 2075 if (tmp->stats.dam < 0)
2156 + weapon->magic 2076 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2077
2160 2078
2161 /* attacktype */ 2079 /* attacktype */
2162 if ( ! tmp->attacktype) 2080 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2164 2082
2165 mt = NULL; 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2166 if (op->materialname != NULL) 2084 {
2167 mt = name_to_material(op->materialname);
2168 if (mt != NULL) {
2169 for (i=0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2171 a = mt->save[0]; 2087 a = mt->save[0];
2172 } else { 2088 }
2089 else
2090 {
2173 for (i=0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2174 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2175 a = 10; 2093 a = 10;
2176 } 2094 }
2095
2177 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2101 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2102 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2103 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2104 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2105 tmp->resist[ATNR_BLIND] = 100;
2187 2106
2188 /* 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 */
2189 2108
2190 if (a > 14) a = 14; 2109 if (a > 14)
2110 a = 14;
2111
2191 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));
2192 2113
2193 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2194 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)));
2195 2116
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2117 if (!spell->race)
2118 {
2199 sprintf(buf, "animated %s", &weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2120 tmp->name = buf;
2201 2121
2202 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 } 2128 }
2214 2129
2215 /* 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. */
2216 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));
2217 2132
2218 tmp->speed_left= -1; 2133 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2134 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2135
2136 m->insert (tmp, x, y, op);
2223 return 1; 2137 return 1;
2224} 2138}
2225 2139
2226/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2227 2141
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2143 * This changes the light level for the entire map.
2230 */ 2144 */
2231 2145
2146int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{
2233 int success; 2149 int success;
2234 2150
2235 if(!op->map) return 0; /* shouldnt happen */ 2151 if (!op->map)
2152 return 0; /* shouldnt happen */
2236 2153
2237 success=change_map_light(op->map,spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2238 if(!success) { 2156 if (!success)
2157 {
2239 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2240 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.");
2241 else 2160 else
2242 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.");
2243 } 2162 }
2244 return success; 2163 return success;
2245} 2164}
2246
2247
2248
2249
2250 2165
2251/* 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.
2252 * 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,
2253 * spell is the spell object itself. 2168 * spell is the spell object itself.
2254 */ 2169 */
2170int
2255int create_aura(object *op, object *caster, object *spell) 2171create_aura (object *op, object *caster, object *spell)
2256{ 2172{
2257 int refresh=0; 2173 int refresh = 0;
2258 object *new_aura; 2174 object *new_aura;
2259 2175
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2176 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2177 if (new_aura)
2178 refresh = 1;
2179 else
2262 else new_aura = arch_to_object(spell->other_arch); 2180 new_aura = arch_to_object (spell->other_arch);
2263 2181
2264 new_aura->duration = spell->duration + 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2183
2267 new_aura->stats.dam = spell->stats.dam 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2185
2270 set_owner(new_aura,op);
2271 set_spell_skill(op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2273 2188
2274 new_aura->level = caster_level(caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2275 if (refresh) 2191 if (refresh)
2276 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.");
2277 else 2193 else
2278 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
2279 insert_ob_in_ob(new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2280 return 1; 2199 return 1;
2281} 2200}
2282
2283 2201
2284/* 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,
2285 * 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
2286 * around him. 2204 * around him.
2287 * Aura parameters: 2205 * Aura parameters:
2288 * duration: duration counter. 2206 * duration: duration counter.
2289 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2291 */ 2209 */
2292 2210void
2293void move_aura(object *aura) { 2211move_aura (object *aura)
2294 int i, mflags; 2212{
2295 object *env;
2296 mapstruct *m;
2297
2298 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2299 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2300 2216
2301 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2303 */ 2219 */
2304 remove_ob(aura); 2220 aura->remove ();
2305 2221
2306 /* exit if we're out of gas */ 2222 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2223 if (aura->duration-- < 0)
2308 free_object(aura); 2224 {
2225 aura->destroy ();
2309 return; 2226 return;
2310 } 2227 }
2311 2228
2312 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2230 if (!env || !env->map)
2314 free_object(aura); 2231 {
2232 aura->destroy ();
2315 return; 2233 return;
2316 } 2234 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2235
2320 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2322 */ 2238 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2239 aura->insert_at (env, aura);
2324 2240
2325 for(i=1;i<9;i++) { 2241 for (int i = 1; i < 9; i++)
2326 sint16 nx, ny; 2242 {
2327 nx = aura->x + freearr_x[i]; 2243 mapxy pos (env);
2328 ny = aura->y + freearr_y[i]; 2244 pos.move (i);
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2330 2245
2331 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2332 * 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
2333 * 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.
2334 */ 2249 */
2335 if (!(mflags & P_OUT_OF_MAP) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2337 { 2251 {
2338 hit_map(aura,i,aura->attacktype,0); 2252 hit_map (aura, i, aura->attacktype, 0);
2339 2253
2340 if(aura->other_arch) { 2254 if (aura->other_arch)
2341 object *new_ob;
2342
2343 new_ob = arch_to_object(aura->other_arch); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 } 2256 }
2348 }
2349 } 2257 }
2258
2350 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2260 env->insert (aura);
2352 insert_ob_in_ob(aura, env); 2261 aura->set_owner (owner);
2353} 2262}
2354 2263
2355/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2356 * op is the piece object. 2265 * op is the piece object.
2357 */ 2266 */
2358 2267void
2359void move_peacemaker(object *op) { 2268move_peacemaker (object *op)
2269{
2360 object *tmp; 2270 object *tmp;
2361 2271
2362 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 {
2363 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2364 object *victim=tmp; 2275 object *victim = tmp->head_ ();
2365 2276
2366 if (tmp->head) victim=tmp->head;
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2278 continue;
2279
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2281 continue;
2282
2369 if (victim->stats.exp == 0) continue; 2283 if (victim->stats.exp == 0)
2284 continue;
2370 2285
2371 def_lev = MAX(1,victim->level); 2286 def_lev = MAX (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2287 atk_lev = MAX (1, op->level);
2373 2288
2374 if (rndm(0, atk_lev-1) > def_lev) { 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 {
2375 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2376 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2295 victim->stats.exp = 0;
2379#if 0 2296#if 0
2380 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2382 */ 2299 */
2383 victim->stats.dam = 0; 2300 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2387#endif 2304#endif
2388 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2393 if(victim->name) { 2311 if (victim->name)
2394 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);
2395 } 2313 }
2396 }
2397 } 2314 }
2398} 2315}
2399 2316
2400 2317
2401/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2403 */ 2320 */
2404 2321
2322int
2405int write_mark(object *op, object *spell, const char *msg) { 2323write_mark (object *op, object *spell, const char *msg)
2324{
2406 char rune[HUGE_BUF]; 2325 char rune[HUGE_BUF];
2407 object *tmp; 2326 object *tmp;
2408 2327
2409 if (!msg || msg[0] == 0) { 2328 if (!msg || msg[0] == 0)
2329 {
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2411 return 0; 2331 return 0;
2412 } 2332 }
2413 2333
2414 if (strcasestr_local(msg, "endmsg")) { 2334 if (strcasestr_local (msg, "endmsg"))
2335 {
2415 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?");
2416 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);
2417 return 0; 2338 return 0;
2418 } 2339 }
2419 if (!spell->other_arch) return 0; 2340 if (!spell->other_arch)
2341 return 0;
2420 tmp = arch_to_object(spell->other_arch); 2342 tmp = arch_to_object (spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2); 2343
2422 rune[HUGE_BUF-2] = 0; 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2423 strcat(rune, "\n"); 2345
2424 tmp->race = op->name; /*Save the owner of the rune*/ 2346 tmp->race = op->name; /*Save the owner of the rune */
2425 tmp->msg = rune; 2347 tmp->msg = rune;
2426 tmp->x = op->x; 2348
2427 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2350 return 1;
2430} 2351}

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