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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.2 by root, Thu Aug 17 20:23:32 2006 UTC vs.
Revision 1.49 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: spell_effect.C,v 1.2 2006/08/17 20:23:32 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
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 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* 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 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (wand == NULL || wand->type != WAND)
68 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 73 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 74 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); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 77 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 78 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
98 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 100 return 0;
98 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 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)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
110 {
106 SET_FLAG(wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
108 update_ob_speed(wand);
109 } 113 }
114
110 return 1; 115 return 1;
111} 116}
112
113/******************************************************************************
114 * Start of polymorph related functions.
115 *
116 * Changed around for 0.94.3 - it will now look through and use all the
117 * possible choices for objects/monsters (before it was teh first 80 -
118 * arbitrary hardcoded limit in this file.) Doing this will be a bit
119 * slower however - while before, it traversed the archetypes once and
120 * stored them into an array, it will now potentially traverse it
121 * an average of 1.5 times. This is probably more costly on the polymorph
122 * item function, since it is possible a couple lookups might be needed before
123 * an item of proper value is generated.
124 */
125
126/* polymorph_living - takes a living object (op) and turns it into
127 * another monster of some sort. Currently, we only deal with single
128 * space monsters.
129 */
130
131void polymorph_living(object *op) {
132 archetype *at;
133 int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly;
134 mapstruct *map = op->map;
135 object *tmp, *next, *owner;
136
137 if(op->head != NULL || op->more != NULL)
138 return;
139
140 /* High level creatures are immune, as are creatures immune to magic. Otherwise,
141 * give the creature a saving throw.
142 */
143 if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) ||
144 (op->resist[ATNR_MAGIC]==100))
145 return;
146
147 /* First, count up the number of legal matches */
148 for(at = first_archetype ; at != NULL; at = at->next)
149 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
150 at->more == NULL && EDITABLE((&at->clone)))
151 {
152 numat++;
153 }
154 if (!numat) return; /* no valid matches? if so, return */
155
156 /* Next make a choice, and loop through until we get to it */
157 choice = rndm(0, numat-1);
158 for(at = first_archetype ; at != NULL; at = at->next)
159 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
160 at->more == NULL && EDITABLE((&at->clone)))
161 {
162 if (!choice) break;
163 else choice--;
164 }
165
166 /* Look through the monster. Unapply anything they have applied,
167 * and remove any spells. Note that if this is extended
168 * to players, that would need to get fixed somehow.
169 */
170 for(tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below;
172 if(QUERY_FLAG(tmp, FLAG_APPLIED))
173 manual_apply(op,tmp,0);
174 if(tmp->type == SPELL) {
175 remove_ob(tmp);
176 free_object(tmp);
177 }
178 }
179
180 /* Remove the object, preserve some values for the new object */
181 remove_ob(op);
182 owner = get_owner(op);
183 friendly = QUERY_FLAG(op, FLAG_FRIENDLY);
184 if (friendly)
185 remove_friendly_object(op);
186
187 copy_object(&(at->clone),op);
188 if (owner != NULL)
189 set_owner(op,owner);
190 if (friendly) {
191 SET_FLAG(op, FLAG_FRIENDLY);
192 op->attack_movement = PETMOVE;
193 add_friendly_object(op);
194 }
195
196 /* Put the new creature on the map */
197 op->x = x; op->y = y;
198 if ((op = insert_ob_in_map (op, map, owner,0)) == NULL)
199 return;
200
201 if (HAS_RANDOM_ITEMS(op))
202 /* No GT_APPLY here because we'll do it manually. */
203 create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0);
204
205 /* Apply any objects. This limits it to the first 20 items, which
206 * I guess is reasonable.
207 */
208 for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) {
209 next = tmp->below;
210 (void) monster_check_apply(op,tmp);
211 }
212}
213
214
215/* polymorph_melt Destroys item from polymorph failure
216 * who is the caster of the polymorph, op is the
217 * object destroyed. We should probably do something
218 * more clever ala nethack - create an iron golem or
219 * something.
220 */
221void polymorph_melt(object *who, object *op)
222{
223 /* Not unique */
224 new_draw_info_format(NDI_GREY, 0, who,
225 "%s%s glows red, melts and evaporates!",
226 op->nrof?"":"The ",query_name(op));
227 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
228 remove_ob(op);
229 free_object(op);
230 return;
231}
232
233/* polymorph_item - changes an item to another item of similar type.
234 * who is the caster of spell, op is the object to be changed.
235 */
236void polymorph_item(object *who, object *op) {
237 archetype *at;
238 int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0;
239 object *new_ob;
240
241 /* We try and limit the maximum value of the changd object. */
242 max_value = op->value * 2;
243 if(max_value > 20000)
244 max_value = 20000 + (max_value - 20000) / 3;
245
246 /* Look through and try to find matching items. Can't turn into something
247 * invisible. Also, if the value is too high now, it would almost
248 * certainly be too high below.
249 */
250 for(at = first_archetype ; at != NULL; at = at->next) {
251 if(at->clone.type == op->type && !at->clone.invisible &&
252 at->clone.value > 0 && at->clone.value < max_value &&
253 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
254 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP))
255 numat++;
256 }
257
258 if(!numat)
259 return;
260
261 difficulty = op->magic * 5;
262 if (difficulty<0) difficulty=0;
263 new_ob = get_object();
264 do {
265 choice = rndm(0, numat-1);
266 for(at = first_archetype ; at != NULL; at = at->next) {
267 if(at->clone.type == op->type && !at->clone.invisible &&
268 at->clone.value > 0 && at->clone.value < max_value &&
269 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
270 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) {
271 if (!choice) break;
272 else choice--;
273 }
274 }
275 copy_object(&(at->clone),new_ob);
276 fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT);
277 ++tries;
278 } while (new_ob->value > max_value && tries<10);
279 if (new_ob->invisible) {
280 LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name);
281 free_object(new_ob);
282 }
283
284 /* Unable to generate an acceptable item? Melt it */
285 if (tries==10) {
286 polymorph_melt(who, op);
287 free_object(new_ob);
288 return;
289 }
290
291 if(op->nrof && new_ob->nrof) {
292 new_ob->nrof = op->nrof;
293 /* decrease the number of items */
294 if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1);
295 }
296
297 /* We don't want rings to keep sustenance/hungry status. There are propably
298 * other cases too that should be checked.
299 */
300 if(charges && op->type != RING && op->type != FOOD)
301 op->stats.food = charges;
302
303 new_ob->x = op->x;
304 new_ob->y = op->y;
305 remove_ob(op);
306 free_object(op);
307 /*
308 * Don't want objects merged or re-arranged, as it then messes up the
309 * order
310 */
311 insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON);
312}
313
314/* polymorh - caster who has hit object op. */
315void polymorph(object *op, object *who) {
316
317 int tmp;
318
319 /* Can't polymorph players right now */
320 /* polymorphing generators opens up all sorts of abuses */
321 if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR))
322 return;
323
324 if(QUERY_FLAG(op, FLAG_MONSTER)) {
325 polymorph_living(op);
326 return;
327 }
328 /* If it is a living object of some other type, don't handle
329 * it now.
330 */
331 if(QUERY_FLAG(op, FLAG_ALIVE))
332 return;
333
334 /* Don't want to morph flying arrows, etc... */
335 if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE))
336 return;
337
338 /* Do some sanity checking here. type=0 is unknown, objects
339 * without archetypes are not good. As are a few other
340 * cases.
341 */
342 if(op->type == 0 || op->arch == NULL ||
343 QUERY_FLAG(op,FLAG_NO_PICK)
344 || op->move_block || op->type == TREASURE)
345 return;
346
347 tmp = rndm(0, 7);
348 if (tmp) polymorph_item(who, op);
349 else polymorph_melt(who, op);
350}
351
352
353/* cast_polymorph -
354 * object *op is the player/monster
355 * caster is object that cast it.
356 * spell_ob is the actually spell object.
357 * dir is the direction.
358 * Returns 0 on illegal cast, otherwise 1.
359 */
360
361int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) {
362 object *tmp, *next;
363 int range, mflags, maxrange;
364 mapstruct *m;
365
366 if(dir == 0)
367 return 0;
368
369 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
370 for(range = 1;range < maxrange; range++) {
371 sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range;
372 object *image;
373
374 m = op->map;
375 mflags = get_map_flags(m, &m, x, y, &x, &y);
376
377 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
378 break;
379
380 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW)
381 break;
382
383 /* Get the top most object */
384 for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL;
385 tmp = tmp->above);
386
387 /* Now start polymorphing the objects, top down */
388 while (tmp!=NULL) {
389 /* Once we find the floor, no need to go further */
390 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
391 next = tmp->below;
392 polymorph(tmp, op);
393 tmp = next;
394 }
395 image = arch_to_object(spell_ob->other_arch);
396 image->x = x;
397 image->y = y;
398 image->stats.food = 5;
399 image->speed_left = 0.1;
400 insert_ob_in_map(image,m,op,0);
401 }
402 return 1;
403}
404
405
406 117
407/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
408 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows. 120 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the 121 * Sets the plus based on the casters level. It is also settable with the
413 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
414 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
416 */ 127 */
417 128
129int
418int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
419{ 131{
420 int missile_plus=0, bonus_plus=0; 132 int missile_plus = 0, bonus_plus = 0;
421 const char *missile_name; 133 const char *missile_name;
422 object *tmp, *missile; 134 object *tmp, *missile;
423 tag_t tag;
424 135
425 missile_name = "arrow"; 136 missile_name = "arrow";
426 137
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
429 missile_name=tmp->race; 140 missile_name = tmp->race;
430 }
431 141
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
433 143
434 if (find_archetype(missile_name)==NULL) { 144 if (archetype::find (missile_name) == NULL)
145 {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
436 missile_name); 147 return 0;
437 return 0;
438 } 148 }
149
439 missile = get_archetype(missile_name); 150 missile = get_archetype (missile_name);
440 151
441 if (stringarg) { 152 if (stringarg)
153 {
442 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) { 155 if (isalpha (*stringarg))
156 {
444 artifact *al = find_artifactlist(missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
445 158
446 for ( ; al != NULL; al=al->next) 159 for (; al; al = al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break; 160 if (!strcasecmp (al->item->name, stringarg))
161 break;
448 162
449 if (!al) { 163 if (!al)
450 free_object(missile); 164 {
165 missile->destroy ();
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
452 stringarg); 167 return 0;
453 return 0; 168 }
454 } 169
455 if (al->item->slaying) { 170 if (al->item->slaying)
456 free_object(missile); 171 {
172 missile->destroy ();
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
458 missile_name, stringarg); 174 return 0;
459 return 0; 175 }
460 } 176
461 give_artifact_abilities(missile, al->item); 177 give_artifact_abilities (missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical - 178 /* These special arrows cost something extra. Don't have them also be magical -
463 * otherwise, in most cases, not enough will be created. I don't want to get into 179 * otherwise, in most cases, not enough will be created. I don't want to get into
464 * the parsing of having to do both plus and type. 180 * the parsing of having to do both plus and type.
465 */ 181 */
466 bonus_plus = 1 + (al->item->value / 5); 182 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0; 183 missile_plus = 0;
468 } else 184 }
469 if (atoi(stringarg) < missile_plus) 185 else if (atoi (stringarg) < missile_plus)
470 missile_plus = atoi(stringarg); 186 missile_plus = atoi (stringarg);
471 } 187 }
188
472 if (missile_plus > 4) 189 if (missile_plus > 4)
473 missile_plus = 4; 190 missile_plus = 4;
474 else if (missile_plus < -4) 191 else if (missile_plus < -4)
475 missile_plus = -4; 192 missile_plus = -4;
476 193
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus); 195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
479 if (missile->nrof < 1) 197 if (missile->nrof < 1)
480 missile->nrof=1; 198 missile->nrof = 1;
481 199
482 missile->magic = missile_plus; 200 missile->magic = missile_plus;
483 /* Can't get any money for these objects */ 201 /* Can't get any money for these objects */
484 missile->value=0; 202 missile->value = 0;
485 203
486 SET_FLAG(missile, FLAG_IDENTIFIED); 204 SET_FLAG (missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488 205
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile); 207 pick_up (op, missile);
493 } 208
494 return 1; 209 return 1;
495} 210}
496 211
497 212
498/* allows the choice of what sort of food object to make. 213/* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 214 * If stringarg is NULL, it will create food dependent on level --PeterM*/
215int
500int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
501{ 217{
502 int food_value; 218 int food_value;
503 archetype *at=NULL; 219 archetype *at = NULL;
504 object *new_op; 220 object *new_op;
505 221
506 food_value=spell_ob->stats.food + 222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508 223
509 if(stringarg) { 224 if (stringarg)
225 {
510 at = find_archetype_by_object_type_name(FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
511 if (at == NULL) 227 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
513 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->clone.stats.food > food_value)
514 stringarg = NULL; 230 stringarg = NULL;
515 } 231 }
516 232
517 if(!stringarg) { 233 if (!stringarg)
234 {
518 archetype *at_tmp; 235 archetype *at_tmp;
519 236
520 /* We try to find the archetype with the maximum food value. 237 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this 238 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added. 239 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor. 241 * to be altered from the donor.
525 */ 242 */
526 243
527 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
246 {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
248 {
530 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead. 251 * the item we have now, take it instead.
533 */ 252 */
534 if (at_tmp->clone.stats.food<=food_value && 253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 254 at = at_tmp;
536 at=at_tmp; 255 }
256 }
537 } 257 }
538 }
539 }
540 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
541 * know 259 * know
542 */ 260 */
543 if (!at) { 261 if (!at)
262 {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0; 264 return 0;
546 } 265 }
547 266
548 food_value/=at->clone.stats.food; 267 food_value /= at->clone.stats.food;
549 new_op = get_object(); 268 new_op = arch_to_object (at);
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value; 269 new_op->nrof = food_value;
552 270
553 new_op->value = 0; 271 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1; 272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
555 274
556 cast_create_obj(op, caster,new_op, dir); 275 cast_create_obj (op, caster, new_op, dir);
557 return 1; 276 return 1;
558} 277}
559 278
279int
560int probe(object *op, object *caster, object *spell_ob, int dir) { 280probe (object *op, object *caster, object *spell_ob, int dir)
281{
561 int r, mflags, maxrange; 282 int r, mflags, maxrange;
562 object *tmp; 283 object *tmp;
563 mapstruct *m; 284 maptile *m;
564 285
565 286
566 if(!dir) { 287 if (!dir)
288 {
567 examine_monster(op,op); 289 examine_monster (op, op);
568 return 1; 290 return 1;
569 } 291 }
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
571 for(r=1;r < maxrange; r++) { 293 for (r = 1; r < maxrange; r++)
294 {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
573 296
574 m = op->map; 297 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 299
577 if (mflags & P_OUT_OF_MAP) break; 300 if (mflags & P_OUT_OF_MAP)
301 break;
578 302
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
581 return 0; 306 return 0;
582 } 307 }
583 if (mflags & P_IS_ALIVE) { 308 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 314 if (tmp->head != NULL)
588 tmp=tmp->head; 315 tmp = tmp->head;
589 examine_monster(op,tmp); 316 examine_monster (op, tmp);
590 return 1; 317 return 1;
591 } 318 }
592 } 319 }
593 } 320 }
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
595 return 1; 322 return 1;
596} 323}
597 324
598 325
599/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 327 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 330 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 331 * pl is invisible.
605 */ 332 */
333int
606int makes_invisible_to(object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
607{ 335{
608 336
609 if (!pl->invisible) return 0; 337 if (!pl->invisible)
338 return 0;
610 if (pl->type == PLAYER ) { 339 if (pl->type == PLAYER)
340 {
611 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) { 342 if (!pl->contr->invis_race)
343 {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0;
614 return 1; 346 return 1;
615 } 347 }
616 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
618 return 1; 350 return 1;
619 /* No race, can't be invisible to it */ 351 /* No race, can't be invisible to it */
620 if (!mon->race) return 0; 352 if (!mon->race)
353 return 0;
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 354 if (strstr (mon->race, pl->contr->invis_race))
355 return 1;
622 /* Nothing matched above, return 0 */ 356 /* Nothing matched above, return 0 */
623 return 0; 357 return 0;
624 } else { 358 }
359 else
360 {
625 /* monsters are invisible to everything */ 361 /* monsters are invisible to everything */
626 return 1; 362 return 1;
627 } 363 }
628} 364}
629 365
630/* Makes the player or character invisible. 366/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 367 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 370 * will determine if you are invisible to undead or normal monsters.
635 * For improved invis, if you cast it with a one of the others, you 371 * For improved invis, if you cast it with a one of the others, you
636 * lose the improved part of it, and the above statement about undead/ 372 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 373 * normal applies.
638 */ 374 */
375int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 376cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 377{
641
642 if(op->invisible>1000) { 378 if (op->invisible > 1000)
379 {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
644 return 0; 381 return 0;
645 } 382 }
646 383
647 /* Remove the switch with 90% duplicate code - just handle the differences with 384 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 385 * and if statement or two.
649 */ 386 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 388 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 389 if (op->invisible > 1000)
390 op->invisible = 1000;
653 391
654 if (op->type == PLAYER) { 392 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 393 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 394 op->contr->invis_race = spell_ob->race;
395
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0; 397 op->contr->tmp_invis = 0;
660 else 398 else
661 op->contr->tmp_invis=1; 399 op->contr->tmp_invis = 1;
662 400
663 op->contr->hidden = 0; 401 op->contr->hidden = 0;
664 } 402 }
403
665 if (makes_invisible_to(op, op)) 404 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 406 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 408
670 update_object(op,UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
671 410
672 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
673 * harm to the player. 412 * harm to the player.
674 */ 413 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
676 if (tmp->enemy == op) 415 if (tmp->enemy == op)
677 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
678 return 1; 418 return 1;
679} 419}
680 420
681/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 422 */
423int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 424cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{
684 object *tmp, *next; 426 object *tmp, *next;
685 int range,i,j, mflags; 427 int range, i, j, mflags;
686 sint16 sx, sy; 428 sint16 sx, sy;
687 mapstruct *m; 429 maptile *m;
688 430
689 if(op->type!=PLAYER) 431 if (op->type != PLAYER)
690 return 0; 432 return 0;
691 433
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
693 435
694 for(i= -range;i<=range;i++) 436 for (i = -range; i <= range; i++)
695 for(j= -range;j<=range;j++) { 437 for (j = -range; j <= range; j++)
438 {
696 sx = op->x + i; 439 sx = op->x + i;
697 sy = op->y + j; 440 sy = op->y + j;
698 m = op->map; 441 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
700 443
701 if (mflags & P_OUT_OF_MAP) continue; 444 if (mflags & P_OUT_OF_MAP)
445 continue;
702 446
703 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
705 { 449 {
706 next = tmp->above; 450 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 453 }
710 } 454 }
455
711 return 1; 456 return 1;
712} 457}
713 458
714 459void
715void execute_word_of_recall(object *op) { 460execute_word_of_recall (object *op)
716 object *wor=op; 461{
717 while(op!=NULL && op->type!=PLAYER) 462 if (object *pl = op->in_player ())
718 op=op->env; 463 {
719 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
720 if(op!=NULL && op->map) {
721 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
722 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 466 else
724 enter_exit(op,wor); 467 {
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
725 } 472 }
726 remove_ob(wor); 473
727 free_object(wor); 474 op->destroy ();
728} 475}
729 476
730/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
732 * time delay effect. 479 * time delay effect.
733 */ 480 */
481int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{
735 object *dummy; 484 object *dummy;
736 int time; 485 int time;
737 486
738 if(op->type!=PLAYER) 487 if (op->type != PLAYER)
739 return 0; 488 return 0;
740 489
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 491 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 493 return 1;
745 } 494 }
746 495
747 dummy=get_archetype(FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 497 if (dummy == NULL)
498 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 501 return 0;
752 } 502 }
503
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
755 507
756 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
757 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
759 */ 511 */
760 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
765 516
766 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
768 */ 519 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 520 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
772 523
773 (void) insert_ob_in_ob(dummy,op); 524 op->insert (dummy);
525
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
775 return 1; 528 return 1;
776} 529}
777 530
778/* cast_wonder 531/* cast_wonder
779 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
780 * spell. 533 * spell.
781 */ 534 */
535int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 536cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537{
783 object *newspell; 538 object *newspell;
784 539
785 if(!rndm(0, 3)) 540 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 541 return cast_cone (op, caster, dir, spell_ob);
787 542
788 if (spell_ob->randomitems) { 543 if (spell_ob->randomitems)
544 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 546 if (!newspell)
547 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
792 return 0; 549 return 0;
793 } 550 }
794 if (newspell->type != SPELL) { 551 if (newspell->type != SPELL)
552 {
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
796 newspell->type, newspell->name);
797 return 0; 554 return 0;
798 } 555 }
799 /* Prevent inifinit recursion */ 556 /* Prevent inifinit recursion */
800 if (newspell->subtype == SP_WONDER) { 557 if (newspell->subtype == SP_WONDER)
558 {
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
802 return 0; 560 return 0;
803 } 561 }
804 return cast_spell(op,caster,dir,newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
805 } 563 }
806 return 1; 564 return 1;
807} 565}
808 566
809 567int
810int perceive_self(object *op) { 568perceive_self (object *op)
811 char *cp=describe_item(op, op), buf[MAX_BUF]; 569{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op);
812 archetype *at=find_archetype(ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
813 object *tmp; 573 object *tmp;
814 int i; 574 int i;
815 575
816 tmp=find_god(determine_god(op)); 576 tmp = find_god (determine_god (op));
817 if (tmp) 577 if (tmp)
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
819 else 579 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
821 581
822 tmp=present_arch_in_ob(at,op); 582 tmp = present_arch_in_ob (at, op);
823 583
824 if(*cp=='\0' && tmp==NULL) 584 if (*cp == '\0' && tmp == NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
826 else { 586 else
587 {
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
828 new_draw_info(NDI_UNIQUE, 0,op,cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
829 if (tmp!=NULL) { 590 if (tmp != NULL)
591 {
830 for (i=0; i<NUM_STATS; i++) { 592 for (i = 0; i < NUM_STATS; i++)
593 {
831 if (get_attr_value(&tmp->stats, i)<0) { 594 if (get_attr_value (&tmp->stats, i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 595 {
833 "Your %s is depleted by %d", statname[i], 596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
834 -(get_attr_value(&tmp->stats,i))); 597 }
835 } 598 }
599 }
836 } 600 }
837 }
838 }
839 601
840 if (is_dragon_pl(op)) { 602 if (is_dragon_pl (op))
603 {
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
606 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
844 if(tmp->stats.exp == 0) { 608 {
609 if (tmp->stats.exp == 0)
845 sprintf(buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
846 } else { 611 else
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
848 } 613
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
850 break; 615 break;
616 }
617 }
851 } 618 }
852 } 619
853 }
854 return 1; 620 return 1;
855} 621}
856 622
857/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
858 * 624 *
859 * This function cast the spell of town portal for op 625 * This function cast the spell of town portal for op
869 * to the town or another public place. So, check if the map is unique and if 635 * to the town or another public place. So, check if the map is unique and if
870 * so return an error 636 * so return an error
871 * 637 *
872 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
873 */ 639 */
640int
874int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
875{ 642{
876 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
877 archetype *perm_portal; 644 archetype *perm_portal;
878 char portal_name [1024], portal_message [1024]; 645 char portal_name[1024], portal_message[1024];
879 sint16 exitx, exity;
880 mapstruct *exitmap; 646 maptile *exitmap;
881 int op_level; 647 int op_level;
882 648
883
884 /* Check to see if the map the player is currently on is a per player unique 649 /* Check to see if the map the player is currently on is a per player unique
885 * map. This can be determined in that per player unique maps have the 650 * map. This can be determined in that per player unique maps have the
886 * full pathname listed. 651 * full pathname listed.
887 */ 652 */
888 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
889 settings.create_home_portals != TRUE )
890 { 654 {
891 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
892 return 0;
893 }
894
895 /* Check to see if the player is on a transport */
896 if (op->contr && op->contr->transport) {
897 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n");
898 return 0; 656 return 0;
899 }
900 657 }
658
901 /* The first thing to do is to check if we have a marked destination 659 /* The first thing to do is to check if we have a marked destination
902 * dummy is used to make a check inventory for the force 660 * dummy is used to make a check inventory for the force
903 */ 661 */
904 dummy=arch_to_object(spell->other_arch); 662 dummy = arch_to_object (spell->other_arch);
905 if(dummy == NULL){ 663 if (dummy == NULL)
664 {
906 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
907 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); 666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
908 return 0; 667 return 0;
909 } 668 }
669
910 force=check_inv_recursive (op,dummy); 670 force = check_inv_recursive (op, dummy);
911 671
912 if (force==NULL) { 672 if (force == NULL)
673 {
913 /* Here we know there is no destination marked up. 674 /* Here we know there is no destination marked up.
914 * We have 2 things to do: 675 * We have 2 things to do:
915 * 1. Mark the destination in the player inventory. 676 * 1. Mark the destination in the player inventory.
916 * 2. Let the player know it worked. 677 * 2. Let the player know it worked.
917 */ 678 */
918 free_string (dummy->name); 679 dummy->name = op->map->path;
919 dummy->name = add_string (op->map->path);
920 EXIT_X(dummy)= op->x; 680 EXIT_X (dummy) = op->x;
921 EXIT_Y(dummy)= op->y; 681 EXIT_Y (dummy) = op->y;
922 insert_ob_in_ob (dummy,op); 682 insert_ob_in_ob (dummy, op);
923 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."); 683 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.");
924 return 1; 684 return 1;
925 } 685 }
926 free_object (dummy);
927 686
687 dummy->destroy ();
688
928 /* Here we know where the town portal should go to 689 /* Here we know where the town portal should go to
929 * We should kill any existing portal associated with the player. 690 * We should kill any existing portal associated with the player.
930 * Than we should create the 2 portals. 691 * Than we should create the 2 portals.
931 * For each of them, we need: 692 * For each of them, we need:
932 * - To create the portal with the name of the player+destination map 693 * - To create the portal with the name of the player+destination map
933 * - set the owner of the town portal 694 * - set the owner of the town portal
934 * - To mark the position of the portal in the player's inventory 695 * - To mark the position of the portal in the player's inventory
935 * for easier destruction. 696 * for easier destruction.
936 * 697 *
937 * The mark works has follow: 698 * The mark works has follow:
938 * slaying: Existing town portal 699 * slaying: Existing town portal
939 * hp, sp : x & y of the associated portal 700 * hp, sp : x & y of the associated portal
940 * name : name of the portal 701 * name : name of the portal
941 * race : map the portal is in 702 * race : map the portal is in
942 */ 703 */
943 704
944 /* First step: killing existing town portals */ 705 /* First step: killing existing town portals */
945 dummy=get_archetype(spell->race); 706 dummy = get_archetype (spell->race);
946 if(dummy == NULL){ 707 if (dummy == NULL)
708 {
947 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
948 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
949 return 0; 711 return 0;
950 } 712 }
713
951 perm_portal = find_archetype (spell->slaying); 714 perm_portal = archetype::find (spell->slaying);
952 715
953 /* To kill a town portal, we go trough the player's inventory, 716 /* To kill a town portal, we go trough the player's inventory,
954 * for each marked portal in player's inventory, 717 * for each marked portal in player's inventory,
955 * -We try load the associated map (if impossible, consider the portal destructed) 718 * -We try load the associated map (if impossible, consider the portal destructed)
956 * -We find any portal in the specified location. 719 * -We find any portal in the specified location.
957 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
958 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
959 */ 722 */
960 while ( (old_force=check_inv_recursive (op,dummy))) { 723 while ((old_force = check_inv_recursive (op, dummy)))
961 exitx=EXIT_X(old_force); 724 {
962 exity=EXIT_Y(old_force); 725 exitmap = maptile::find_sync (old_force->race, op->map);
963 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
964 726
965 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) 727 if (exitmap)
966 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); 728 {
967 else exitmap = ready_map_name(old_force->race, 0); 729 exitmap->load_sync ();
968 730
969 if (exitmap) { 731 int exitx = EXIT_X (old_force);
970 tmp=present_arch (perm_portal,exitmap,exitx,exity); 732 int exity = EXIT_Y (old_force);
971 while (tmp) { 733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
972 if (tmp->name == old_force->name) { 736 if (tmp->name == old_force->name)
973 remove_ob (tmp); 737 {
974 free_object (tmp); 738 tmp->destroy ();
975 break; 739 break;
976 } else { 740 }
977 tmp = tmp->above; 741 }
978 } 742 }
743
744 old_force->destroy ();
979 } 745 }
980 }
981 remove_ob (old_force);
982 free_object (old_force);
983 LOG (llevDebug,"\n");
984 }
985 free_object (dummy);
986 746
747 dummy->destroy ();
748
987 /* Creating the portals. 749 /* Creating the portals.
988 * The very first thing to do is to ensure 750 * The very first thing to do is to ensure
989 * access to the destination map. 751 * access to the destination map.
990 * If we can't, don't fizzle. Simply warn player. 752 * If we can't, don't fizzle. Simply warn player.
991 * This ensure player pays his mana for the spell 753 * This ensure player pays his mana for the spell
992 * because HE is responsible of forgotting. 754 * because HE is responsible of forgotting.
993 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
994 * from the players inventory above. 756 * from the players inventory above.
995 */ 757 */
996 758
997 /* Ensure exit map is loaded*/ 759 /* Ensure exit map is loaded */
998 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 760 exitmap = maptile::find_sync (force->name);
999 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
1000 else
1001 exitmap = ready_map_name(force->name, 0);
1002 761
1003 /* If we were unable to load (ex. random map deleted), warn player*/ 762 /* If we were unable to load (ex. random map deleted), warn player */
1004 if (exitmap==NULL) { 763 if (!exitmap)
764 {
1005 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
1006 remove_ob(force); 766 force->destroy ();
1007 free_object(force); 767 return 1;
1008 return 1;
1009 } 768 }
1010 769
770 exitmap->load_sync ();
771
1011 op_level = caster_level(caster, spell); 772 op_level = caster_level (caster, spell);
1012 if (op_level<15) 773 if (op_level < 15)
774 snprintf (portal_message, 1024,
1013 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); 775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
1014 else if (op_level<30) 777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
1015 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); 779 "\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);
1016 else if (op_level<60) 780 else if (op_level < 60)
1017 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); 781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
1018 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); 783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
1019 785
1020 /* Create a portal in front of player 786 /* Create a portal in front of player
1021 * dummy contain the portal and 787 * dummy contain the portal and
1022 * force contain the track to kill it later 788 * force contain the track to kill it later
1023 */ 789 */
1024
1025 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
1026 dummy=get_archetype(spell->slaying); /*The portal*/ 791 dummy = get_archetype (spell->slaying); /*The portal */
1027 if(dummy == NULL) { 792 if (dummy == NULL)
793 {
1028 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1029 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); 795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
1030 return 0; 796 return 0;
1031 } 797 }
798
1032 EXIT_PATH(dummy) = add_string (force->name); 799 EXIT_PATH (dummy) = force->name;
1033 EXIT_X(dummy)=EXIT_X(force); 800 EXIT_X (dummy) = EXIT_X (force);
1034 EXIT_Y(dummy)=EXIT_Y(force); 801 EXIT_Y (dummy) = EXIT_Y (force);
1035 FREE_AND_COPY(dummy->name, portal_name); 802 dummy->name = dummy->name_pl = portal_name;
1036 FREE_AND_COPY(dummy->name_pl, portal_name);
1037 dummy->msg=add_string (portal_message); 803 dummy->msg = portal_message;
1038 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 804 dummy->race = op->name; /*Save the owner of the portal */
1039 cast_create_obj (op, caster, dummy, 0); 805 cast_create_obj (op, caster, dummy, 0);
1040 806
1041 /* Now we need to to create a town portal marker inside the player 807 /* Now we need to to create a town portal marker inside the player
1042 * object, so on future castings, we can know that he has an active 808 * object, so on future castings, we can know that he has an active
1043 * town portal. 809 * town portal.
1044 */ 810 */
1045 tmp=get_archetype(spell->race); 811 object *tmp = get_archetype (spell->race);
1046 if(tmp == NULL){ 812
813 if (!tmp)
814 {
1047 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1048 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
1049 return 0; 817 return 0;
1050 } 818 }
819
1051 tmp->race=add_string (op->map->path); 820 tmp->race = op->map->path;
1052 FREE_AND_COPY(tmp->name, portal_name); 821 tmp->name = portal_name;
1053 EXIT_X(tmp)=dummy->x; 822 EXIT_X (tmp) = dummy->x;
1054 EXIT_Y(tmp)=dummy->y; 823 EXIT_Y (tmp) = dummy->y;
1055 insert_ob_in_ob (tmp,op); 824 op->insert (tmp);
1056 825
1057 /* Create a portal in the destination map 826 /* Create a portal in the destination map
1058 * dummy contain the portal and 827 * dummy contain the portal and
1059 * force the track to kill it later 828 * force the track to kill it later
1060 * the 'force' variable still contains the 'reminder' of 829 * the 'force' variable still contains the 'reminder' of
1061 * where this portal goes to. 830 * where this portal goes to.
1062 */ 831 */
1063 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
1064 dummy=get_archetype (spell->slaying); /*The portal*/ 833 dummy = get_archetype (spell->slaying); /*The portal */
1065 if(dummy == NULL) { 834 if (dummy == NULL)
835 {
1066 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1067 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); 837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
1068 return 0; 838 return 0;
1069 } 839 }
840
1070 EXIT_PATH(dummy) = add_string (op->map->path); 841 EXIT_PATH (dummy) = op->map->path;
1071 EXIT_X(dummy)=op->x; 842 EXIT_X (dummy) = op->x;
1072 EXIT_Y(dummy)=op->y; 843 EXIT_Y (dummy) = op->y;
1073 FREE_AND_COPY(dummy->name, portal_name); 844 dummy->name = dummy->name_pl = portal_name;
1074 FREE_AND_COPY(dummy->name_pl, portal_name);
1075 dummy->msg=add_string (portal_message); 845 dummy->msg = portal_message;
1076 dummy->x=EXIT_X(force);
1077 dummy->y=EXIT_Y(force);
1078 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 846 dummy->race = op->name; /*Save the owner of the portal */
1079 insert_ob_in_map(dummy,exitmap,op,0); 847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
1080 848
1081 /* Now we create another town portal marker that 849 /* Now we create another town portal marker that
1082 * points back to the one we just made 850 * points back to the one we just made
1083 */ 851 */
1084 tmp=get_archetype(spell->race); 852 tmp = get_archetype (spell->race);
1085 if(tmp == NULL){ 853 if (tmp == NULL)
854 {
1086 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1087 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
1088 return 0; 857 return 0;
1089 } 858 }
859
1090 tmp->race=add_string(force->name); 860 tmp->race = force->name;
1091 FREE_AND_COPY(tmp->name, portal_name); 861 tmp->name = portal_name;
1092 EXIT_X(tmp)=dummy->x; 862 EXIT_X (tmp) = dummy->x;
1093 EXIT_Y(tmp)=dummy->y; 863 EXIT_Y (tmp) = dummy->y;
1094 insert_ob_in_ob (tmp,op); 864 insert_ob_in_ob (tmp, op);
1095 865
1096 /* Describe the player what happened 866 /* Describe the player what happened
1097 */ 867 */
1098 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
1099 remove_ob(force); /* Delete the force inside the player*/ 869 force->destroy ();
1100 free_object(force); 870
1101 return 1; 871 return 1;
1102} 872}
1103
1104 873
1105/* This creates magic walls. Really, it can create most any object, 874/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 875 * within some reason.
1107 */ 876 */
1108 877int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 878magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 879{
880 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 881 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 882 sint16 x, y;
1113 mapstruct *m; 883 maptile *m;
1114 const char *name; 884 const char *name;
1115 archetype *at; 885 archetype *at;
1116 886
1117 if(!dir) { 887 if (!dir)
888 {
1118 dir=op->facing; 889 dir = op->facing;
1119 x = op->x; 890 x = op->x;
1120 y = op->y; 891 y = op->y;
1121 } else { 892 }
893 else
894 {
1122 x = op->x+freearr_x[dir]; 895 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 896 y = op->y + freearr_y[dir];
1124 } 897 }
898
1125 m = op->map; 899 m = op->map;
1126 900
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 901 if ((spell_ob->move_block || x != op->x || y != op->y) &&
1128 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 902 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
1129 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
904 {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1131 return 0; 906 return 0;
1132 } 907 }
908
1133 if (spell_ob->other_arch) { 909 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 910 tmp = arch_to_object (spell_ob->other_arch);
1135 } else if (spell_ob->race) { 911 else if (spell_ob->race)
912 {
1136 char buf1[MAX_BUF]; 913 char buf1[MAX_BUF];
1137 914
1138 sprintf(buf1,spell_ob->race,dir); 915 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 916 at = archetype::find (buf1);
1140 if (!at) { 917 if (!at)
918 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0;
922 }
923
924 tmp = arch_to_object (at);
925 }
926 else
927 {
928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 929 return 0;
1144 }
1145 tmp = arch_to_object(at);
1146 } else {
1147 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
1148 spell_ob->name);
1149 return 0;
1150 } 930 }
1151 931
1152 if (tmp->type == SPELL_EFFECT) { 932 if (tmp->type == SPELL_EFFECT)
933 {
1153 tmp->attacktype = spell_ob->attacktype; 934 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 935 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 936 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1156 tmp->stats.dam = spell_ob->stats.dam +
1157 SP_level_dam_adjust(caster, spell_ob);
1158 tmp->range = 0; 937 tmp->range = 0;
938 }
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 939 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
1160 tmp->stats.hp = spell_ob->duration + 940 {
1161 SP_level_duration_adjust(caster, spell_ob); 941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 942 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 } 943 }
944
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
1167 tmp->stats.food = spell_ob->duration + 946 {
1168 SP_level_duration_adjust(caster, spell_ob); 947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 948 SET_FLAG (tmp, FLAG_IS_USED_UP);
1170 } 949 }
950
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
952 {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 954 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 955 SET_FLAG (tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 956 SET_FLAG (tmp, FLAG_ALIVE);
1176 } 957 }
1177 958
1178 /* This can't really hurt - if the object doesn't kill anything, 959 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 960 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts.
1180 */ 962 */
963 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 964 tmp->set_owner (op);
965
1182 set_spell_skill(op, caster, spell_ob, tmp); 966 set_spell_skill (op, caster, spell_ob, tmp);
1183 tmp->x = x;
1184 tmp->y = y;
1185 tmp->level = caster_level(caster, spell_ob) / 2; 967 tmp->level = caster_level (caster, spell_ob) / 2;
1186 968
1187 name = tmp->name; 969 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 970 if (!(tmp = m->insert (tmp, x, y, op)))
971 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 973 return 0;
1191 } 974 }
975
1192 /* If this is a spellcasting wall, need to insert the spell object */ 976 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
1195 979
1196 /* This code causes the wall to extend some distance in 980 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 981 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 982 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 983 * created wall can extend, it won't go extend through
1200 * blocked spaces. 984 * blocked spaces.
1201 */ 985 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 986 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 987 posblocked = 0;
1204 negblocked=0; 988 negblocked = 0;
1205 989
1206 for(i=1; i<=maxrange; i++) { 990 for (i = 1; i <= maxrange; i++)
1207 int dir2; 991 {
1208 992 int dir2;
993
1209 dir2 = (dir<4)?(dir+2):dir-2; 994 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 995
1211 x = tmp->x+i*freearr_x[dir2]; 996 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 997 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 998 m = tmp->map;
1214 999
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1000 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1216 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 1002 {
1218 tmp2 = get_object(); 1003 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 1004 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 1005
1221 tmp2->y = y;
1222 insert_ob_in_map(tmp2,m,op,0);
1223 /* If this is a spellcasting wall, need to insert the spell object */ 1006 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1008 tmp2->insert (arch_to_object (tmp2->other_arch));
1226 1009
1227 } else posblocked=1; 1010 }
1011 else
1012 posblocked = 1;
1228 1013
1229 x = tmp->x-i*freearr_x[dir2]; 1014 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 1015 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 1016 m = tmp->map;
1232 1017
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1018 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1234 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 1020 {
1236 tmp2 = get_object(); 1021 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 1022 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 1023
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1243 } else negblocked=1; 1026 }
1027 else
1028 negblocked = 1;
1244 } 1029 }
1245 1030
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y); 1032 update_all_los (op->map, op->x, op->y);
1248 1033
1034 return 1;
1035}
1036
1037int
1038dimension_door (object *op, object *caster, object *spob, int dir)
1039{
1040 uint32 dist, maxdist;
1041 int mflags;
1042 maptile *m;
1043 sint16 sx, sy;
1044
1045 if (op->type != PLAYER)
1046 return 0;
1047
1048 if (!dir)
1049 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1051 return 0;
1052 }
1053
1054 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in.
1056 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058
1059 if (op->contr->count)
1060 {
1061 if (op->contr->count > maxdist)
1062 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064 return 0;
1065 }
1066
1067 for (dist = 0; dist < op->contr->count; dist++)
1068 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break;
1073
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break;
1076 }
1077
1078 if (dist < op->contr->count)
1079 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0;
1083 }
1084
1085 op->contr->count = 0;
1086
1087 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and
1091 * lots of other maps that protect areas with no magic, but the
1092 * areas themselves don't contain no magic spaces.
1093 */
1094 /* This call here is really just to normalize the coordinates */
1095 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1096 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1097 {
1098 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1099 return 1; /* Maybe the penalty should be more severe... */
1100 }
1101 }
1102 else
1103 {
1104 /* Player didn't specify a distance, so lets see how far
1105 * we can move the player. Don't know why this stopped on
1106 * spaces that blocked the players view.
1107 */
1108
1109 for (dist = 0; dist < maxdist; dist++)
1110 {
1111 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1112
1113 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1114 break;
1115
1116 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117 break;
1118
1119 }
1120
1121 /* If the destination is blocked, keep backing up until we
1122 * find a place for the player.
1123 */
1124 for (; dist > 0; dist--)
1125 {
1126 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1127 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1128 continue;
1129
1130
1131 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132 break;
1133
1134 }
1135 if (!dist)
1136 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1138 return 0;
1139 }
1140 }
1141
1142 /* Actually move the player now */
1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 1144 return 1;
1250}
1251 1145
1252int dimension_door(object *op,object *caster, object *spob, int dir) {
1253 uint32 dist, maxdist;
1254 int mflags;
1255 mapstruct *m;
1256 sint16 sx, sy;
1257
1258 if(op->type!=PLAYER)
1259 return 0;
1260
1261 if(!dir) {
1262 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1263 return 0;
1264 }
1265
1266 /* Given the new outdoor maps, can't let players dimension door for
1267 * ever, so put limits in.
1268 */
1269 maxdist = spob->range +
1270 SP_level_range_adjust(caster, spob);
1271
1272 if(op->contr->count) {
1273 if (op->contr->count > maxdist) {
1274 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1275 return 0;
1276 }
1277
1278 for(dist=0;dist<op->contr->count; dist++) {
1279 mflags = get_map_flags(op->map, &m,
1280 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
1281 &sx, &sy);
1282
1283 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1284
1285 if ((mflags & P_BLOCKSVIEW) &&
1286 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1287 }
1288
1289 if(dist<op->contr->count) {
1290 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
1291 op->contr->count=0;
1292 return 0;
1293 }
1294 op->contr->count=0;
1295
1296 /* Remove code that puts player on random space on maps. IMO,
1297 * a lot of maps probably have areas the player should not get to,
1298 * but may not be marked as NO_MAGIC (as they may be bounded
1299 * by such squares). Also, there are probably treasure rooms and
1300 * lots of other maps that protect areas with no magic, but the
1301 * areas themselves don't contain no magic spaces.
1302 */
1303 /* This call here is really just to normalize the coordinates */
1304 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1305 &sx, &sy);
1306 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1307 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1308 return 1; /* Maybe the penalty should be more severe... */
1309 }
1310 } else {
1311 /* Player didn't specify a distance, so lets see how far
1312 * we can move the player. Don't know why this stopped on
1313 * spaces that blocked the players view.
1314 */
1315
1316 for(dist=0; dist < maxdist; dist++) {
1317 mflags = get_map_flags(op->map, &m,
1318 op->x+freearr_x[dir] * (dist+1),
1319 op->y+freearr_y[dir] * (dist+1),
1320 &sx, &sy);
1321
1322 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1323
1324 if ((mflags & P_BLOCKSVIEW) &&
1325 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1326
1327 }
1328
1329 /* If the destination is blocked, keep backing up until we
1330 * find a place for the player.
1331 */
1332 for(;dist>0; dist--) {
1333 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1334 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1335
1336
1337 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1338
1339 }
1340 if(!dist) {
1341 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1342 return 0;
1343 }
1344 }
1345
1346 /* Actually move the player now */
1347 remove_ob(op);
1348 op->x+=freearr_x[dir]*dist;
1349 op->y+=freearr_y[dir]*dist;
1350 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1351 return 1;
1352
1353 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1354 return 1; 1147 return 1;
1355} 1148}
1356 1149
1357 1150
1358/* cast_heal: Heals something. 1151/* cast_heal: Heals something.
1359 * op is the caster. 1152 * op is the caster.
1360 * dir is the direction he is casting it in. 1153 * dir is the direction he is casting it in.
1361 * spell is the spell object. 1154 * spell is the spell object.
1362 */ 1155 */
1156int
1363int cast_heal(object *op,object *caster, object *spell, int dir) { 1157cast_heal (object *op, object *caster, object *spell, int dir)
1158{
1364 object *tmp; 1159 object *tmp;
1365 archetype *at; 1160 archetype *at;
1366 object *poison; 1161 object *poison;
1367 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1368 1163
1369 tmp = find_target_for_friendly_spell(op,dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1370 1165
1371 if (tmp==NULL) return 0; 1166 if (!tmp)
1167 return 0;
1372 1168
1373 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1375 */ 1171 */
1376 heal = spell->stats.dam; 1172 heal = spell->stats.dam;
1377 if (spell->stats.hp) 1173 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1379 spell->stats.hp;
1380 1175
1381 if (heal) { 1176 if (heal)
1177 {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) { 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1383 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1179 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1384 } 1180 else
1385 else { 1181 {
1386 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1388 * on amount of damage healed. 1184 * on amount of damage healed.
1389 */ 1185 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1391 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1392 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1393 1189
1394 if (tmp->stats.hp >= tmp->stats.maxhp) { 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1396 } else if (heal > 50) { 1192 else if (heal > 50)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1398 } else if (heal > 25) { 1194 else if (heal > 25)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) { 1196 else if (heal > 10)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1402 } else { 1198 else
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1404 } 1200
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1; 1201 success = 1;
1202 }
1203 }
1411 1204
1205 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op))
1207 success = 1;
1208
1412 if (spell->attacktype & AT_POISON) { 1209 if (spell->attacktype & AT_POISON)
1413 at = find_archetype("poisoning"); 1210 {
1211 at = archetype::find ("poisoning");
1414 poison=present_arch_in_ob(at,tmp); 1212 poison = present_arch_in_ob (at, tmp);
1415 if (poison) { 1213 if (poison)
1214 {
1416 success = 1; 1215 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1418 poison->stats.food = 1; 1217 poison->stats.food = 1;
1419 } 1218 }
1420 } 1219 }
1220
1421 if (spell->attacktype & AT_CONFUSION) { 1221 if (spell->attacktype & AT_CONFUSION)
1222 {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1423 if (poison) { 1224 if (poison)
1225 {
1424 success = 1; 1226 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1426 poison->duration = 1; 1228 poison->duration = 1;
1427 } 1229 }
1428 } 1230 }
1231
1429 if (spell->attacktype & AT_BLIND) { 1232 if (spell->attacktype & AT_BLIND)
1430 at=find_archetype("blindness"); 1233 {
1234 at = archetype::find ("blindness");
1431 poison=present_arch_in_ob(at,tmp); 1235 poison = present_arch_in_ob (at, tmp);
1432 if (poison) { 1236 if (poison)
1237 {
1433 success = 1; 1238 success = 1;
1434 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1435 poison->stats.food = 1; 1240 poison->stats.food = 1;
1436 } 1241 }
1437 } 1242 }
1243
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1245 {
1439 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1440 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1248 tmp->stats.sp = tmp->stats.maxsp;
1441 success = 1; 1249 success = 1;
1442 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1443 } 1251 }
1252
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1254 {
1445 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1446 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1257 tmp->stats.grace = tmp->stats.maxgrace;
1447 success = 1; 1258 success = 1;
1448 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1449 } 1260 }
1261
1450 if (spell->stats.food && tmp->stats.food < 999) { 1262 if (spell->stats.food && tmp->stats.food < 999)
1263 {
1451 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999; 1265 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999;
1453 success = 1; 1267 success = 1;
1454 /* We could do something a bit better like the messages for healing above */ 1268 /* We could do something a bit better like the messages for healing above */
1455 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1456 } 1270 }
1271
1457 return success; 1272 return success;
1458} 1273}
1459 1274
1460 1275
1461/* This is used for the spells that gain stats. There are no spells 1276/* This is used for the spells that gain stats. There are no spells
1462 * right now that icnrease wis/int/pow on a temp basis, so no 1277 * right now that icnrease wis/int/pow on a temp basis, so no
1463 * good comments for those. 1278 * good comments for those.
1464 */ 1279 */
1465static const char* const no_gain_msgs[NUM_STATS] = { 1280static const char *const no_gain_msgs[NUM_STATS] = {
1466"You grow no stronger.", 1281 "You grow no stronger.",
1467"You grow no more agile.", 1282 "You grow no more agile.",
1468"You don't feel any healthier.", 1283 "You don't feel any healthier.",
1469"no wis", 1284 "no wis",
1470"You are no easier to look at.", 1285 "You are no easier to look at.",
1471"no int", 1286 "no int",
1472"no pow" 1287 "no pow"
1473}; 1288};
1474 1289
1290int
1475int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1476 object *tmp, *tmp2=NULL; 1292{
1477 object *force=NULL; 1293 object *force = NULL;
1478 int i; 1294 int i;
1479 1295
1480 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1481 if(dir!=0) { 1297 object *tmp = dir
1482 tmp=find_target_for_friendly_spell(op,dir); 1298 ? find_target_for_friendly_spell (op, dir)
1483 } else { 1299 : op;
1484 tmp = op;
1485 }
1486 1300
1487 if(tmp==NULL) return 0; 1301 if (!tmp)
1488 1302 return 0;
1303
1489 /* If we've already got a force of this type, don't add a new one. */ 1304 /* If we've already got a force of this type, don't add a new one. */
1490 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1306 {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1308 {
1492 if (tmp2->name == spell_ob->name) { 1309 if (tmp2->name == spell_ob->name)
1310 {
1493 force=tmp2; /* the old effect will be "refreshed" */ 1311 force = tmp2; /* the old effect will be "refreshed" */
1494 break; 1312 break;
1495 } 1313 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1314 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 {
1497 if ( !silent ) 1316 if (!silent)
1498 new_draw_info_format(NDI_UNIQUE, 0, op, 1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1499 "You can not cast %s while %s is in effect", 1318 return 0;
1500 spell_ob->name, tmp2->name_pl); 1319 }
1501 return 0; 1320 }
1502 } 1321 }
1503 }
1504 }
1505 if(force==NULL) { 1322 if (force == NULL)
1323 {
1506 force=get_archetype(FORCE_NAME); 1324 force = get_archetype (FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY; 1325 force->subtype = FORCE_CHANGE_ABILITY;
1508 free_string(force->name);
1509 if (spell_ob->race) 1326 if (spell_ob->race)
1510 force->name = add_refcount(spell_ob->race); 1327 force->name = spell_ob->race;
1511 else 1328 else
1512 force->name = add_refcount(spell_ob->name); 1329 force->name = spell_ob->name;
1513 free_string(force->name_pl);
1514 force->name_pl = add_refcount(spell_ob->name); 1330 force->name_pl = spell_ob->name;
1515 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1516 1332
1517 } else { 1333 }
1334 else
1335 {
1518 int duration; 1336 int duration;
1519 1337
1520 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1521 if (duration > force->duration) { 1339 if (duration > force->duration)
1340 {
1522 force->duration = duration; 1341 force->duration = duration;
1523 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1524 } else { 1343 }
1344 else
1345 {
1525 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1347 }
1527 return 1; 1348 return 1;
1528 } 1349 }
1529 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1351 force->speed = 1.0;
1531 force->speed_left = -1.0; 1352 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED); 1353 SET_FLAG (force, FLAG_APPLIED);
1533 1354
1534 /* Now start processing the effects. First, protections */ 1355 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) { 1356 for (i = 0; i < NROFATTACKS; i++)
1357 {
1536 if (spell_ob->resist[i]) { 1358 if (spell_ob->resist[i])
1359 {
1537 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1538 if (force->resist[i] > 100) force->resist[i] = 100; 1361 if (force->resist[i] > 100)
1539 } 1362 force->resist[i] = 100;
1363 }
1540 } 1364 }
1541 if (spell_ob->stats.hp) 1365 if (spell_ob->stats.hp)
1542 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1543 1367
1544 if (tmp->type == PLAYER) { 1368 if (tmp->type == PLAYER)
1369 {
1545 /* Stat adjustment spells */ 1370 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) { 1371 for (i = 0; i < NUM_STATS; i++)
1372 {
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1548 if (stat) {
1549 sm=0;
1550 for (k=0; k<stat; k++)
1551 sm += rndm(1, 3);
1552 1374
1375 if (stat)
1376 {
1377 sm = 0;
1378 for (k = 0; k < stat; k++)
1379 sm += rndm (1, 3);
1380
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1382 {
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1555 if (sm<0) sm = 0; 1384 if (sm < 0)
1556 } 1385 sm = 0;
1386 }
1557 set_attr_value(&force->stats, i, sm); 1387 set_attr_value (&force->stats, i, sm);
1558 if (!sm) 1388 if (!sm)
1559 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 }
1391 }
1560 } 1392 }
1561 }
1562 }
1563 1393
1564 force->move_type = spell_ob->move_type; 1394 force->move_type = spell_ob->move_type;
1565 1395
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1567 SET_FLAG(force, FLAG_SEE_IN_DARK); 1397 SET_FLAG (force, FLAG_SEE_IN_DARK);
1568 1398
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1570 SET_FLAG(force, FLAG_XRAYS); 1400 SET_FLAG (force, FLAG_XRAYS);
1571 1401
1572 /* Haste/bonus speed */ 1402 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) { 1403 if (spell_ob->stats.exp)
1404 {
1405 if (op->speed > 0.5f)
1574 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1406 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1575 else 1407 else
1576 force->stats.exp = spell_ob->stats.exp; 1408 force->stats.exp = spell_ob->stats.exp;
1577 } 1409 }
1578 1410
1579 force->stats.wc = spell_ob->stats.wc; 1411 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1582 1414
1583 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1585 fix_player(tmp); 1417 tmp->update_stats ();
1586 return 1; 1418 return 1;
1587} 1419}
1588 1420
1589/* This used to be part of cast_change_ability, but it really didn't make 1421/* This used to be part of cast_change_ability, but it really didn't make
1590 * a lot of sense, since most of the values it derives are from the god 1422 * a lot of sense, since most of the values it derives are from the god
1591 * of the caster. 1423 * of the caster.
1592 */ 1424 */
1593 1425
1426int
1594int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1427cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{
1595 int i; 1429 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1597 1431
1598 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1599 if(dir!=0) { 1433 if (dir != 0)
1434 {
1600 tmp=find_target_for_friendly_spell(op,dir); 1435 tmp = find_target_for_friendly_spell (op, dir);
1601 } else { 1436 }
1602 tmp = op; 1437 else
1603 } 1438 {
1439 tmp = op;
1440 }
1604 1441
1605 /* If we've already got a force of this type, don't add a new one. */ 1442 /* If we've already got a force of this type, don't add a new one. */
1606 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1444 {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 {
1608 if (tmp2->name == spell_ob->name) { 1447 if (tmp2->name == spell_ob->name)
1448 {
1609 force=tmp2; /* the old effect will be "refreshed" */ 1449 force = tmp2; /* the old effect will be "refreshed" */
1610 break; 1450 break;
1611 } 1451 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1452 else if (spell_ob->race && spell_ob->race == tmp2->name)
1613 new_draw_info_format(NDI_UNIQUE, 0, op, 1453 {
1614 "You can not cast %s while %s is in effect", 1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1615 spell_ob->name, tmp2->name_pl); 1455 return 0;
1616 return 0; 1456 }
1457 }
1617 } 1458 }
1618 }
1619 }
1620 if(force==NULL) { 1459 if (force == NULL)
1460 {
1621 force=get_archetype(FORCE_NAME); 1461 force = get_archetype (FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY; 1462 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race) 1463 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race); 1464 force->name = spell_ob->race;
1626 else 1465 else
1627 force->name = add_refcount(spell_ob->name); 1466 force->name = spell_ob->name;
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name); 1467 force->name_pl = spell_ob->name;
1630 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1468 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1631 } else { 1469 }
1470 else
1471 {
1632 int duration; 1472 int duration;
1633 1473
1634 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1474 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1635 if (duration > force->duration) { 1475 if (duration > force->duration)
1476 {
1636 force->duration = duration; 1477 force->duration = duration;
1637 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1478 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1638 } else { 1479 }
1480 else
1481 {
1639 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1482 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1640 } 1483 }
1641 return 0; 1484 return 0;
1642 } 1485 }
1643 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1644 force->speed = 1.0; 1487 force->speed = 1.0;
1645 force->speed_left = -1.0; 1488 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED); 1489 SET_FLAG (force, FLAG_APPLIED);
1647 1490
1648 if(!god) { 1491 if (!god)
1492 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1650 } else { 1494 }
1495 else
1496 {
1651 /* Only give out good benefits, and put a max on it */ 1497 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) { 1498 for (i = 0; i < NROFATTACKS; i++)
1499 {
1653 if (god->resist[i]>0) { 1500 if (god->resist[i] > 0)
1501 {
1654 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1655 } 1503 }
1656 } 1504 }
1657 force->path_attuned|=god->path_attuned; 1505 force->path_attuned |= god->path_attuned;
1506
1658 if (spell_ob->attacktype) { 1507 if (spell_ob->attacktype)
1659 force->attacktype|=god->attacktype | AT_PHYSICAL; 1508 force->slaying = god->slaying;
1660 if(god->slaying) force->slaying = add_string(god->slaying); 1509
1661 }
1662 if (tmp != op) { 1510 if (tmp != op)
1511 {
1663 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1512 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1664 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1513 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1665 } else { 1514 }
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1515 else
1667 "You are blessed by %s!",god->name); 1516 {
1668 } 1517 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1518 }
1669 1519
1670 } 1520 }
1671 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1673 1523
1674 change_abil(tmp,force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp); 1525 insert_ob_in_ob (force, tmp);
1676 fix_player(tmp); 1526 tmp->update_stats ();
1677 return 1; 1527 return 1;
1678} 1528}
1679
1680
1681 1529
1682/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1683 * 1531 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1695 * For example, if an item is worth 110 gold, you will get 1543 * For example, if an item is worth 110 gold, you will get
1696 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1697 * 1545 *
1698 * There is also a chance (1:30) that you will get nothing at all 1546 * There is also a chance (1:30) that you will get nothing at all
1699 * for the object. There is also a maximum weight that will be 1547 * for the object. There is also a maximum weight that will be
1700 * alchemied. 1548 * alchemised.
1701 */ 1549 */
1702 1550static void
1703/* I didn't feel like passing these as arguements to the 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1704 * two functions that need them. Real values are put in them
1705 * when the spell is cast, and these are freed when the spell
1706 * is finished.
1707 */
1708static object *small, *large;
1709
1710static void alchemy_object(object *obj, int *small_nuggets,
1711 int *large_nuggets, int *weight)
1712{ 1552{
1713 uint64 value=query_cost(obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1714 1554
1715 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1716 * make it so that it isn't worth it to alchemy money, sell 1556 * make it so that it isn't worth it to alchemy money, sell
1717 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1720 * the stuff back to town. 1560 * the stuff back to town.
1721 */ 1561 */
1722
1723 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1724 value=0; 1563 value = 0;
1725 else if (obj->type==MONEY || obj->type==GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1726 value /=3; 1565 value /= 3;
1727 else 1566 else
1728 value = (value*9)/10; 1567 value = value * 9 / 10;
1729 1568
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) { 1569 if (obj->value > 0 && rndm (0, 29))
1733 int count; 1570 total_value += value;
1734 1571
1735 count = value / large->value; 1572 total_weight += obj->total_weight ();
1736 *large_nuggets += count;
1737 value -= (uint64)count * (uint64)large->value;
1738 count = value / small->value;
1739 *small_nuggets += count;
1740 }
1741 1573
1742 /* Turn 25 small nuggets into 1 large nugget. If the value 1574 obj->destroy ();
1743 * of large nuggets is not evenly divisable by the small nugget
1744 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1745 */
1746 if (*small_nuggets * small->value >= large->value) {
1747 (*large_nuggets)++;
1748 *small_nuggets -= large->value / small->value;
1749 if (*small_nuggets && large->value % small->value)
1750 (*small_nuggets)--;
1751 }
1752 weight += obj->weight;
1753 remove_ob(obj);
1754 free_object(obj);
1755} 1575}
1756 1576
1757static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1577static void
1758 int x, int y) 1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1759{ 1579{
1760 object *tmp;
1761 int flag=0; 1580 int flag = 0;
1762 1581
1763 /* Put any nuggets below the player, but we can only pass this 1582 /* Put any nuggets below the player, but we can only pass this
1764 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1765 */ 1584 */
1766 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1767 1587
1768 if (small_nuggets) { 1588 if (small_nuggets)
1769 tmp = get_object(); 1589 {
1770 copy_object(small, tmp); 1590 object *tmp = small->clone ();
1771 tmp-> nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1772 tmp->x = x; 1592 m->insert (tmp, x, y, op, flag);
1773 tmp->y = y;
1774 insert_ob_in_map(tmp, m, op, flag);
1775 } 1593 }
1594
1776 if (large_nuggets) { 1595 if (large_nuggets)
1777 tmp = get_object(); 1596 {
1778 copy_object(large, tmp); 1597 object *tmp = large->clone ();
1779 tmp-> nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1780 tmp->x = x; 1599 m->insert (tmp, x, y, op, flag);
1781 tmp->y = y;
1782 insert_ob_in_map(tmp, m, op, flag);
1783 } 1600 }
1784}
1785 1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605}
1606
1607int
1786int alchemy(object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1787{ 1609{
1788 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1789 sint16 nx, ny;
1790 object *next,*tmp;
1791 mapstruct *mp;
1792
1793 if(op->type!=PLAYER) 1610 if (op->type != PLAYER)
1794 return 0; 1611 return 0;
1795 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1796 /* Put a maximum weight of items that can be alchemied. Limits the power 1616 /* Put a maximum weight of items that can be alchemised. Limits the power
1797 * some, and also prevents people from alcheming every table/chair/clock 1617 * some, and also prevents people from alchemising every table/chair/clock
1798 * in sight 1618 * in sight
1799 */ 1619 */
1800 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1620 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1801 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1802 small=get_archetype("smallnugget"), 1622 uint64 value_max = duration * 1000;
1803 large=get_archetype("largenugget");
1804 1623
1624 int weight = 0;
1625
1805 for(y= op->y-1;y<=op->y+1;y++) { 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1806 for(x= op->x-1;x<=op->x+1;x++) { 1627 {
1807 nx = x; 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1808 ny = y; 1629 {
1630 uint64 value = 0;
1809 1631
1810 mp = op->map; 1632 sint16 nx = x;
1633 sint16 ny = y;
1811 1634
1635 maptile *mp = op->map;
1636
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1813 1638
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue; 1640 continue;
1816 1641
1817 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it 1643 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect. 1644 * ground level effect.
1820 */ 1645 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1822 continue; 1647 continue;
1823 1648
1824 small_nuggets=0; 1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1825 large_nuggets=0; 1650 {
1651 next = tmp->above;
1826 1652
1827 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1828 next=tmp->above;
1829 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1830 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1831 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1832
1833 if (tmp->inv) {
1834 object *next1, *tmp1;
1835 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1836 next1 = tmp1->below;
1837 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1655 {
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1656 if (tmp->inv)
1841 &weight); 1657 {
1842 } 1658 object *next1, *tmp1;
1843 }
1844 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1845
1846 if (weight>weight_max) {
1847 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1848 free_object(large);
1849 free_object(small);
1850 return 1;
1851 }
1852 } /* is alchemable object */
1853 } /* process all objects on this space */
1854 1659
1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1661 {
1662 next1 = tmp1->below;
1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1665 alchemy_object (tmp1, value, weight);
1666 }
1667 }
1668
1669 alchemy_object (tmp, value, weight);
1670
1671 if (weight > weight_max)
1672 break;
1673 }
1674 }
1675
1676 value = min (value, value_max);
1677
1678 uint64 count = value / large->value;
1679 int large_nuggets = count;
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1855 /* Insert all the nuggets at one time. This probably saves time, but 1685 /* Insert all the nuggets at one time. This probably saves time, but
1856 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1857 * with this spell. 1687 * with this spell.
1858 */ 1688 */
1859 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1860 } 1690
1691 if (weight > weight_max)
1692 goto bailout;
1693 }
1861 } 1694 }
1862 free_object(large); 1695
1863 free_object(small); 1696bailout:
1864 /* reset this so that if player standing on a big pile of stuff, 1697 large->destroy ();
1865 * it is redrawn properly. 1698 small->destroy ();
1866 */
1867 op->contr->socket.look_position = 0;
1868 return 1; 1699 return 1;
1869} 1700}
1870 1701
1871 1702
1872/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1873 * items. 1704 * items.
1874 */ 1705 */
1706int
1875int remove_curse(object *op, object *caster, object *spell) { 1707remove_curse (object *op, object *caster, object *spell)
1708{
1876 object *tmp; 1709 object *tmp;
1877 int success = 0, was_one = 0; 1710 int success = 0, was_one = 0;
1878 1711
1879 for (tmp = op->inv; tmp; tmp = tmp->below) 1712 for (tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1883 1716 {
1884 was_one++; 1717 was_one++;
1885 if (tmp->level <= caster_level(caster, spell)) { 1718 if (tmp->level <= caster_level (caster, spell))
1886 success++; 1719 {
1720 success++;
1887 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1721 if (QUERY_FLAG (spell, FLAG_DAMNED))
1888 CLEAR_FLAG(tmp, FLAG_DAMNED); 1722 CLEAR_FLAG (tmp, FLAG_DAMNED);
1889 1723
1890 CLEAR_FLAG(tmp, FLAG_CURSED); 1724 CLEAR_FLAG (tmp, FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1892 tmp->value = 0; /* Still can't sell it */ 1726 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER)
1728 esrv_send_item (op, tmp);
1729 }
1730 }
1731
1893 if (op->type == PLAYER) 1732 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp); 1733 {
1895 } 1734 if (success)
1896 }
1897
1898 if (op->type==PLAYER) {
1899 if (success) {
1900 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1901 } else { 1736 else
1737 {
1902 if (was_one) 1738 if (was_one)
1903 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1904 else 1740 else
1905 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1906 } 1742 }
1907 } 1743 }
1744
1908 return success; 1745 return success;
1909} 1746}
1910 1747
1911/* Identifies objects in the players inventory/on the ground */ 1748/* Identifies objects in the players inventory/on the ground */
1912 1749
1750int
1913int cast_identify(object *op, object *caster, object *spell) { 1751cast_identify (object *op, object *caster, object *spell)
1752{
1914 object *tmp; 1753 object *tmp;
1915 int success = 0, num_ident; 1754 int success = 0, num_ident;
1916 1755
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1918 1757
1919 if (num_ident < 1) num_ident=1; 1758 if (num_ident < 1)
1759 num_ident = 1;
1920 1760
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 {
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 {
1924 identify(tmp); 1765 identify (tmp);
1766
1925 if (op->type==PLAYER) { 1767 if (op->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, op, 1768 {
1927 "You have %s.", long_desc(tmp, op)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1928 if (tmp->msg) { 1770
1771 if (tmp->msg)
1772 {
1929 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1931 } 1775 }
1776 }
1777
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident)
1781 break;
1782 }
1932 } 1783 }
1933 num_ident--; 1784
1934 success=1;
1935 if (!num_ident) break;
1936 }
1937 }
1938 /* If all the power of the spell has been used up, don't go and identify 1785 /* If all the power of the spell has been used up, don't go and identify
1939 * stuff on the floor. Only identify stuff on the floor if the spell 1786 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used. 1787 * was not fully used.
1941 */ 1788 */
1942 if (num_ident) { 1789 if (num_ident)
1943 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1790 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1945 need_identify(tmp)) { 1793 {
1946
1947 identify(tmp); 1794 identify (tmp);
1795
1948 if (op->type==PLAYER) { 1796 if (op->type == PLAYER)
1949 new_draw_info_format(NDI_UNIQUE, 0,op, 1797 {
1950 "On the ground is %s.", long_desc(tmp, op)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1951 if (tmp->msg) { 1799
1800 if (tmp->msg)
1801 {
1952 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1954 } 1804 }
1955 esrv_send_item(op, tmp); 1805
1806 esrv_send_item (op, tmp);
1807 }
1808
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident)
1812 break;
1813 }
1956 } 1814 }
1957 num_ident--; 1815
1958 success=1;
1959 if (!num_ident) break;
1960 }
1961 }
1962 if (!success) 1816 if (!success)
1963 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1964 else { 1818 else
1965 spell_effect(spell, op->x, op->y, op->map, op); 1819 spell_effect (spell, op->x, op->y, op->map, op);
1966 } 1820
1967 return success; 1821 return success;
1968} 1822}
1969 1823
1970 1824int
1971int cast_detection(object *op, object *caster, object *spell, object *skill) { 1825cast_detection (object *op, object *caster, object *spell, object *skill)
1826{
1972 object *tmp, *last, *god, *detect; 1827 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level; 1828 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny; 1829 sint16 x, y, nx, ny;
1975 mapstruct *m; 1830 maptile *m;
1976 1831
1977 /* We precompute some values here so that we don't have to keep 1832 /* We precompute some values here so that we don't have to keep
1978 * doing it over and over again. 1833 * doing it over and over again.
1979 */ 1834 */
1980 god=find_god(determine_god(op)); 1835 god = find_god (determine_god (op));
1981 level=caster_level(caster, spell); 1836 level = caster_level (caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell); 1837 range = spell->range + SP_level_range_adjust (caster, spell);
1983 1838
1984 if (!skill) skill=caster; 1839 if (!skill)
1840 skill = caster;
1985 1841
1986 for (x = op->x - range; x <= op->x + range; x++) 1842 for (x = op->x - range; x <= op->x + range; x++)
1987 for (y = op->y - range; y <= op->y + range; y++) { 1843 for (y = op->y - range; y <= op->y + range; y++)
1988 1844 {
1989 m = op->map; 1845 m = op->map;
1990 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1991 if (mflags & P_OUT_OF_MAP) continue; 1847 if (mflags & P_OUT_OF_MAP)
1848 continue;
1992 1849
1993 /* For most of the detections, we only detect objects above the 1850 /* For most of the detections, we only detect objects above the
1994 * floor. But this is not true for show invisible. 1851 * floor. But this is not true for show invisible.
1995 * Basically, we just go and find the top object and work 1852 * Basically, we just go and find the top object and work
1996 * down - that is easier than working up. 1853 * down - that is easier than working up.
1997 */ 1854 */
1998 1855
1999 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1857 last = tmp;
1858
2000 /* Shouldn't happen, but if there are no objects on a space, this 1859 /* Shouldn't happen, but if there are no objects on a space, this
2001 * would happen. 1860 * would happen.
2002 */ 1861 */
2003 if (!last) continue; 1862 if (!last)
1863 continue;
2004 1864
2005 done_one=0; 1865 done_one = 0;
2006 floor=0; 1866 floor = 0;
2007 detect = NULL; 1867 detect = NULL;
2008 for (tmp=last; tmp; tmp=tmp->below) { 1868 for (tmp = last; tmp; tmp = tmp->below)
2009 1869 {
2010 /* show invisible */ 1870 /* show invisible */
2011 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2012 /* Might there be other objects that we can make visibile? */ 1872 /* Might there be other objects that we can make visible? */
2013 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
2014 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
2015 tmp->type==CF_HANDLE || 1875 tmp->type == CF_HANDLE ||
2016 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
2017 tmp->type==BUTTON || tmp->type==TELEPORTER || 1877 tmp->type == BUTTON || tmp->type == TELEPORTER ||
2018 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1878 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
2019 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
2020 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
2021 tmp->type==TREASURE || tmp->type==BOOK || 1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
2022 tmp->type==HOLY_ALTAR))) { 1882 {
2023 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2024 tmp->invisible=0; 1884 {
2025 done_one = 1; 1885 tmp->invisible = 0;
2026 } 1886 done_one = 1;
2027 } 1887 }
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1888 }
2029 1889
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1;
1892
2030 /* All detections below this point don't descend beneath the floor, 1893 /* All detections below this point don't descend beneath the floor,
2031 * so just continue on. We could be clever and look at the type of 1894 * so just continue on. We could be clever and look at the type of
2032 * detection to completely break out if we don't care about objects beneath 1895 * detection to completely break out if we don't care about objects beneath
2033 * the floor, but once we get to the floor, not likely a very big issue anyways. 1896 * the floor, but once we get to the floor, not likely a very big issue anyways.
2034 */ 1897 */
2035 if (floor) continue; 1898 if (floor)
1899 continue;
2036 1900
2037 /* I had thought about making detect magic and detect curse 1901 /* I had thought about making detect magic and detect curse
2038 * show the flash the magic item like it does for detect monster. 1902 * show the flash the magic item like it does for detect monster.
2039 * however, if the object is within sight, this would then make it 1903 * however, if the object is within sight, this would then make it
2040 * difficult to see what object is magical/cursed, so the 1904 * difficult to see what object is magical/cursed, so the
2041 * effect wouldn't be as apparant. 1905 * effect wouldn't be as apparant.
2042 */ 1906 */
2043 1907
2044 /* detect magic */ 1908 /* detect magic */
2045 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2046 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2047 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1911 {
2048 is_magical(tmp)) {
2049 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2050 /* make runes more visibile */ 1913 /* make runes more visibile */
2051 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2052 tmp->stats.Cha/=4; 1915 tmp->stats.Cha /= 4;
2053 done_one = 1; 1916 done_one = 1;
2054 } 1917 }
2055 /* detect monster */ 1918 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1920 {
2058 done_one = 2; 1921 done_one = 2;
2059 if (!detect) detect=tmp; 1922 if (!detect)
2060 } 1923 detect = tmp;
1924 }
2061 /* Basically, if race is set in the spell, then the creatures race must 1925 /* Basically, if race is set in the spell, then the creatures race must
2062 * match that. if the spell race is set to GOD, then the gods opposing 1926 * match that. if the spell race is set to GOD, then the gods opposing
2063 * race must match. 1927 * race must match.
2064 */ 1928 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2066 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
2067 (strstr(spell->race, tmp->race)))) { 1931 (strstr (spell->race, tmp->race))))
2068 done_one = 2; 1932 {
2069 if (!detect) detect=tmp; 1933 done_one = 2;
2070 } 1934 if (!detect)
1935 detect = tmp;
1936 }
2071 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 {
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2074 done_one = 1; 1941 done_one = 1;
2075 } 1942 }
2076 } /* for stack of objects on this space */ 1943 } /* for stack of objects on this space */
2077 1944
2078 /* Code here puts an effect of the spell on the space, so you can see 1945 /* Code here puts an effect of the spell on the space, so you can see
2079 * where the magic is. 1946 * where the magic is.
2080 */ 1947 */
2081 if (done_one) { 1948 if (done_one)
1949 {
2082 object *detect_ob = arch_to_object(spell->other_arch); 1950 object *detect_ob = arch_to_object (spell->other_arch);
2083 detect_ob->x = nx; 1951
2084 detect_ob->y = ny;
2085 /* if this is set, we want to copy the face */ 1952 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) { 1953 if (done_one == 2 && detect)
1954 {
2087 detect_ob->face = detect->face; 1955 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id; 1956 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed; 1957 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0; 1958 detect_ob->last_anim = 0;
2091 /* by default, the detect_ob is already animated */ 1959 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2093 } 1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2094 insert_ob_in_map(detect_ob, m, op,0); 1962 }
2095 }
2096 } /* for processing the surrounding spaces */
2097 1963
1964 m->insert (detect_ob, nx, ny, op);
1965 }
1966 } /* for processing the surrounding spaces */
2098 1967
1968
2099 /* Now process objects in the players inventory if detect curse or magic */ 1969 /* Now process objects in the players inventory if detect curse or magic */
2100 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1971 {
2101 done_one = 0; 1972 done_one = 0;
2102 for (tmp = op->inv; tmp; tmp = tmp->below) { 1973 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 {
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1976 {
2105 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1978 {
2107 if (op->type==PLAYER) 1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER)
2108 esrv_send_item (op, tmp); 1981 esrv_send_item (op, tmp);
2109 } 1982 }
2110 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 {
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2113 if (op->type==PLAYER) 1987 if (op->type == PLAYER)
2114 esrv_send_item (op, tmp); 1988 esrv_send_item (op, tmp);
2115 } 1989 }
2116 } /* if item is not identified */ 1990 } /* if item is not identified */
2117 } /* for the players inventory */ 1991 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */ 1992 } /* if detect magic/curse and object is a player */
2119 return 1; 1993 return 1;
2120} 1994}
2121 1995
2122 1996
2123/** 1997/**
2124 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1998 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2125 * level whos spell did cause the overcharge. 1999 * level whos spell did cause the overcharge.
2126 */ 2000 */
2001static void
2127static void charge_mana_effect(object *victim, int caster_level) 2002charge_mana_effect (object *victim, int caster_level)
2128{ 2003{
2129 2004
2130 /* Prevent explosions for objects without mana. Without this check, doors 2005 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too. 2006 * will explode, too.
2132 */ 2007 */
2133 if (victim->stats.maxsp <= 0) 2008 if (victim->stats.maxsp <= 0)
2134 return; 2009 return;
2135 2010
2136 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2137 2012
2138 if (victim->stats.sp >= victim->stats.maxsp*2) { 2013 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 {
2139 object *tmp; 2015 object *tmp;
2140 2016
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2142 2018
2143 /* Explodes a fireball centered at player */ 2019 /* Explodes a fireball centered at player */
2144 tmp = get_archetype(EXPLODING_FIREBALL); 2020 tmp = get_archetype (EXPLODING_FIREBALL);
2145 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2021 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2146 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2147 tmp->x = victim->x; 2023
2148 tmp->y = victim->y; 2024 tmp->insert_at (victim);
2149 insert_ob_in_map(tmp, victim->map, NULL, 0);
2150 victim->stats.sp = 2*victim->stats.maxsp; 2025 victim->stats.sp = 2 * victim->stats.maxsp;
2151 } 2026 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2153 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2028 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2154 }
2155 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2156 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99); 2034 confuse_player (victim, victim, 99);
2161 } 2035 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2037 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165} 2038}
2166 2039
2167/* cast_transfer 2040/* cast_transfer
2168 * This spell transfers sp from the player to another person. 2041 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP. 2042 * We let the target go above their normal maximum SP.
2170 */ 2043 */
2171 2044
2045int
2172int cast_transfer(object *op,object *caster, object *spell, int dir) { 2046cast_transfer (object *op, object *caster, object *spell, int dir)
2047{
2173 object *plyr=NULL; 2048 object *plyr = NULL;
2174 sint16 x, y; 2049 sint16 x, y;
2175 mapstruct *m; 2050 maptile *m;
2176 int mflags; 2051 int mflags;
2177 2052
2178 m = op->map; 2053 m = op->map;
2179 x = op->x+freearr_x[dir]; 2054 x = op->x + freearr_x[dir];
2180 y = op->y+freearr_y[dir]; 2055 y = op->y + freearr_y[dir];
2181 2056
2182 mflags = get_map_flags(m, &m, x, y, &x, &y); 2057 mflags = get_map_flags (m, &m, x, y, &x, &y);
2183 2058
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2059 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2060 {
2185 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2061 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2186 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2062 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2187 break; 2063 break;
2188 } 2064 }
2189 2065
2190 2066
2191 /* If we did not find a player in the specified direction, transfer 2067 /* If we did not find a player in the specified direction, transfer
2192 * to anyone on top of us. This is used for the rune of transference mostly. 2068 * to anyone on top of us. This is used for the rune of transference mostly.
2193 */ 2069 */
2194 if(plyr==NULL) 2070 if (plyr == NULL)
2195 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2071 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2196 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2072 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2197 break; 2073 break;
2198 2074
2199 if (!plyr) { 2075 if (!plyr)
2076 {
2200 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2077 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2201 return 0; 2078 return 0;
2202 } 2079 }
2203 /* give sp */ 2080 /* give sp */
2204 if(spell->stats.dam > 0) { 2081 if (spell->stats.dam > 0)
2082 {
2205 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2206 charge_mana_effect(plyr, caster_level(caster, spell)); 2084 charge_mana_effect (plyr, caster_level (caster, spell));
2207 return 1; 2085 return 1;
2208 } 2086 }
2209 /* suck sp away. Can't suck sp from yourself */ 2087 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) { 2088 else if (op != plyr)
2089 {
2211 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2090 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2212 2091
2213 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2092 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2214 2093
2215 if (rate > 95) rate=95; 2094 if (rate > 95)
2095 rate = 95;
2216 2096
2217 sucked = (plyr->stats.sp * rate) / 100; 2097 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked; 2098 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2099 if (QUERY_FLAG (op, FLAG_ALIVE))
2100 {
2220 /* Player doesn't get full credit */ 2101 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100; 2102 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked; 2103 op->stats.sp += sucked;
2223 if (sucked > 0) { 2104 if (sucked > 0)
2105 {
2224 charge_mana_effect(op, caster_level(caster, spell)); 2106 charge_mana_effect (op, caster_level (caster, spell));
2107 }
2108 }
2109 return 1;
2225 } 2110 }
2226 }
2227 return 1;
2228 }
2229 return 0; 2111 return 0;
2230} 2112}
2231 2113
2232 2114
2233/* counterspell: nullifies spell effects. 2115/* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction 2116 * op is the counterspell object, dir is the direction
2235 * it was cast in. 2117 * it was cast in.
2236 * Basically, if the object has a magic attacktype, 2118 * Basically, if the object has a magic attacktype,
2237 * this may nullify it. 2119 * this may nullify it.
2238 */ 2120 */
2121void
2239void counterspell(object *op,int dir) 2122counterspell (object *op, int dir)
2240{ 2123{
2241 object *tmp, *head, *next; 2124 object *tmp, *head, *next;
2242 int mflags; 2125 int mflags;
2243 mapstruct *m; 2126 maptile *m;
2244 sint16 sx,sy; 2127 sint16 sx, sy;
2245 2128
2246 sx = op->x + freearr_x[dir]; 2129 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir]; 2130 sy = op->y + freearr_y[dir];
2248 m = op->map; 2131 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2132 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2250 if (mflags & P_OUT_OF_MAP) return; 2133 if (mflags & P_OUT_OF_MAP)
2134 return;
2135
2136 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2251 2137 {
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above; 2138 next = tmp->above;
2254 2139
2255 /* Need to look at the head object - otherwise, if tmp 2140 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary 2141 * points to a monster, we don't have all the necessary
2257 * info for it. 2142 * info for it.
2258 */ 2143 */
2259 if (tmp->head) head = tmp->head; 2144 if (tmp->head)
2260 else head = tmp; 2145 head = tmp->head;
2146 else
2147 head = tmp;
2261 2148
2262 /* don't attack our own spells */ 2149 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue; 2150 if (tmp->owner && tmp->owner == op->owner)
2151 continue;
2264 2152
2265 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
2267 * monsters either. 2155 * monsters either.
2268 */ 2156 */
2269 2157
2270 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC
2271 !(head->attacktype & AT_COUNTERSPELL) && 2159 && !(head->attacktype & AT_COUNTERSPELL)
2272 !QUERY_FLAG(head,FLAG_MONSTER) && 2160 && !QUERY_FLAG (head, FLAG_MONSTER)
2273 (op->level > head->level)) { 2161 && (op->level > head->level))
2274 remove_ob(head); 2162 head->destroy ();
2275 free_object(head); 2163 else
2276 } else switch(head->type) { 2164 switch (head->type)
2165 {
2277 case SPELL_EFFECT: 2166 case SPELL_EFFECT:
2278 if(op->level > head->level) { 2167 // XXX: Don't affect floor spelleffects. See also XXX comment
2279 remove_ob(head); 2168 // about sanctuary in spell_util.C
2280 free_object(head); 2169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2281 } 2170 continue;
2282 break;
2283 2171
2172 if (op->level > head->level)
2173 head->destroy ();
2174
2175 break;
2176
2284 /* I really don't get this rune code that much - that 2177 /* I really don't get this rune code that much - that
2285 * random chance seems really low. 2178 * random chance seems really low.
2286 */ 2179 */
2287 case RUNE: 2180 case RUNE:
2288 if(rndm(0, 149) == 0) { 2181 if (rndm (0, 149) == 0)
2182 {
2289 head->stats.hp--; /* weaken the rune */ 2183 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) { 2184 if (!head->stats.hp)
2291 remove_ob(head); 2185 head->destroy ();
2292 free_object(head); 2186 }
2293 } 2187 break;
2294 } 2188 }
2295 break;
2296 }
2297 } 2189 }
2298} 2190}
2299 2191
2300 2192
2301 2193
2302/* cast_consecrate() - a spell to make an altar your god's */ 2194/* cast_consecrate() - a spell to make an altar your god's */
2195int
2303int cast_consecrate(object *op, object *caster, object *spell) { 2196cast_consecrate (object *op, object *caster, object *spell)
2197{
2304 char buf[MAX_BUF]; 2198 char buf[MAX_BUF];
2305 2199
2306 object *tmp, *god=find_god(determine_god(op)); 2200 object *tmp, *god = find_god (determine_god (op));
2307 2201
2308 if(!god) { 2202 if (!god)
2309 new_draw_info(NDI_UNIQUE, 0,op, 2203 {
2310 "You can't consecrate anything if you don't worship a god!"); 2204 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2311 return 0; 2205 return 0;
2312 }
2313
2314 for(tmp=op->below;tmp;tmp=tmp->below) {
2315 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2316 if(tmp->type==HOLY_ALTAR) {
2317
2318 if(tmp->level > caster_level(caster, spell)) {
2319 new_draw_info_format(NDI_UNIQUE, 0,op,
2320 "You are not powerful enough to reconsecrate the %s", tmp->name);
2321 return 0;
2322 } else {
2323 /* If we got here, we are consecrating an altar */
2324 if(tmp->name) free_string(tmp->name);
2325 sprintf(buf,"Altar of %s",god->name);
2326 tmp->name = add_string(buf);
2327 tmp->level = caster_level(caster, spell);
2328 tmp->other_arch = god->arch;
2329 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2330 new_draw_info_format(NDI_UNIQUE,0, op,
2331 "You consecrated the altar to %s!",god->name);
2332 return 1;
2333 } 2206 }
2334 } 2207
2208 for (tmp = op->below; tmp; tmp = tmp->below)
2335 } 2209 {
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2211 break;
2212 if (tmp->type == HOLY_ALTAR)
2213 {
2214
2215 if (tmp->level > caster_level (caster, spell))
2216 {
2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2218 return 0;
2219 }
2220 else
2221 {
2222 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell);
2226 tmp->other_arch = god->arch;
2227 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp);
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1;
2231 }
2232 }
2233 }
2336 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2234 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2337 return 0; 2235 return 0;
2338} 2236}
2339 2237
2340/* animate_weapon - 2238/* animate_weapon -
2341 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2239 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2342 * The golem is based on the archetype specified, modified by the caster's level 2240 * The golem is based on the archetype specified, modified by the caster's level
2345 * This code was very odd - code early on would only let players use the spell, 2243 * This code was very odd - code early on would only let players use the spell,
2346 * yet the code wass full of player checks. I've presumed that the code 2244 * yet the code wass full of player checks. I've presumed that the code
2347 * that only let players use it was correct, and removed all the other 2245 * that only let players use it was correct, and removed all the other
2348 * player checks. MSW 2003-01-06 2246 * player checks. MSW 2003-01-06
2349 */ 2247 */
2350 2248int
2351int animate_weapon(object *op,object *caster,object *spell, int dir) { 2249animate_weapon (object *op, object *caster, object *spell, int dir)
2250{
2352 object *weapon, *tmp; 2251 object *weapon, *tmp;
2353 char buf[MAX_BUF]; 2252 char buf[MAX_BUF];
2354 int a, i; 2253 int a, i;
2355 sint16 x, y; 2254 sint16 x, y;
2356 mapstruct *m; 2255 maptile *m;
2357 materialtype_t *mt; 2256 materialtype_t *mt;
2358 2257
2359 if(!spell->other_arch){ 2258 if (!spell->other_arch)
2259 {
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2260 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2361 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2261 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2362 return 0; 2262 return 0;
2363 } 2263 }
2364 /* exit if it's not a player using this spell. */ 2264 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0; 2265 if (op->type != PLAYER)
2266 return 0;
2366 2267
2367 /* if player already has a golem, abort */ 2268 /* if player already has a golem, abort */
2368 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2269 if (object *golem = op->contr->golem)
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 } 2270 {
2271 control_golem (golem, dir);
2272 return 0;
2273 }
2372 2274
2373 /* if no direction specified, pick one */ 2275 /* if no direction specified, pick one */
2374 if(!dir) 2276 if (!dir)
2375 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2277 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2376 2278
2377 m = op->map; 2279 m = op->map;
2378 x = op->x+freearr_x[dir]; 2280 x = op->x + freearr_x[dir];
2379 y = op->y+freearr_y[dir]; 2281 y = op->y + freearr_y[dir];
2380 2282
2381 /* if there's no place to put the golem, abort */ 2283 /* if there's no place to put the golem, abort */
2382 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2284 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2383 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2285 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2286 {
2384 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2287 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2385 return 0; 2288 return 0;
2386 } 2289 }
2387 2290
2388 /* Use the weapon marked by the player. */ 2291 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op); 2292 weapon = find_marked_object (op);
2390 2293
2391 if (!weapon) { 2294 if (!weapon)
2295 {
2392 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2296 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2393 return 0; 2297 return 0;
2394 } 2298 }
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2299 if (spell->race && strcmp (weapon->arch->name, spell->race))
2300 {
2396 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2301 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2397 return 0; 2302 return 0;
2398 } 2303 }
2399 if (weapon->type != WEAPON) { 2304 if (weapon->type != WEAPON)
2305 {
2400 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2306 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2401 return 0; 2307 return 0;
2402 } 2308 }
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2309 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2310 {
2404 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2311 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2405 query_name(weapon)); 2312 return 0;
2406 return 0;
2407 } 2313 }
2408 2314
2409 if (weapon->nrof > 1) { 2315 if (weapon->nrof > 1)
2316 {
2410 tmp = get_split_ob(weapon, 1); 2317 tmp = get_split_ob (weapon, 1);
2411 esrv_send_item(op, weapon); 2318 esrv_send_item (op, weapon);
2412 weapon = tmp; 2319 weapon = tmp;
2413 } 2320 }
2414 2321
2415 /* create the golem object */ 2322 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch); 2323 tmp = arch_to_object (spell->other_arch);
2417 2324
2418 /* if animated by a player, give the player control of the golem */ 2325 /* if animated by a player, give the player control of the golem */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER); 2326 CLEAR_FLAG (tmp, FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0; 2327 tmp->stats.exp = 0;
2422 add_friendly_object(tmp); 2328 add_friendly_object (tmp);
2423 tmp->type=GOLEM; 2329 tmp->type = GOLEM;
2424 set_owner(tmp,op); 2330 tmp->set_owner (op);
2331 op->contr->golem = tmp;
2425 set_spell_skill(op, caster, spell, tmp); 2332 set_spell_skill (op, caster, spell, tmp);
2426 op->contr->ranges[range_golem]=tmp;
2427 op->contr->shoottype=range_golem;
2428 op->contr->golem_count = tmp->count;
2429 2333
2430 /* Give the weapon to the golem now. A bit of a hack to check the 2334 /* Give the weapon to the golem now. A bit of a hack to check the
2431 * removed flag - it should only be set if get_split_object was 2335 * removed flag - it should only be set if get_split_object was
2432 * used above. 2336 * used above.
2433 */ 2337 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2338 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2435 remove_ob (weapon); 2339 weapon->remove ();
2340
2436 insert_ob_in_ob (weapon, tmp); 2341 insert_ob_in_ob (weapon, tmp);
2437 esrv_send_item(op, weapon); 2342 esrv_send_item (op, weapon);
2438 /* To do everything necessary to let a golem use the weapon is a pain, 2343 /* To do everything necessary to let a golem use the weapon is a pain,
2439 * so instead, just set it as equipped (otherwise, we need to update 2344 * so instead, just set it as equipped (otherwise, we need to update
2440 * body_info, skills, etc) 2345 * body_info, skills, etc)
2441 */ 2346 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON); 2347 SET_FLAG (tmp, FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED); 2348 SET_FLAG (weapon, FLAG_APPLIED);
2444 fix_player(tmp); 2349 tmp->update_stats ();
2445 2350
2446 /* There used to be 'odd' code that basically seemed to take the absolute 2351 /* There used to be 'odd' code that basically seemed to take the absolute
2447 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2352 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2448 * if you're using a crappy weapon, it shouldn't be as good. 2353 * if you're using a crappy weapon, it shouldn't be as good.
2449 */ 2354 */
2450 2355
2451 /* modify weapon's animated wc */ 2356 /* modify weapon's animated wc */
2452 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2357 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2453 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2358 if (tmp->stats.wc < -127)
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2359 tmp->stats.wc = -127;
2455 2360
2456 /* Modify hit points for weapon */ 2361 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2362 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) + 2363 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2459 + 8 * weapon->magic + 12 * weapon->stats.Con; 2364 if (tmp->stats.maxhp < 0)
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2365 tmp->stats.maxhp = 10;
2461 tmp->stats.hp = tmp->stats.maxhp; 2366 tmp->stats.hp = tmp->stats.maxhp;
2462 2367
2463 /* Modify weapon's damage */ 2368 /* Modify weapon's damage */
2464 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2369 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2465 + weapon->stats.dam 2370 if (tmp->stats.dam < 0)
2466 + weapon->magic 2371 tmp->stats.dam = 127;
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469 2372
2470 2373
2471 /* attacktype */ 2374 /* attacktype */
2472 if ( ! tmp->attacktype) 2375 if (!tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL; 2376 tmp->attacktype = AT_PHYSICAL;
2474 2377
2475 mt = NULL; 2378 mt = NULL;
2476 if (op->materialname != NULL) 2379 if (op->materialname != NULL)
2477 mt = name_to_material(op->materialname); 2380 mt = name_to_material (op->materialname);
2478 if (mt != NULL) { 2381 if (mt != NULL)
2382 {
2479 for (i=0; i < NROFATTACKS; i++) 2383 for (i = 0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5); 2384 tmp->resist[i] = 50 - (mt->save[i] * 5);
2481 a = mt->save[0]; 2385 a = mt->save[0];
2482 } else { 2386 }
2387 else
2388 {
2483 for (i=0; i < NROFATTACKS; i++) 2389 for (i = 0; i < NROFATTACKS; i++)
2484 tmp->resist[i] = 5; 2390 tmp->resist[i] = 5;
2485 a = 10; 2391 a = 10;
2486 } 2392 }
2487 /* Set weapon's immunity */ 2393 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100; 2394 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100; 2395 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100; 2396 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100; 2397 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2398 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100; 2399 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100; 2400 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100; 2401 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100; 2402 tmp->resist[ATNR_BLIND] = 100;
2497 2403
2498 /* Improve weapon's armour value according to best save vs. physical of its material */ 2404 /* Improve weapon's armour value according to best save vs. physical of its material */
2499 2405
2500 if (a > 14) a = 14; 2406 if (a > 14)
2407 a = 14;
2501 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2408 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2502 2409
2503 /* Determine golem's speed */ 2410 /* Determine golem's speed */
2504 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2411 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2505 2412
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) { 2413 if (!spell->race)
2414 {
2509 sprintf(buf, "animated %s", weapon->name); 2415 sprintf (buf, "animated %s", &weapon->name);
2510 if(tmp->name) free_string(tmp->name); 2416 tmp->name = buf;
2511 tmp->name = add_string(buf);
2512 2417
2513 tmp->face = weapon->face; 2418 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id; 2419 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed; 2420 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim; 2421 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state; 2422 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2423 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2519 SET_FLAG(tmp,FLAG_ANIMATE);
2520 } else {
2521 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2522 }
2523 update_ob_speed(tmp);
2524 } 2424 }
2525 2425
2526 /* make experience increase in proportion to the strength of the summoned creature. */ 2426 /* make experience increase in proportion to the strength of the summoned creature. */
2527 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2427 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2528 2428
2529 tmp->speed_left= -1; 2429 tmp->speed_left = -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir; 2430 tmp->direction = dir;
2533 insert_ob_in_map(tmp,m,op,0); 2431
2432 m->insert (tmp, x, y, op);
2534 return 1; 2433 return 1;
2535} 2434}
2536 2435
2537/* cast_daylight() - changes the map darkness level *lower* */ 2436/* cast_daylight() - changes the map darkness level *lower* */
2538 2437
2539/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2438/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map. 2439 * This changes the light level for the entire map.
2541 */ 2440 */
2542 2441
2442int
2543int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2443cast_change_map_lightlevel (object *op, object *caster, object *spell)
2444{
2544 int success; 2445 int success;
2545 2446
2546 if(!op->map) return 0; /* shouldnt happen */ 2447 if (!op->map)
2448 return 0; /* shouldnt happen */
2547 2449
2548 success=change_map_light(op->map,spell->stats.dam); 2450 success = op->map->change_map_light (spell->stats.dam);
2451
2549 if(!success) { 2452 if (!success)
2453 {
2550 if (spell->stats.dam < 0) 2454 if (spell->stats.dam < 0)
2551 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2455 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2552 else 2456 else
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2457 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2554 } 2458 }
2555 return success; 2459 return success;
2556} 2460}
2557 2461
2558 2462
2559 2463
2560 2464
2561 2465
2562/* create an aura spell object and put it in the player's inventory. 2466/* create an aura spell object and put it in the player's inventory.
2563 * as usual, op is player, caster is the object casting the spell, 2467 * as usual, op is player, caster is the object casting the spell,
2564 * spell is the spell object itself. 2468 * spell is the spell object itself.
2565 */ 2469 */
2470int
2566int create_aura(object *op, object *caster, object *spell) 2471create_aura (object *op, object *caster, object *spell)
2567{ 2472{
2568 int refresh=0; 2473 int refresh = 0;
2569 object *new_aura; 2474 object *new_aura;
2570 2475
2571 new_aura = present_arch_in_ob(spell->other_arch, op); 2476 new_aura = present_arch_in_ob (spell->other_arch, op);
2572 if (new_aura) refresh=1; 2477 if (new_aura)
2478 refresh = 1;
2479 else
2573 else new_aura = arch_to_object(spell->other_arch); 2480 new_aura = arch_to_object (spell->other_arch);
2574 2481
2575 new_aura->duration = spell->duration + 2482 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2576 10* SP_level_duration_adjust(caster,spell);
2577 2483
2578 new_aura->stats.dam = spell->stats.dam 2484 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2579 +SP_level_dam_adjust(caster,spell);
2580 2485
2581 set_owner(new_aura,op); 2486 new_aura->set_owner (op);
2582 set_spell_skill(op, caster, spell, new_aura); 2487 set_spell_skill (op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype; 2488 new_aura->attacktype = spell->attacktype;
2584 2489
2585 new_aura->level = caster_level(caster, spell); 2490 new_aura->level = caster_level (caster, spell);
2586 if (refresh) 2491 if (refresh)
2587 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2492 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2588 else 2493 else
2589 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2494 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2590 insert_ob_in_ob(new_aura, op); 2495 insert_ob_in_ob (new_aura, op);
2591 return 1; 2496 return 1;
2592} 2497}
2593 2498
2594 2499
2595/* move aura function. An aura is a part of someone's inventory, 2500/* move aura function. An aura is a part of someone's inventory,
2596 * which he carries with him, but which acts on the map immediately 2501 * which he carries with him, but which acts on the map immediately
2599 * duration: duration counter. 2504 * duration: duration counter.
2600 * attacktype: aura's attacktype 2505 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack 2506 * other_arch: archetype to drop where we attack
2602 */ 2507 */
2603 2508
2509void
2604void move_aura(object *aura) { 2510move_aura (object *aura)
2511{
2605 int i, mflags; 2512 int i, mflags;
2606 object *env; 2513 object *env;
2607 mapstruct *m; 2514 maptile *m;
2608 2515
2609 /* auras belong in inventories */ 2516 /* auras belong in inventories */
2610 env = aura->env; 2517 env = aura->env;
2611 2518
2612 /* no matter what we've gotta remove the aura... 2519 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up. 2520 * we'll put it back if its time isn't up.
2614 */ 2521 */
2615 remove_ob(aura); 2522 aura->remove ();
2616 2523
2617 /* exit if we're out of gas */ 2524 /* exit if we're out of gas */
2618 if(aura->duration--< 0) { 2525 if (aura->duration-- < 0)
2619 free_object(aura);
2620 return;
2621 } 2526 {
2527 aura->destroy ();
2528 return;
2529 }
2622 2530
2623 /* auras only exist in inventories */ 2531 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) { 2532 if (env == NULL || env->map == NULL)
2625 free_object(aura);
2626 return;
2627 } 2533 {
2628 aura->x = env->x; 2534 aura->destroy ();
2629 aura->y = env->y; 2535 return;
2536 }
2630 2537
2631 /* we need to jump out of the inventory for a bit 2538 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently. 2539 * in order to hit the map conveniently.
2633 */ 2540 */
2634 insert_ob_in_map(aura,env->map,aura,0); 2541 aura->insert_at (env, aura);
2635 2542
2636 for(i=1;i<9;i++) { 2543 for (i = 1; i < 9; i++)
2544 {
2637 sint16 nx, ny; 2545 sint16 nx, ny;
2546
2638 nx = aura->x + freearr_x[i]; 2547 nx = aura->x + freearr_x[i];
2639 ny = aura->y + freearr_y[i]; 2548 ny = aura->y + freearr_y[i];
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2549 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2641 2550
2642 /* Consider the movement tyep of the person with the aura as 2551 /* Consider the movement tyep of the person with the aura as
2643 * movement type of the aura. Eg, if the player is flying, the aura 2552 * movement type of the aura. Eg, if the player is flying, the aura
2644 * is flying also, if player is walking, it is on the ground, etc. 2553 * is flying also, if player is walking, it is on the ground, etc.
2645 */ 2554 */
2646 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2555 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2556 {
2647 hit_map(aura,i,aura->attacktype,0); 2557 hit_map (aura, i, aura->attacktype, 0);
2648 2558
2649 if(aura->other_arch) { 2559 if (aura->other_arch)
2650 object *new_ob; 2560 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2651 2561 }
2652 new_ob = arch_to_object(aura->other_arch);
2653 new_ob->x = nx;
2654 new_ob->y = ny;
2655 insert_ob_in_map(new_ob,m,aura,0);
2656 } 2562 }
2657 } 2563
2658 }
2659 /* put the aura back in the player's inventory */ 2564 /* put the aura back in the player's inventory */
2660 remove_ob(aura); 2565 aura->remove ();
2661 insert_ob_in_ob(aura, env); 2566 insert_ob_in_ob (aura, env);
2662} 2567}
2663 2568
2664/* moves the peacemaker spell. 2569/* moves the peacemaker spell.
2665 * op is the piece object. 2570 * op is the piece object.
2666 */ 2571 */
2667 2572
2573void
2668void move_peacemaker(object *op) { 2574move_peacemaker (object *op)
2575{
2669 object *tmp; 2576 object *tmp;
2670 2577
2671 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2578 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2579 {
2672 int atk_lev, def_lev; 2580 int atk_lev, def_lev;
2673 object *victim=tmp; 2581 object *victim = tmp;
2674 2582
2675 if (tmp->head) victim=tmp->head; 2583 if (tmp->head)
2584 victim = tmp->head;
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2585 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2586 continue;
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2587 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2588 continue;
2678 if (victim->stats.exp == 0) continue; 2589 if (victim->stats.exp == 0)
2590 continue;
2679 2591
2680 def_lev = MAX(1,victim->level); 2592 def_lev = MAX (1, victim->level);
2681 atk_lev = MAX(1,op->level); 2593 atk_lev = MAX (1, op->level);
2682 2594
2683 if (rndm(0, atk_lev-1) > def_lev) { 2595 if (rndm (0, atk_lev - 1) > def_lev)
2596 {
2684 /* make this sucker peaceful. */ 2597 /* make this sucker peaceful. */
2685 2598
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2599 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0; 2600 victim->stats.exp = 0;
2688#if 0 2601#if 0
2689 /* No idea why these were all set to zero - if something 2602 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage. 2603 * makes this creature agressive, he should still do damage.
2691 */ 2604 */
2692 victim->stats.dam = 0; 2605 victim->stats.dam = 0;
2693 victim->stats.sp = 0; 2606 victim->stats.sp = 0;
2694 victim->stats.grace = 0; 2607 victim->stats.grace = 0;
2695 victim->stats.Pow = 0; 2608 victim->stats.Pow = 0;
2696#endif 2609#endif
2697 victim->attack_movement = RANDO2; 2610 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2611 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY); 2612 SET_FLAG (victim, FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2613 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER); 2614 CLEAR_FLAG (victim, FLAG_MONSTER);
2702 if(victim->name) { 2615 if (victim->name)
2616 {
2703 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2617 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2618 }
2619 }
2704 } 2620 }
2705 } 2621}
2706 } 2622
2707}
2708
2709 2623
2710/* This writes a rune that contains the appropriate message. 2624/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2625 * There really isn't any adjustments we make.
2712 */ 2626 */
2713 2627
2628int
2714int write_mark(object *op, object *spell, const char *msg) { 2629write_mark (object *op, object *spell, const char *msg)
2630{
2715 char rune[HUGE_BUF]; 2631 char rune[HUGE_BUF];
2716 object *tmp; 2632 object *tmp;
2717 2633
2718 if (!msg || msg[0] == 0) { 2634 if (!msg || msg[0] == 0)
2635 {
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2636 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2720 return 0; 2637 return 0;
2721 } 2638 }
2722 2639
2723 if (strcasestr_local(msg, "endmsg")) { 2640 if (strcasestr_local (msg, "endmsg"))
2641 {
2724 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2725 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2643 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2644 return 0;
2645 }
2646 if (!spell->other_arch)
2726 return 0; 2647 return 0;
2727 }
2728 if (!spell->other_arch) return 0;
2729 tmp = arch_to_object(spell->other_arch); 2648 tmp = arch_to_object (spell->other_arch);
2730 strncpy(rune, msg, HUGE_BUF-2); 2649
2731 rune[HUGE_BUF-2] = 0; 2650 snprintf (rune, sizeof (rune), "%s\n", msg);
2732 strcat(rune, "\n"); 2651
2733 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2652 tmp->race = op->name; /*Save the owner of the rune */
2734 tmp->msg = add_string(rune); 2653 tmp->msg = rune;
2735 tmp->x = op->x; 2654
2736 tmp->y = op->y; 2655 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2738 return 1; 2656 return 1;
2739} 2657}

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