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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_effect.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (!wand || wand->type != WAND)
67 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 72 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 75 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 78
79 if (!tmp->stats.dam)
80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 83
84 if (tmp->stats.hp < 2)
85 tmp->stats.hp = 2;
86
87 tmp->insert_at (op);
88 return 1;
89 }
90
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
93 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
95 else { 95 else
96 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 98 return 0;
98 return 0;
99 } 99 }
100 if (!ncharges) ncharges = 1;
101 100
101 if (!ncharges)
102 ncharges = 1;
103
102 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 106
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 {
106 SET_FLAG(wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 111 }
112
110 return 1; 113 return 1;
111} 114}
112
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
406 115
407/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
408 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows. 118 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the 119 * Sets the plus based on the casters level. It is also settable with the
412 * great a plus, the default is used. 121 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
414 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
416 */ 125 */
417 126int
418int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
419{ 128{
420 int missile_plus=0, bonus_plus=0; 129 int bonus_plus = 0;
421 const char *missile_name; 130 const char *missile_name = "arrow";
422 object *tmp, *missile;
423 tag_t tag;
424 131
425 missile_name = "arrow";
426
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
429 missile_name=tmp->race; 134 missile_name = tmp->race;
430 }
431 135
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
433 137
434 if (find_archetype(missile_name)==NULL) { 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
141 {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
436 missile_name); 143 return 0;
437 return 0; 144 }
145
146 object *missile = missile_arch->instance ();
147
148 if (spellparam)
438 } 149 {
439 missile = get_archetype(missile_name);
440
441 if (stringarg) {
442 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) { 151 if (isalpha (*spellparam))
152 {
444 artifact *al = find_artifactlist(missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
445 154
446 for ( ; al != NULL; al=al->next) 155 for (; al; al = al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break; 156 if (!strcasecmp (al->item->name, spellparam))
157 break;
448 158
449 if (!al) { 159 if (!al)
450 free_object(missile); 160 {
161 missile->destroy ();
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
452 stringarg); 163 return 0;
453 return 0; 164 }
454 } 165
455 if (al->item->slaying) { 166 if (al->item->slaying)
456 free_object(missile); 167 {
168 missile->destroy ();
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
458 missile_name, stringarg); 170 return 0;
459 return 0; 171 }
460 } 172
461 give_artifact_abilities(missile, al->item); 173 give_artifact_abilities (missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
463 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
464 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
465 */ 177 */
466 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0; 179 missile_plus = 0;
468 } else 180 }
469 if (atoi(stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
470 missile_plus = atoi(stringarg); 182 missile_plus = atoi (spellparam);
471 } 183 }
472 if (missile_plus > 4)
473 missile_plus = 4;
474 else if (missile_plus < -4)
475 missile_plus = -4;
476 184
185 missile_plus = clamp (missile_plus, -4, 4);
186
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
479 if (missile->nrof < 1) 190 if (missile->nrof < 1)
480 missile->nrof=1; 191 missile->nrof = 1;
481 192
482 missile->magic = missile_plus; 193 missile->magic = missile_plus;
483 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
484 missile->value=0; 195 missile->value = 0;
485 196
486 SET_FLAG(missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488 198
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile); 200 pick_up (op, missile);
493 } 201
494 return 1; 202 return 1;
495} 203}
496 204
497 205
498/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int
500int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
501{ 210{
502 int food_value; 211 int food_value;
503 archetype *at=NULL; 212 archetype *at = NULL;
504 object *new_op; 213 object *new_op;
505 214
506 food_value=spell_ob->stats.food + 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508 216
509 if(stringarg) { 217 if (spellparam)
218 {
510 at = find_archetype_by_object_type_name(FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
511 if (at == NULL) 220 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
513 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
514 stringarg = NULL; 223 spellparam = NULL;
224 }
225
226 if (!spellparam)
515 } 227 {
516
517 if(!stringarg) {
518 archetype *at_tmp; 228 archetype *at_tmp;
519 229
520 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added. 232 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor. 234 * to be altered from the donor.
525 */ 235 */
526 236
527 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 238 for_all_archetypes (at_tmp)
239 {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 {
530 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead. 244 * the item we have now, take it instead.
533 */ 245 */
534 if (at_tmp->clone.stats.food<=food_value && 246 if (at_tmp->stats.food <= food_value
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 247 && (!at
536 at=at_tmp; 248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp;
252 }
253 }
537 } 254 }
538 } 255
539 }
540 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
541 * know 257 * know
542 */ 258 */
543 if (!at) { 259 if (!at)
260 {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0; 262 return 0;
546 } 263 }
547 264
548 food_value/=at->clone.stats.food; 265 food_value /= at->stats.food;
549 new_op = get_object(); 266 new_op = arch_to_object (at);
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value; 267 new_op->nrof = food_value;
552 268
553 new_op->value = 0; 269 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1; 270 if (new_op->nrof < 1)
271 new_op->nrof = 1;
555 272
556 cast_create_obj(op, caster,new_op, dir); 273 cast_create_obj (op, caster, new_op, dir);
557 return 1; 274 return 1;
558} 275}
559 276
277int
560int probe(object *op, object *caster, object *spell_ob, int dir) { 278probe (object *op, object *caster, object *spell_ob, int dir)
279{
561 int r, mflags, maxrange; 280 int r, mflags, maxrange;
562 object *tmp; 281 object *tmp;
563 mapstruct *m; 282 maptile *m;
564 283
565
566 if(!dir) { 284 if (!dir)
285 {
567 examine_monster(op,op); 286 examine_monster (op, op);
568 return 1; 287 return 1;
569 } 288 }
289
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
571 for(r=1;r < maxrange; r++) { 291 for (r = 1; r < maxrange; r++)
292 {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
573 294
574 m = op->map; 295 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y); 296 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 297
577 if (mflags & P_OUT_OF_MAP) break; 298 if (mflags & P_OUT_OF_MAP)
299 break;
578 300
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
581 return 0; 304 return 0;
582 } 305 }
306
583 if (mflags & P_IS_ALIVE) { 307 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 308 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
311 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 313 if (tmp->head != NULL)
588 tmp=tmp->head; 314 tmp = tmp->head;
589 examine_monster(op,tmp); 315 examine_monster (op, tmp);
590 return 1; 316 return 1;
591 } 317 }
592 } 318 }
593 } 319 }
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
598 324
599/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 326 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 329 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 330 * pl is invisible.
605 */ 331 */
332int
606int makes_invisible_to(object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
607{ 334{
608
609 if (!pl->invisible) return 0; 335 if (!pl->invisible)
336 return 0;
337
610 if (pl->type == PLAYER ) { 338 if (pl->type == PLAYER)
339 {
611 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) { 341 if (!pl->contr->invis_race)
342 {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
344 return 0;
345
614 return 1; 346 return 1;
615 } 347 }
348
616 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
618 return 1; 351 return 1;
352
619 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
620 if (!mon->race) return 0; 354 if (!mon->race)
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 355 return 0;
356
357 if (mon->race.contains (pl->contr->invis_race))
358 return 1;
359
622 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
623 return 0; 361 return 0;
624 } else { 362 }
363 else
364 {
625 /* monsters are invisible to everything */ 365 /* monsters are invisible to everything */
626 return 1; 366 return 1;
627 } 367 }
628} 368}
629 369
630/* Makes the player or character invisible. 370/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 371 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 374 * 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 375 * 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/ 376 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 377 * normal applies.
638 */ 378 */
379int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 380cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 381{
641
642 if(op->invisible>1000) { 382 if (op->invisible > 1000)
383 {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
644 return 0; 385 return 0;
645 } 386 }
646 387
647 /* Remove the switch with 90% duplicate code - just handle the differences with 388 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 389 * and if statement or two.
649 */ 390 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 392 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 393 if (op->invisible > 1000)
394 op->invisible = 1000;
653 395
654 if (op->type == PLAYER) { 396 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 397 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 398 op->contr->invis_race = spell_ob->race;
399
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0; 401 op->contr->tmp_invis = 0;
660 else 402 else
661 op->contr->tmp_invis=1; 403 op->contr->tmp_invis = 1;
662 404
663 op->contr->hidden = 0; 405 op->contr->hidden = 0;
664 } 406 }
407
665 if (makes_invisible_to(op, op)) 408 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 410 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 412
670 update_object(op,UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
671 414
672 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
673 * harm to the player. 416 * harm to the player.
674 */ 417 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
676 if (tmp->enemy == op) 419 if (tmp->enemy == op)
677 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
678 return 1; 422 return 1;
679} 423}
680 424
681/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 426 */
427int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
684 object *tmp, *next; 429{
685 int range,i,j, mflags; 430 int range, i, j, mflags;
686 sint16 sx, sy; 431 sint16 sx, sy;
687 mapstruct *m; 432 maptile *m;
688 433
689 if(op->type!=PLAYER)
690 return 0;
691
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 torn down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
705 { 449 {
706 next = tmp->above; 450 next = tmp->above;
451
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 454 }
710 } 455 }
456
711 return 1; 457 return 1;
712} 458}
713 459
714 460void
715void execute_word_of_recall(object *op) { 461execute_word_of_recall (object *op)
716 object *wor=op; 462{
717 while(op!=NULL && op->type!=PLAYER) 463 if (object *pl = op->in_player ())
718 op=op->env; 464 {
719 465 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."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 467 else
724 enter_exit(op,wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
725 } 469 }
726 remove_ob(wor); 470
727 free_object(wor); 471 op->destroy ();
728} 472}
729 473
730/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
732 * time delay effect. 476 * time delay effect.
733 */ 477 */
478int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
480{
735 object *dummy; 481 object *dummy;
736 int time; 482 int time;
737 483
738 if(op->type!=PLAYER) 484 if (op->type != PLAYER)
739 return 0; 485 return 0;
740 486
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 488 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 490 return 1;
745 } 491 }
746 492
747 dummy=get_archetype(FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 494
495 if (!dummy)
496 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 499 return 0;
752 } 500 }
501
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 503 if (time < 1)
504 time = 1;
755 505
756 /* value of speed really doesn't make much difference, as long as it is 506 /* 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 507 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 508 * do anything really odd if it say a -1000 or something.
759 */ 509 */
760 dummy->speed = 0.002; 510 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 511 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 512 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 513 dummy->subtype = SP_WORD_OF_RECALL;
765 514
766 /* If we could take advantage of enter_player_savebed() here, it would be 515 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
768 */ 517 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 518 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
772 521
773 (void) insert_ob_in_ob(dummy,op); 522 op->insert (dummy);
523
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
775 return 1; 526 return 1;
776} 527}
777 528
778/* cast_wonder 529/* cast_wonder
779 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
780 * spell. 531 * spell.
781 */ 532 */
533int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 534cast_wonder (object *op, object *caster, int dir, object *spell_ob)
535{
783 object *newspell; 536 object *newspell;
784 537
785 if(!rndm(0, 3)) 538 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 539 return cast_cone (op, caster, dir, spell_ob);
787 540
788 if (spell_ob->randomitems) { 541 if (spell_ob->randomitems)
542 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 543 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 544 if (!newspell)
545 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 546 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
547 return 0;
548 }
549 if (newspell->type != SPELL)
550 {
551 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
552 return 0;
553 }
554 /* Prevent inifinit recursion */
555 if (newspell->subtype == SP_WONDER)
556 {
557 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
558 return 0;
559 }
560 return cast_spell (op, caster, dir, newspell, NULL);
561 }
562 return 1;
563}
564
565int
566perceive_self (object *op)
567{
568 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION);
570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
792 return 0; 574 return 0;
793 } 575
794 if (newspell->type != SPELL) { 576 if (object *race = archetype::find (op->race))
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
796 newspell->type, newspell->name); 578
797 return 0; 579 if (object *god = find_god (determine_god (op)))
798 } 580 buf << " - You worship " << &god->name << ".\n";
799 /* Prevent inifinit recursion */ 581 else
800 if (newspell->subtype == SP_WONDER) { 582 buf << " - You worship no god.\n";
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 583
802 return 0; 584 object *tmp = present_arch_in_ob (at, op);
803 } 585
804 return cast_spell(op,caster,dir,newspell, NULL); 586 if (*cp == '\0' && !tmp)
587 buf << " - You feel very mundane. ";
588 else
805 } 589 {
806 return 1; 590 buf << " - You have: " << cp << ".\n";
807}
808 591
809
810int perceive_self(object *op) {
811 char *cp=describe_item(op, op), buf[MAX_BUF];
812 archetype *at=find_archetype(ARCH_DEPLETION);
813 object *tmp;
814 int i;
815
816 tmp=find_god(determine_god(op));
817 if (tmp) 592 if (tmp)
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
819 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
821
822 tmp=present_arch_in_ob(at,op);
823
824 if(*cp=='\0' && tmp==NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
826 else {
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
828 new_draw_info(NDI_UNIQUE, 0,op,cp);
829 if (tmp!=NULL) {
830 for (i=0; i<NUM_STATS; i++) { 593 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 594 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
833 "Your %s is depleted by %d", statname[i],
834 -(get_attr_value(&tmp->stats,i)));
835 }
836 } 596 }
837 }
838 }
839 597
840 if (is_dragon_pl(op)) { 598 if (is_dragon_pl (op))
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 600 for (tmp = op->inv; tmp; tmp = tmp->below)
601 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
844 if(tmp->stats.exp == 0) { 603 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 604 if (tmp->stats.exp == 0)
846 } else { 605 buf << " - Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 else
848 } 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 608
850 break; 609 break;
851 } 610 }
852 }
853 } 611 }
612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614
854 return 1; 615 return 1;
855} 616}
856
857/* int cast_create_town_portal (object *op, object *caster, int dir)
858 *
859 * This function cast the spell of town portal for op
860 *
861 * The spell operates in two passes. During the first one a place
862 * is marked as a destination for the portal. During the second one,
863 * 2 portals are created, one in the position the player cast it and
864 * one in the destination place. The portal are synchronized and 2 forces
865 * are inserted in the player to destruct the portal next time player
866 * creates a new portal pair.
867 * This spell has a side effect that it allows people to meet each other
868 * in a permanent, private, appartements by making a town portal from it
869 * to the town or another public place. So, check if the map is unique and if
870 * so return an error
871 *
872 * Code by Tchize (david.delbecq@usa.net)
873 */
874int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
875{
876 object *dummy, *force, *old_force, *tmp;
877 archetype *perm_portal;
878 char portal_name [1024], portal_message [1024];
879 sint16 exitx, exity;
880 mapstruct *exitmap;
881 int op_level;
882
883
884 /* 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
886 * full pathname listed.
887 */
888 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
889 settings.create_home_portals != TRUE )
890 {
891 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;
899 }
900
901 /* 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
903 */
904 dummy=arch_to_object(spell->other_arch);
905 if(dummy == NULL){
906 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);
908 return 0;
909 }
910 force=check_inv_recursive (op,dummy);
911
912 if (force==NULL) {
913 /* Here we know there is no destination marked up.
914 * We have 2 things to do:
915 * 1. Mark the destination in the player inventory.
916 * 2. Let the player know it worked.
917 */
918 free_string (dummy->name);
919 dummy->name = add_string (op->map->path);
920 EXIT_X(dummy)= op->x;
921 EXIT_Y(dummy)= op->y;
922 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.");
924 return 1;
925 }
926 free_object (dummy);
927
928 /* Here we know where the town portal should go to
929 * We should kill any existing portal associated with the player.
930 * Than we should create the 2 portals.
931 * For each of them, we need:
932 * - To create the portal with the name of the player+destination map
933 * - set the owner of the town portal
934 * - To mark the position of the portal in the player's inventory
935 * for easier destruction.
936 *
937 * The mark works has follow:
938 * slaying: Existing town portal
939 * hp, sp : x & y of the associated portal
940 * name : name of the portal
941 * race : map the portal is in
942 */
943
944 /* First step: killing existing town portals */
945 dummy=get_archetype(spell->race);
946 if(dummy == NULL){
947 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);
949 return 0;
950 }
951 perm_portal = find_archetype (spell->slaying);
952
953 /* To kill a town portal, we go trough the player's inventory,
954 * for each marked portal in player's inventory,
955 * -We try load the associated map (if impossible, consider the portal destructed)
956 * -We find any portal in the specified location.
957 * If it has the good name, we destruct it.
958 * -We destruct the force indicating that portal.
959 */
960 while ( (old_force=check_inv_recursive (op,dummy))) {
961 exitx=EXIT_X(old_force);
962 exity=EXIT_Y(old_force);
963 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
964
965 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
966 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
967 else exitmap = ready_map_name(old_force->race, 0);
968
969 if (exitmap) {
970 tmp=present_arch (perm_portal,exitmap,exitx,exity);
971 while (tmp) {
972 if (tmp->name == old_force->name) {
973 remove_ob (tmp);
974 free_object (tmp);
975 break;
976 } else {
977 tmp = tmp->above;
978 }
979 }
980 }
981 remove_ob (old_force);
982 free_object (old_force);
983 LOG (llevDebug,"\n");
984 }
985 free_object (dummy);
986
987 /* Creating the portals.
988 * The very first thing to do is to ensure
989 * access to the destination map.
990 * If we can't, don't fizzle. Simply warn player.
991 * This ensure player pays his mana for the spell
992 * because HE is responsible of forgotting.
993 * 'force' is the destination of the town portal, which we got
994 * from the players inventory above.
995 */
996
997 /* Ensure exit map is loaded*/
998 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
999 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
1000 else
1001 exitmap = ready_map_name(force->name, 0);
1002
1003 /* If we were unable to load (ex. random map deleted), warn player*/
1004 if (exitmap==NULL) {
1005 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
1006 remove_ob(force);
1007 free_object(force);
1008 return 1;
1009 }
1010
1011 op_level = caster_level(caster, spell);
1012 if (op_level<15)
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);
1014 else if (op_level<30)
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);
1016 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");
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);
1019
1020 /* Create a portal in front of player
1021 * dummy contain the portal and
1022 * force contain the track to kill it later
1023 */
1024
1025 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
1026 dummy=get_archetype(spell->slaying); /*The portal*/
1027 if(dummy == NULL) {
1028 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);
1030 return 0;
1031 }
1032 EXIT_PATH(dummy) = add_string (force->name);
1033 EXIT_X(dummy)=EXIT_X(force);
1034 EXIT_Y(dummy)=EXIT_Y(force);
1035 FREE_AND_COPY(dummy->name, portal_name);
1036 FREE_AND_COPY(dummy->name_pl, portal_name);
1037 dummy->msg=add_string (portal_message);
1038 dummy->race=add_string (op->name); /*Save the owner of the portal*/
1039 cast_create_obj (op, caster, dummy, 0);
1040
1041 /* 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
1043 * town portal.
1044 */
1045 tmp=get_archetype(spell->race);
1046 if(tmp == NULL){
1047 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);
1049 return 0;
1050 }
1051 tmp->race=add_string (op->map->path);
1052 FREE_AND_COPY(tmp->name, portal_name);
1053 EXIT_X(tmp)=dummy->x;
1054 EXIT_Y(tmp)=dummy->y;
1055 insert_ob_in_ob (tmp,op);
1056
1057 /* Create a portal in the destination map
1058 * dummy contain the portal and
1059 * force the track to kill it later
1060 * the 'force' variable still contains the 'reminder' of
1061 * where this portal goes to.
1062 */
1063 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
1064 dummy=get_archetype (spell->slaying); /*The portal*/
1065 if(dummy == NULL) {
1066 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);
1068 return 0;
1069 }
1070 EXIT_PATH(dummy) = add_string (op->map->path);
1071 EXIT_X(dummy)=op->x;
1072 EXIT_Y(dummy)=op->y;
1073 FREE_AND_COPY(dummy->name, portal_name);
1074 FREE_AND_COPY(dummy->name_pl, portal_name);
1075 dummy->msg=add_string (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*/
1079 insert_ob_in_map(dummy,exitmap,op,0);
1080
1081 /* Now we create another town portal marker that
1082 * points back to the one we just made
1083 */
1084 tmp=get_archetype(spell->race);
1085 if(tmp == NULL){
1086 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);
1088 return 0;
1089 }
1090 tmp->race=add_string(force->name);
1091 FREE_AND_COPY(tmp->name, portal_name);
1092 EXIT_X(tmp)=dummy->x;
1093 EXIT_Y(tmp)=dummy->y;
1094 insert_ob_in_ob (tmp,op);
1095
1096 /* Describe the player what happened
1097 */
1098 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*/
1100 free_object(force);
1101 return 1;
1102}
1103
1104 617
1105/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 619 * within some reason.
1107 */ 620 */
1108 621int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 623{
624 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 626 sint16 x, y;
1113 mapstruct *m; 627 maptile *m;
1114 const char *name; 628 const char *name;
1115 archetype *at; 629 archetype *at;
1116 630
1117 if(!dir) { 631 if (!dir)
632 {
1118 dir=op->facing; 633 dir = op->facing;
1119 x = op->x; 634 x = op->x;
1120 y = op->y; 635 y = op->y;
1121 } else { 636 }
637 else
638 {
1122 x = op->x+freearr_x[dir]; 639 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 640 y = op->y + freearr_y[dir];
1124 } 641 }
642
1125 m = op->map; 643 m = op->map;
1126 644
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 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) || 646 (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))) { 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1131 return 0; 650 return 0;
1132 } 651 }
652
1133 if (spell_ob->other_arch) { 653 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
1135 } else if (spell_ob->race) { 655 else if (spell_ob->race)
656 {
1136 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
1137 658
1138 sprintf(buf1,spell_ob->race,dir); 659 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 660 at = archetype::find (buf1);
1140 if (!at) { 661 if (!at)
662 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0;
666 }
667
668 tmp = arch_to_object (at);
669 }
670 else
671 {
672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 673 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 } 674 }
1151 675
1152 if (tmp->type == SPELL_EFFECT) { 676 if (tmp->type == SPELL_EFFECT)
677 {
1153 tmp->attacktype = spell_ob->attacktype; 678 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 679 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 680 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; 681 tmp->range = 0;
682 }
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
1160 tmp->stats.hp = spell_ob->duration + 684 {
1161 SP_level_duration_adjust(caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 } 687 }
688
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
1167 tmp->stats.food = spell_ob->duration + 690 {
1168 SP_level_duration_adjust(caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
1170 } 693 }
694
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
696 {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
1176 } 701 }
1177 702
1178 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
1180 */ 706 */
707 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 708 tmp->set_owner (op);
709
1182 set_spell_skill(op, caster, spell_ob, tmp); 710 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; 711 tmp->level = casting_level (caster, spell_ob) / 2;
1186 712
1187 name = tmp->name; 713 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 714 if (!(tmp = m->insert (tmp, x, y, op)))
715 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 717 return 0;
1191 } 718 }
719
1192 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
1195 723
1196 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 727 * created wall can extend, it won't go extend through
1200 * blocked spaces. 728 * blocked spaces.
1201 */ 729 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 730 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 731 posblocked = 0;
1204 negblocked=0; 732 negblocked = 0;
1205 733
1206 for(i=1; i<=maxrange; i++) { 734 for (i = 1; i <= maxrange; i++)
1207 int dir2; 735 {
1208 736 int dir2;
737
1209 dir2 = (dir<4)?(dir+2):dir-2; 738 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 739
1211 x = tmp->x+i*freearr_x[dir2]; 740 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 741 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 742 m = tmp->map;
1214 743
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 744 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) && 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 746 {
1218 tmp2 = get_object(); 747 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 748 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 749
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 */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1226 753
1227 } else posblocked=1; 754 }
755 else
756 posblocked = 1;
1228 757
1229 x = tmp->x-i*freearr_x[dir2]; 758 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 759 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 760 m = tmp->map;
1232 761
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 762 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) && 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 764 {
1236 tmp2 = get_object(); 765 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 766 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 767
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1243 } else negblocked=1; 770 }
771 else
772 negblocked = 1;
1244 } 773 }
1245 774
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y); 776 update_all_los (op->map, op->x, op->y);
1248 777
778 return 1;
779}
780
781int
782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{
784 uint32 dist, maxdist;
785 int mflags;
786 maptile *m;
787 sint16 sx, sy;
788
789 if (op->type != PLAYER)
790 return 0;
791
792 if (!dir)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
795 return 0;
796 }
797
798 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in.
800 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802
803 if (spellparam)
804 {
805 int count = atoi (spellparam);
806
807 if (count > maxdist)
808 {
809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
810 return 0;
811 }
812
813 for (dist = 0; dist < count; dist++)
814 {
815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
816
817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
818 break;
819
820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
821 break;
822 }
823
824 if (dist < count)
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
827 return 0;
828 }
829
830 /* Remove code that puts player on random space on maps. IMO,
831 * a lot of maps probably have areas the player should not get to,
832 * but may not be marked as NO_MAGIC (as they may be bounded
833 * by such squares). Also, there are probably treasure rooms and
834 * lots of other maps that protect areas with no magic, but the
835 * areas themselves don't contain no magic spaces.
836 */
837 /* This call here is really just to normalize the coordinates */
838 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
839 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
842 return 1; /* Maybe the penalty should be more severe... */
843 }
844 }
845 else
846 {
847 /* Player didn't specify a distance, so lets see how far
848 * we can move the player. Don't know why this stopped on
849 * spaces that blocked the players view.
850 */
851
852 for (dist = 0; dist < maxdist; dist++)
853 {
854 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
855
856 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
857 break;
858
859 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
860 break;
861
862 }
863
864 /* If the destination is blocked, keep backing up until we
865 * find a place for the player.
866 */
867 for (; dist > 0; dist--)
868 {
869 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
870 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
871 continue;
872
873
874 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
875 break;
876
877 }
878 if (!dist)
879 {
880 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
881 return 0;
882 }
883 }
884
885 /* Actually move the player now */
886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 887 return 1;
1250}
1251 888
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 if (op->type == PLAYER)
1354 MapNewmapCmd(op->contr);
1355 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1356 return 1; 890 return 1;
1357} 891}
1358
1359 892
1360/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1361 * op is the caster. 894 * op is the caster.
1362 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1363 * spell is the spell object. 896 * spell is the spell object.
1364 */ 897 */
898int
1365int cast_heal(object *op,object *caster, object *spell, int dir) { 899cast_heal (object *op, object *caster, object *spell, int dir)
900{
1366 object *tmp; 901 object *tmp;
1367 archetype *at; 902 archetype *at;
1368 object *poison; 903 object *poison;
1369 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1370 905
1371 tmp = find_target_for_friendly_spell(op,dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1372 907
1373 if (tmp==NULL) return 0; 908 if (!tmp)
909 return 0;
1374 910
1375 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1376 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1377 */ 913 */
1378 heal = spell->stats.dam; 914 heal = spell->stats.dam;
1379 if (spell->stats.hp) 915 if (spell->stats.hp)
1380 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1381 spell->stats.hp;
1382 917
1383 if (heal) { 918 if (heal)
919 {
1384 if (tmp->stats.hp >= tmp->stats.maxhp) { 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1385 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1386 } 922 else
1387 else { 923 {
1388 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1389 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1390 * on amount of damage healed. 926 * on amount of damage healed.
1391 */ 927 */
1392 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1393 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1394 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1395 932
1396 if (tmp->stats.hp >= tmp->stats.maxhp) { 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1398 } else if (heal > 50) { 935 else if (heal > 50)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1400 } else if (heal > 25) { 937 else if (heal > 25)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1402 } else if (heal > 10) { 939 else if (heal > 10)
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1404 } else { 941 else
1405 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1406 } 943
1407 success=1;
1408 }
1409 }
1410 if (spell->attacktype & AT_DISEASE)
1411 if (cure_disease (tmp, op))
1412 success = 1; 944 success = 1;
945 }
946 }
1413 947
948 if (spell->attacktype & AT_DISEASE)
949 if (cure_disease (tmp, op, spell))
950 success = 1;
951
1414 if (spell->attacktype & AT_POISON) { 952 if (spell->attacktype & AT_POISON)
1415 at = find_archetype("poisoning"); 953 {
954 at = archetype::find ("poisoning");
1416 poison=present_arch_in_ob(at,tmp); 955 poison = present_arch_in_ob (at, tmp);
1417 if (poison) { 956 if (poison)
957 {
1418 success = 1; 958 success = 1;
1419 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1420 poison->stats.food = 1; 960 poison->stats.food = 1;
1421 } 961 }
1422 } 962 }
963
1423 if (spell->attacktype & AT_CONFUSION) { 964 if (spell->attacktype & AT_CONFUSION)
965 {
1424 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1425 if (poison) { 967 if (poison)
968 {
1426 success = 1; 969 success = 1;
1427 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1428 poison->duration = 1; 971 poison->duration = 1;
1429 } 972 }
1430 } 973 }
974
1431 if (spell->attacktype & AT_BLIND) { 975 if (spell->attacktype & AT_BLIND)
1432 at=find_archetype("blindness"); 976 {
977 at = archetype::find ("blindness");
1433 poison=present_arch_in_ob(at,tmp); 978 poison = present_arch_in_ob (at, tmp);
1434 if (poison) { 979 if (poison)
980 {
1435 success = 1; 981 success = 1;
1436 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1437 poison->stats.food = 1; 983 poison->stats.food = 1;
1438 } 984 }
1439 } 985 }
986
1440 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
988 {
1441 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1442 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 990 if (tmp->stats.sp > tmp->stats.maxsp)
991 tmp->stats.sp = tmp->stats.maxsp;
1443 success = 1; 992 success = 1;
1444 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1445 } 994 }
995
1446 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
997 {
1447 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1448 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1000 tmp->stats.grace = tmp->stats.maxgrace;
1449 success = 1; 1001 success = 1;
1450 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1451 } 1003 }
1004
1452 if (spell->stats.food && tmp->stats.food < 999) { 1005 if (spell->stats.food && tmp->stats.food < 999)
1006 {
1453 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1454 if (tmp->stats.food > 999) tmp->stats.food=999; 1008
1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999;
1011
1455 success = 1; 1012 success = 1;
1456 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1457 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1458 } 1015 }
1016
1459 return success; 1017 return success;
1460} 1018}
1461
1462 1019
1463/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1464 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1465 * good comments for those. 1022 * good comments for those.
1466 */ 1023 */
1467static const char* const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1468"You grow no stronger.", 1025 "You grow no stronger.",
1469"You grow no more agile.", 1026 "You grow no more agile.",
1470"You don't feel any healthier.", 1027 "You don't feel any healthier.",
1471"no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1472"You are no easier to look at.", 1031 "You are no easier to look at.",
1473"no int",
1474"no pow"
1475}; 1032};
1476 1033
1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1477int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1478 object *tmp, *tmp2=NULL; 1042{
1479 object *force=NULL; 1043 object *force = 0;
1480 int i; 1044 int i;
1481 1045
1482 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1483 if(dir!=0) { 1047 object *tmp = dir
1484 tmp=find_target_for_friendly_spell(op,dir); 1048 ? find_target_for_friendly_spell (op, dir)
1485 } else { 1049 : op;
1486 tmp = op;
1487 }
1488 1050
1489 if(tmp==NULL) return 0; 1051 if (!tmp)
1490 1052 return 0;
1053
1491 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1492 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1056 {
1493 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1058 {
1494 if (tmp2->name == spell_ob->name) { 1059 if (tmp2->name == spell_ob->name)
1060 {
1495 force=tmp2; /* the old effect will be "refreshed" */ 1061 force = tmp2; /* the old effect will be "refreshed" */
1496 break; 1062 break;
1497 } 1063 }
1498 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 {
1499 if ( !silent ) 1066 if (!silent)
1500 new_draw_info_format(NDI_UNIQUE, 0, op, 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1501 "You can not cast %s while %s is in effect", 1068
1502 spell_ob->name, tmp2->name_pl); 1069 return 0;
1503 return 0; 1070 }
1071 }
1504 } 1072 }
1505 } 1073
1074 if (!force)
1506 } 1075 {
1507 if(force==NULL) {
1508 force=get_archetype(FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1509 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1510 free_string(force->name); 1078
1511 if (spell_ob->race) 1079 if (spell_ob->race)
1512 force->name = add_refcount(spell_ob->race); 1080 force->name = spell_ob->race;
1513 else 1081 else
1514 force->name = add_refcount(spell_ob->name); 1082 force->name = spell_ob->name;
1515 free_string(force->name_pl); 1083
1516 force->name_pl = add_refcount(spell_ob->name); 1084 force->name_pl = spell_ob->name;
1517 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1518 1086
1519 } else { 1087 }
1520 int duration; 1088 else
1089 {
1090 int duration = change_ability_duration (spell_ob, caster);
1521 1091
1522 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1523 if (duration > force->duration) { 1092 if (duration > force->duration)
1093 {
1524 force->duration = duration; 1094 force->duration = duration;
1525 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1526 } else { 1096 }
1097 else
1527 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1528 } 1099
1529 return 1; 1100 return 1;
1530 } 1101 }
1102
1531 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1532 force->speed = 1.0; 1104 force->speed = 1.0;
1533 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1534 SET_FLAG(force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1535 1107
1536 /* Now start processing the effects. First, protections */ 1108 /* Now start processing the effects. First, protections */
1537 for (i=0; i < NROFATTACKS; i++) { 1109 for (i = 0; i < NROFATTACKS; i++)
1110 {
1538 if (spell_ob->resist[i]) { 1111 if (spell_ob->resist[i])
1112 {
1539 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1540 if (force->resist[i] > 100) force->resist[i] = 100; 1114 if (force->resist[i] > 100)
1541 } 1115 force->resist[i] = 100;
1116 }
1542 } 1117 }
1118
1543 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1544 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1545 1121
1546 if (tmp->type == PLAYER) { 1122 if (tmp->type == PLAYER)
1123 {
1547 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1548 for (i=0; i < NUM_STATS; i++) { 1125 for (i = 0; i < NUM_STATS; i++)
1549 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1126 {
1550 if (stat) { 1127 if (sint8 stat = spell_ob->stats.stat (i))
1551 sm=0; 1128 {
1552 for (k=0; k<stat; k++) 1129 sint8 sm = 0;
1553 sm += rndm(1, 3); 1130 for (sint8 k = 0; k < stat; k++)
1131 sm += rndm (1, 3);
1554 1132
1555 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1556 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1557 if (sm<0) sm = 0; 1135
1558 } 1136 force->stats.stat (i) = sm;
1559 set_attr_value(&force->stats, i, sm); 1137
1560 if (!sm) 1138 if (!sm)
1561 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1140 }
1141 }
1562 } 1142 }
1563 }
1564 }
1565 1143
1566 force->move_type = spell_ob->move_type; 1144 force->move_type = spell_ob->move_type;
1567 1145
1568 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1146 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1569 SET_FLAG(force, FLAG_SEE_IN_DARK); 1147 SET_FLAG (force, FLAG_SEE_IN_DARK);
1570 1148
1571 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1149 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1572 SET_FLAG(force, FLAG_XRAYS); 1150 SET_FLAG (force, FLAG_XRAYS);
1573 1151
1574 /* Haste/bonus speed */ 1152 /* Haste/bonus speed */
1575 if (spell_ob->stats.exp) { 1153 if (spell_ob->stats.exp)
1154 {
1155 if (op->speed > 0.5f)
1576 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1156 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1577 else 1157 else
1578 force->stats.exp = spell_ob->stats.exp; 1158 force->stats.exp = spell_ob->stats.exp;
1579 } 1159 }
1580 1160
1581 force->stats.wc = spell_ob->stats.wc; 1161 force->stats.wc = spell_ob->stats.wc;
1582 force->stats.ac = spell_ob->stats.ac; 1162 force->stats.ac = spell_ob->stats.ac;
1583 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1584 1164
1585 insert_ob_in_ob(force,tmp); 1165 insert_ob_in_ob (force, tmp);
1586 change_abil(tmp,force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1587 fix_player(tmp); 1167 tmp->update_stats ();
1168
1588 return 1; 1169 return 1;
1589} 1170}
1590 1171
1591/* This used to be part of cast_change_ability, but it really didn't make 1172/* This used to be part of cast_change_ability, but it really didn't make
1592 * a lot of sense, since most of the values it derives are from the god 1173 * a lot of sense, since most of the values it derives are from the god
1593 * of the caster. 1174 * of the caster.
1594 */ 1175 */
1595 1176int
1596int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178{
1597 int i; 1179 int i;
1598 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1599 1181
1600 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1601 if(dir!=0) { 1183 if (dir != 0)
1184 {
1602 tmp=find_target_for_friendly_spell(op,dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1603 } else { 1186
1187 if (!tmp)
1188 return 0;
1189 }
1190 else
1604 tmp = op; 1191 tmp = op;
1605 }
1606 1192
1607 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1608 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 {
1609 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 {
1610 if (tmp2->name == spell_ob->name) { 1198 if (tmp2->name == spell_ob->name)
1199 {
1611 force=tmp2; /* the old effect will be "refreshed" */ 1200 force = tmp2; /* the old effect will be "refreshed" */
1612 break; 1201 break;
1613 } 1202 }
1614 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1203 else if (spell_ob->race && spell_ob->race == tmp2->name)
1615 new_draw_info_format(NDI_UNIQUE, 0, op, 1204 {
1616 "You can not cast %s while %s is in effect", 1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1617 spell_ob->name, tmp2->name_pl); 1206 return 0;
1618 return 0; 1207 }
1208 }
1619 } 1209 }
1620 } 1210
1621 }
1622 if(force==NULL) { 1211 if (force == NULL)
1212 {
1623 force=get_archetype(FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1624 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1625 free_string(force->name);
1626 if (spell_ob->race) 1215 if (spell_ob->race)
1627 force->name = add_refcount(spell_ob->race); 1216 force->name = spell_ob->race;
1628 else 1217 else
1629 force->name = add_refcount(spell_ob->name); 1218 force->name = spell_ob->name;
1630 free_string(force->name_pl);
1631 force->name_pl = add_refcount(spell_ob->name); 1219 force->name_pl = spell_ob->name;
1632 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1220 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1633 } else { 1221 }
1222 else
1223 {
1634 int duration; 1224 int duration;
1635 1225
1636 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1226 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1637 if (duration > force->duration) { 1227 if (duration > force->duration)
1228 {
1638 force->duration = duration; 1229 force->duration = duration;
1639 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1230 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1640 } else { 1231 }
1232 else
1233 {
1641 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1234 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1642 } 1235 }
1643 return 0; 1236 return 0;
1644 } 1237 }
1645 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1238 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1646 force->speed = 1.0; 1239 force->speed = 1.0;
1647 force->speed_left = -1.0; 1240 force->speed_left = -1.0;
1648 SET_FLAG(force, FLAG_APPLIED); 1241 SET_FLAG (force, FLAG_APPLIED);
1649 1242
1650 if(!god) { 1243 if (!god)
1244 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1245 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1652 } else { 1246 }
1247 else
1248 {
1653 /* Only give out good benefits, and put a max on it */ 1249 /* Only give out good benefits, and put a max on it */
1654 for (i=0; i<NROFATTACKS; i++) { 1250 for (i = 0; i < NROFATTACKS; i++)
1251 {
1655 if (god->resist[i]>0) { 1252 if (god->resist[i] > 0)
1253 {
1656 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1657 } 1255 }
1658 } 1256 }
1659 force->path_attuned|=god->path_attuned; 1257 force->path_attuned |= god->path_attuned;
1258
1660 if (spell_ob->attacktype) { 1259 if (spell_ob->attacktype)
1661 force->attacktype|=god->attacktype | AT_PHYSICAL; 1260 force->slaying = god->slaying;
1662 if(god->slaying) force->slaying = add_string(god->slaying); 1261
1663 }
1664 if (tmp != op) { 1262 if (tmp != op)
1263 {
1665 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1666 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1667 } else { 1266 }
1668 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1267 else
1669 "You are blessed by %s!",god->name); 1268 {
1670 } 1269 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1270 }
1671 1271
1672 } 1272 }
1673 force->stats.wc = spell_ob->stats.wc; 1273 force->stats.wc = spell_ob->stats.wc;
1674 force->stats.ac = spell_ob->stats.ac; 1274 force->stats.ac = spell_ob->stats.ac;
1675 1275
1676 change_abil(tmp,force); /* Mostly to display any messages */ 1276 change_abil (tmp, force); /* Mostly to display any messages */
1677 insert_ob_in_ob(force,tmp); 1277 insert_ob_in_ob (force, tmp);
1678 fix_player(tmp); 1278 tmp->update_stats ();
1679 return 1; 1279 return 1;
1680} 1280}
1681
1682
1683 1281
1684/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1685 * 1283 *
1686 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1687 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1688 * about 90% of that of the item itself. It uses the value of the
1689 * object before charisma adjustments, because the nuggets themselves
1690 * will be will be adjusted by charisma when sold.
1691 * 1286 *
1692 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1693 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1694 * Small nuggets are worth 1 gp each (base). You will get from 0 1289 * because the nuggets themselves will be will be adjusted by charisma
1695 * to the max amount of small nuggets as you could get. 1290 * when sold.
1696 *
1697 * For example, if an item is worth 110 gold, you will get
1698 * 4 large nuggets, and from 0-10 small nuggets.
1699 * 1291 *
1700 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1701 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1702 * alchemied. 1294 * alchemised.
1703 */ 1295 */
1704 1296static void
1705/* I didn't feel like passing these as arguements to the 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1706 * two functions that need them. Real values are put in them
1707 * when the spell is cast, and these are freed when the spell
1708 * is finished.
1709 */
1710static object *small, *large;
1711
1712static void alchemy_object(object *obj, int *small_nuggets,
1713 int *large_nuggets, int *weight)
1714{ 1298{
1715 uint64 value=query_cost(obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1716 1300
1717 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1718 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1719 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1720 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1721 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1722 * the stuff back to town. 1306 * the stuff back to town.
1723 */ 1307 */
1724
1725 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1726 value=0; 1309 value = 0;
1727 else if (obj->type==MONEY || obj->type==GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1728 value /=3; 1311 value /= 3;
1729 else 1312 else
1730 value = (value*9)/10; 1313 value = value * 9 / 10;
1731 1314
1732 value /= 4; // fix by GHJ, don't understand, pcg
1733
1734 if ((obj->value>0) && rndm(0, 29)) { 1315 if (obj->value > 0 && rndm (0, 29))
1735 int count; 1316 total_value += value;
1736 1317
1737 count = value / large->value; 1318 total_weight += obj->total_weight ();
1738 *large_nuggets += count;
1739 value -= (uint64)count * (uint64)large->value;
1740 count = value / small->value;
1741 *small_nuggets += count;
1742 }
1743 1319
1744 /* Turn 25 small nuggets into 1 large nugget. If the value 1320 obj->destroy ();
1745 * of large nuggets is not evenly divisable by the small nugget
1746 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1747 */
1748 if (*small_nuggets * small->value >= large->value) {
1749 (*large_nuggets)++;
1750 *small_nuggets -= large->value / small->value;
1751 if (*small_nuggets && large->value % small->value)
1752 (*small_nuggets)--;
1753 }
1754 weight += obj->weight;
1755 remove_ob(obj);
1756 free_object(obj);
1757} 1321}
1758 1322
1759static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1323int
1760 int x, int y)
1761{
1762 object *tmp;
1763 int flag=0;
1764
1765 /* Put any nuggets below the player, but we can only pass this
1766 * flag if we are on the same space as the player
1767 */
1768 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1769
1770 if (small_nuggets) {
1771 tmp = get_object();
1772 copy_object(small, tmp);
1773 tmp-> nrof = small_nuggets;
1774 tmp->x = x;
1775 tmp->y = y;
1776 insert_ob_in_map(tmp, m, op, flag);
1777 }
1778 if (large_nuggets) {
1779 tmp = get_object();
1780 copy_object(large, tmp);
1781 tmp-> nrof = large_nuggets;
1782 tmp->x = x;
1783 tmp->y = y;
1784 insert_ob_in_map(tmp, m, op, flag);
1785 }
1786}
1787
1788int alchemy(object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1789{ 1325{
1790 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1791 sint16 nx, ny;
1792 object *next,*tmp;
1793 mapstruct *mp;
1794
1795 if(op->type!=PLAYER) 1326 if (op->type != PLAYER)
1796 return 0; 1327 return 0;
1797 1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1334
1798 /* Put a maximum weight of items that can be alchemied. Limits the power 1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1799 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1800 * in sight 1337 * in sight
1801 */ 1338 */
1802 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1803 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1804 small=get_archetype("smallnugget"), 1341 uint64 value_max = duration * 1000;
1805 large=get_archetype("largenugget");
1806 1342
1343 int weight = 0;
1344
1807 for(y= op->y-1;y<=op->y+1;y++) { 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1808 for(x= op->x-1;x<=op->x+1;x++) { 1346 {
1809 nx = x; 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1810 ny = y; 1348 {
1349 uint64 value = 0;
1811 1350
1812 mp = op->map; 1351 sint16 nx = x;
1352 sint16 ny = y;
1813 1353
1354 maptile *mp = op->map;
1355
1814 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1815 1357
1816 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1817 continue; 1359 continue;
1818 1360
1819 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1820 * use fly as the movement type - for alchemy, consider it 1362 * use fly as the movement type - for alchemy, consider it
1821 * ground level effect. 1363 * ground level effect.
1822 */ 1364 */
1823 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1824 continue; 1366 continue;
1825 1367
1826 small_nuggets=0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1827 large_nuggets=0; 1369 {
1370 next = tmp->above;
1828 1371
1829 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1830 next=tmp->above;
1831 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1832 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1833 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1834
1835 if (tmp->inv) {
1836 object *next1, *tmp1;
1837 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1838 next1 = tmp1->below;
1839 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1840 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1841 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1374 {
1842 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1375 if (tmp->inv)
1843 &weight); 1376 {
1844 } 1377 object *next1, *tmp1;
1378
1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1380 {
1381 next1 = tmp1->below;
1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1384 alchemy_object (tmp1, value, weight);
1385 }
1386 }
1387
1388 alchemy_object (tmp, value, weight);
1389
1390 if (weight > weight_max)
1391 break;
1392 }
1393 }
1394
1395 value -= rndm (value >> 4);
1396 value = min (value, value_max);
1397
1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399 if (int nrof = value / nugget [i]->value)
1400 {
1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1407 }
1408
1409 if (weight > weight_max)
1410 goto bailout;
1411 }
1845 } 1412 }
1846 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1847
1848 if (weight>weight_max) {
1849 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1850 free_object(large);
1851 free_object(small);
1852 return 1;
1853 }
1854 } /* is alchemable object */
1855 } /* process all objects on this space */
1856 1413
1857 /* Insert all the nuggets at one time. This probably saves time, but 1414bailout:
1858 * it also prevents us from alcheming nuggets that were just created
1859 * with this spell.
1860 */
1861 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1862 }
1863 }
1864 free_object(large);
1865 free_object(small);
1866 /* reset this so that if player standing on a big pile of stuff,
1867 * it is redrawn properly.
1868 */
1869 op->contr->socket.look_position = 0;
1870 return 1; 1415 return 1;
1871} 1416}
1872
1873 1417
1874/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1875 * items. 1419 * items.
1876 */ 1420 */
1421int
1877int remove_curse(object *op, object *caster, object *spell) { 1422remove_curse (object *op, object *caster, object *spell)
1878 object *tmp; 1423{
1879 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1880 1425
1881 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1882 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1883 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1884 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1885 1430 {
1886 was_one++; 1431 was_one++;
1432
1887 if (tmp->level <= caster_level(caster, spell)) { 1433 if (tmp->level <= casting_level (caster, spell))
1888 success++; 1434 {
1435 success++;
1889 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1890 CLEAR_FLAG(tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1891 1438
1892 CLEAR_FLAG(tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1893 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1894 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1442
1443 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 }
1446 }
1447
1895 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1896 esrv_send_item(op, tmp); 1449 {
1897 } 1450 if (success)
1898 }
1899
1900 if (op->type==PLAYER) {
1901 if (success) {
1902 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1903 } else { 1452 else
1453 {
1904 if (was_one) 1454 if (was_one)
1905 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1906 else 1456 else
1907 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1908 } 1458 }
1909 } 1459 }
1460
1910 return success; 1461 return success;
1911} 1462}
1912 1463
1913/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1914 1465int
1915int cast_identify(object *op, object *caster, object *spell) { 1466cast_identify (object *op, object *caster, object *spell)
1467{
1916 object *tmp; 1468 object *tmp;
1917 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1918 1470
1919 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1920 1472
1921 if (num_ident < 1) num_ident=1;
1922
1923
1924 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 {
1925 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476 {
1926 identify(tmp); 1477 identify (tmp);
1478
1927 if (op->type==PLAYER) { 1479 if (op->type == PLAYER)
1928 new_draw_info_format(NDI_UNIQUE, 0, op, 1480 {
1929 "You have %s.", long_desc(tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1930 if (tmp->msg) { 1482
1931 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1483 if (tmp->msg)
1932 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1933 } 1485 }
1486
1487 if (!--num_ident)
1488 break;
1489 }
1934 } 1490 }
1935 num_ident--; 1491
1936 success=1;
1937 if (!num_ident) break;
1938 }
1939 }
1940 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1941 * stuff on the floor. Only identify stuff on the floor if the spell 1493 * stuff on the floor. Only identify stuff on the floor if the spell
1942 * was not fully used. 1494 * was not fully used.
1943 */ 1495 */
1944 if (num_ident) { 1496 if (num_ident)
1945 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1497 {
1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1946 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1947 need_identify(tmp)) { 1500 {
1948
1949 identify(tmp); 1501 identify (tmp);
1950 if (op->type==PLAYER) { 1502
1951 new_draw_info_format(NDI_UNIQUE, 0,op, 1503 if (object *pl = tmp->visible_to ())
1952 "On the ground is %s.", long_desc(tmp, op)); 1504 {
1953 if (tmp->msg) { 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1954 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1506
1955 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1507 if (tmp->msg)
1956 } 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1957 esrv_send_item(op, tmp); 1509 }
1510
1511 if (!--num_ident)
1512 break;
1513 }
1958 } 1514 }
1959 num_ident--; 1515
1960 success=1; 1516 if (buf.empty ())
1961 if (!num_ident) break;
1962 }
1963 } 1517 {
1964 if (!success) 1518 op->failmsg ("You can't reach anything unidentified.");
1965 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1519 return 0;
1520 }
1966 else { 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1967 spell_effect(spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1527 return 1;
1968 } 1528 }
1969 return success;
1970} 1529}
1971 1530
1972 1531int
1973int cast_detection(object *op, object *caster, object *spell, object *skill) { 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1533{
1974 object *tmp, *last, *god, *detect; 1534 object *tmp, *last, *god, *detect;
1975 int done_one, range, mflags, floor, level; 1535 int done_one, range, mflags, floor, level;
1976 sint16 x, y, nx, ny; 1536 sint16 x, y, nx, ny;
1977 mapstruct *m; 1537 maptile *m;
1978 1538
1979 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1980 * doing it over and over again. 1540 * doing it over and over again.
1981 */ 1541 */
1982 god=find_god(determine_god(op)); 1542 god = find_god (determine_god (op));
1983 level=caster_level(caster, spell); 1543 level = casting_level (caster, spell);
1984 range = spell->range + SP_level_range_adjust(caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1985 1545
1986 if (!skill) skill=caster; 1546 if (!skill)
1547 skill = caster;
1987 1548
1988 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1989 for (y = op->y - range; y <= op->y + range; y++) { 1550 {
1990
1991 m = op->map;
1992 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1993 if (mflags & P_OUT_OF_MAP) continue;
1994
1995 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1996 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1997 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1998 * down - that is easier than working up. 1554 * down - that is easier than working up.
1999 */ 1555 */
2000 1556
2001 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
2002 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
2003 * would happen. 1561 * would happen.
2004 */ 1562 */
2005 if (!last) continue; 1563 if (!last)
1564 continue;
2006 1565
2007 done_one=0; 1566 done_one = 0;
2008 floor=0; 1567 floor = 0;
2009 detect = NULL; 1568 detect = NULL;
2010 for (tmp=last; tmp; tmp=tmp->below) { 1569 for (tmp = last; tmp; tmp = tmp->below)
2011 1570 {
2012 /* show invisible */ 1571 /* show invisible */
2013 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2014 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
2015 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
2016 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
2017 tmp->type==CF_HANDLE || 1576 || tmp->type == CF_HANDLE
2018 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1577 || tmp->type == TRAPDOOR
2019 tmp->type==BUTTON || tmp->type==TELEPORTER || 1578 || tmp->type == EXIT
2020 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1579 || tmp->type == HOLE
2021 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1580 || tmp->type == BUTTON
2022 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1581 || tmp->type == TELEPORTER
2023 tmp->type==TREASURE || tmp->type==BOOK || 1582 || tmp->type == GATE
2024 tmp->type==HOLY_ALTAR))) { 1583 || tmp->type == LOCKED_DOOR
1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1587 || tmp->type == TRIGGER_PEDESTAL
1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1593 {
2025 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2026 tmp->invisible=0; 1595 {
2027 done_one = 1; 1596 tmp->invisible = 0;
2028 } 1597 done_one = 1;
2029 } 1598 }
1599 }
1600
2030 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1602 floor = 1;
2031 1603
2032 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
2033 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
2034 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
2035 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
2036 */ 1608 */
2037 if (floor) continue; 1609 if (floor)
1610 continue;
2038 1611
2039 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
2040 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
2041 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
2042 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
2043 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
2044 */ 1617 */
2045 1618
2046 /* detect magic */ 1619 /* detect magic */
2047 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2048 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2049 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1622 {
2050 is_magical(tmp)) {
2051 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2052 /* make runes more visibile */ 1624 /* make runes more visibile */
2053 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2054 tmp->stats.Cha/=4; 1626 tmp->stats.Cha /= 4;
2055 done_one = 1; 1627
2056 } 1628 done_one = 1;
1629 }
1630
2057 /* detect monster */ 1631 /* detect monster */
2058 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2059 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1633 {
2060 done_one = 2; 1634 done_one = 2;
2061 if (!detect) detect=tmp; 1635
2062 } 1636 if (!detect)
1637 detect = tmp;
1638 }
1639
2063 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
2064 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
2065 * race must match. 1642 * race must match.
2066 */ 1643 */
2067 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2068 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
2069 (strstr(spell->race, tmp->race)))) { 1646 spell->race.contains (tmp->race)))
2070 done_one = 2; 1647 {
2071 if (!detect) detect=tmp; 1648 done_one = 2;
2072 } 1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
2073 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2074 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
2075 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2076 done_one = 1; 1658 done_one = 1;
2077 } 1659 }
2078 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
2079 1661
2080 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
2081 * where the magic is. 1663 * where the magic is.
2082 */ 1664 */
2083 if (done_one) { 1665 if (done_one)
1666 {
2084 object *detect_ob = arch_to_object(spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
2085 detect_ob->x = nx; 1668
2086 detect_ob->y = ny;
2087 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2088 if (done_one == 2 && detect) { 1670 if (done_one == 2 && detect)
1671 {
2089 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2090 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2091 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
2092 detect_ob->last_anim=0; 1675 detect_ob->last_anim = 0;
2093 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2094 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2095 } 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2096 insert_ob_in_map(detect_ob, m, op,0); 1679 }
2097 } 1680
1681 m->insert (detect_ob, nx, ny, op);
1682 }
2098 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2099 1684
2100 1685
2101 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
2102 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 {
2103 done_one = 0; 1689 done_one = 0;
1690
2104 for (tmp = op->inv; tmp; tmp = tmp->below) { 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1692 {
2105 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2106 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1694 {
2107 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2108 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1696 {
2109 if (op->type==PLAYER) 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2110 esrv_send_item (op, tmp); 1698
2111 } 1699 if (object *pl = tmp->visible_to ())
1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 }
1702
2112 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2113 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1705 {
2114 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2115 if (op->type==PLAYER) 1707
2116 esrv_send_item (op, tmp); 1708 if (object *pl = tmp->visible_to ())
2117 } 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2118 } /* if item is not identified */ 1710 }
2119 } /* for the players inventory */ 1711 } /* if item is not identified */
1712 } /* for the players inventory */
2120 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2121 return 1; 1715 return 1;
2122} 1716}
2123 1717
2124 1718
2125/** 1719/**
2126 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1720 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2127 * level whos spell did cause the overcharge. 1721 * level whos spell did cause the overcharge.
2128 */ 1722 */
1723static void
2129static void charge_mana_effect(object *victim, int caster_level) 1724charge_mana_effect (object *victim, int caster_level)
2130{ 1725{
2131 1726
2132 /* Prevent explosions for objects without mana. Without this check, doors 1727 /* Prevent explosions for objects without mana. Without this check, doors
2133 * will explode, too. 1728 * will explode, too.
2134 */ 1729 */
2135 if (victim->stats.maxsp <= 0) 1730 if (victim->stats.maxsp <= 0)
2136 return; 1731 return;
2137 1732
2138 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2139 1734
2140 if (victim->stats.sp >= victim->stats.maxsp*2) { 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2141 object *tmp; 1736 {
2142
2143 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2144
2145 /* Explodes a fireball centered at player */
2146 tmp = get_archetype(EXPLODING_FIREBALL);
2147 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
2148 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
2149 tmp->x = victim->x;
2150 tmp->y = victim->y;
2151 insert_ob_in_map(tmp, victim->map, NULL, 0);
2152 victim->stats.sp = 2*victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2153 } 1740 }
2154 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2155 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2156 }
2157 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2158 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2159 }
2160 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1746 {
2161 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2162 confuse_player(victim, victim, 99); 1748 confuse_player (victim, victim, 99);
2163 } 1749 }
2164 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2165 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2166 }
2167} 1752}
2168 1753
2169/* cast_transfer 1754/* cast_transfer
2170 * This spell transfers sp from the player to another person. 1755 * This spell transfers sp from the player to another person.
2171 * We let the target go above their normal maximum SP. 1756 * We let the target go above their normal maximum SP.
2172 */ 1757 */
2173 1758
1759int
2174int cast_transfer(object *op,object *caster, object *spell, int dir) { 1760cast_transfer (object *op, object *caster, object *spell, int dir)
1761{
2175 object *plyr=NULL; 1762 object *plyr = NULL;
2176 sint16 x, y; 1763 sint16 x, y;
2177 mapstruct *m; 1764 maptile *m;
2178 int mflags; 1765 int mflags;
2179 1766
2180 m = op->map; 1767 m = op->map;
2181 x = op->x+freearr_x[dir]; 1768 x = op->x + freearr_x[dir];
2182 y = op->y+freearr_y[dir]; 1769 y = op->y + freearr_y[dir];
2183 1770
2184 mflags = get_map_flags(m, &m, x, y, &x, &y); 1771 mflags = get_map_flags (m, &m, x, y, &x, &y);
2185 1772
2186 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1773 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1774 {
2187 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1775 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2188 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1776 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2189 break; 1777 break;
2190 } 1778 }
2191 1779
2192 1780
2193 /* If we did not find a player in the specified direction, transfer 1781 /* If we did not find a player in the specified direction, transfer
2194 * to anyone on top of us. This is used for the rune of transference mostly. 1782 * to anyone on top of us. This is used for the rune of transference mostly.
2195 */ 1783 */
2196 if(plyr==NULL) 1784 if (plyr == NULL)
2197 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1785 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2198 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1786 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2199 break; 1787 break;
2200 1788
2201 if (!plyr) { 1789 if (!plyr)
1790 {
2202 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1791 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2203 return 0; 1792 return 0;
2204 } 1793 }
2205 /* give sp */ 1794 /* give sp */
2206 if(spell->stats.dam > 0) { 1795 if (spell->stats.dam > 0)
1796 {
2207 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2208 charge_mana_effect(plyr, caster_level(caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2209 return 1; 1799 return 1;
2210 } 1800 }
2211 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2212 else if (op != plyr) { 1802 else if (op != plyr)
1803 {
2213 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1804 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2214 1805
2215 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1806 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2216 1807
2217 if (rate > 95) rate=95; 1808 if (rate > 95)
1809 rate = 95;
2218 1810
2219 sucked = (plyr->stats.sp * rate) / 100; 1811 sucked = (plyr->stats.sp * rate) / 100;
2220 plyr->stats.sp -= sucked; 1812 plyr->stats.sp -= sucked;
2221 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1813 if (QUERY_FLAG (op, FLAG_ALIVE))
1814 {
2222 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2223 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2224 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2225 if (sucked > 0) { 1818 if (sucked > 0)
1819 {
2226 charge_mana_effect(op, caster_level(caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1821 }
1822 }
1823 return 1;
2227 } 1824 }
2228 }
2229 return 1;
2230 }
2231 return 0; 1825 return 0;
2232} 1826}
2233 1827
2234 1828
2235/* counterspell: nullifies spell effects. 1829/* counterspell: nullifies spell effects.
2236 * op is the counterspell object, dir is the direction 1830 * op is the counterspell object, dir is the direction
2237 * it was cast in. 1831 * it was cast in.
2238 * Basically, if the object has a magic attacktype, 1832 * Basically, if the object has a magic attacktype,
2239 * this may nullify it. 1833 * this may nullify it.
2240 */ 1834 */
1835void
2241void counterspell(object *op,int dir) 1836counterspell (object *op, int dir)
2242{ 1837{
2243 object *tmp, *head, *next; 1838 object *tmp, *head, *next;
2244 int mflags; 1839 int mflags;
2245 mapstruct *m; 1840 maptile *m;
2246 sint16 sx,sy; 1841 sint16 sx, sy;
2247 1842
2248 sx = op->x + freearr_x[dir]; 1843 sx = op->x + freearr_x[dir];
2249 sy = op->y + freearr_y[dir]; 1844 sy = op->y + freearr_y[dir];
2250 m = op->map; 1845 m = op->map;
2251 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1846 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2252 if (mflags & P_OUT_OF_MAP) return; 1847 if (mflags & P_OUT_OF_MAP)
1848 return;
1849
1850 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2253 1851 {
2254 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2255 next = tmp->above; 1852 next = tmp->above;
2256 1853
2257 /* Need to look at the head object - otherwise, if tmp 1854 /* Need to look at the head object - otherwise, if tmp
2258 * points to a monster, we don't have all the necessary 1855 * points to a monster, we don't have all the necessary
2259 * info for it. 1856 * info for it.
2260 */ 1857 */
2261 if (tmp->head) head = tmp->head; 1858 if (tmp->head)
2262 else head = tmp; 1859 head = tmp->head;
1860 else
1861 head = tmp;
2263 1862
2264 /* don't attack our own spells */ 1863 /* don't attack our own spells */
2265 if(tmp->owner && tmp->owner == op->owner) continue; 1864 if (tmp->owner && tmp->owner == op->owner)
1865 continue;
2266 1866
2267 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2268 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2269 * monsters either. 1869 * monsters either.
2270 */ 1870 */
2271 1871
2272 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2273 !(head->attacktype & AT_COUNTERSPELL) && 1873 && !(head->attacktype & AT_COUNTERSPELL)
2274 !QUERY_FLAG(head,FLAG_MONSTER) && 1874 && !QUERY_FLAG (head, FLAG_MONSTER)
2275 (op->level > head->level)) { 1875 && (op->level > head->level))
2276 remove_ob(head); 1876 head->destroy ();
2277 free_object(head); 1877 else
2278 } else switch(head->type) { 1878 switch (head->type)
1879 {
2279 case SPELL_EFFECT: 1880 case SPELL_EFFECT:
2280 if(op->level > head->level) { 1881 // XXX: Don't affect floor spelleffects. See also XXX comment
2281 remove_ob(head); 1882 // about sanctuary in spell_util.C
2282 free_object(head); 1883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2283 } 1884 continue;
2284 break;
2285 1885
1886 if (op->level > head->level)
1887 head->destroy ();
1888
1889 break;
1890
2286 /* I really don't get this rune code that much - that 1891 /* I really don't get this rune code that much - that
2287 * random chance seems really low. 1892 * random chance seems really low.
2288 */ 1893 */
2289 case RUNE: 1894 case RUNE:
2290 if(rndm(0, 149) == 0) { 1895 if (rndm (0, 149) == 0)
1896 {
2291 head->stats.hp--; /* weaken the rune */ 1897 head->stats.hp--; /* weaken the rune */
2292 if(!head->stats.hp) { 1898 if (!head->stats.hp)
2293 remove_ob(head); 1899 head->destroy ();
2294 free_object(head); 1900 }
1901 break;
1902 }
2295 } 1903 }
2296 }
2297 break;
2298 }
2299 }
2300} 1904}
2301
2302
2303 1905
2304/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1907int
2305int cast_consecrate(object *op, object *caster, object *spell) { 1908cast_consecrate (object *op, object *caster, object *spell)
1909{
2306 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2307 1911
2308 object *tmp, *god=find_god(determine_god(op)); 1912 object *tmp, *god = find_god (determine_god (op));
2309 1913
2310 if(!god) { 1914 if (!god)
2311 new_draw_info(NDI_UNIQUE, 0,op, 1915 {
2312 "You can't consecrate anything if you don't worship a god!"); 1916 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2313 return 0; 1917 return 0;
2314 }
2315
2316 for(tmp=op->below;tmp;tmp=tmp->below) {
2317 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2318 if(tmp->type==HOLY_ALTAR) {
2319
2320 if(tmp->level > caster_level(caster, spell)) {
2321 new_draw_info_format(NDI_UNIQUE, 0,op,
2322 "You are not powerful enough to reconsecrate the %s", tmp->name);
2323 return 0;
2324 } else {
2325 /* If we got here, we are consecrating an altar */
2326 if(tmp->name) free_string(tmp->name);
2327 sprintf(buf,"Altar of %s",god->name);
2328 tmp->name = add_string(buf);
2329 tmp->level = caster_level(caster, spell);
2330 tmp->other_arch = god->arch;
2331 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2332 new_draw_info_format(NDI_UNIQUE,0, op,
2333 "You consecrated the altar to %s!",god->name);
2334 return 1;
2335 } 1918 }
2336 } 1919
1920 for (tmp = op->below; tmp; tmp = tmp->below)
2337 } 1921 {
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break;
1924 if (tmp->type == HOLY_ALTAR)
1925 {
1926
1927 if (tmp->level > casting_level (caster, spell))
1928 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0;
1931 }
1932 else
1933 {
1934 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf;
1937 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch;
1939
1940 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1944 return 1;
1945 }
1946 }
1947 }
2338 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1948 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2339 return 0; 1949 return 0;
2340} 1950}
2341 1951
2342/* animate_weapon - 1952/* animate_weapon -
2343 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1953 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2344 * The golem is based on the archetype specified, modified by the caster's level 1954 * The golem is based on the archetype specified, modified by the caster's level
2347 * This code was very odd - code early on would only let players use the spell, 1957 * This code was very odd - code early on would only let players use the spell,
2348 * yet the code wass full of player checks. I've presumed that the code 1958 * yet the code wass full of player checks. I've presumed that the code
2349 * that only let players use it was correct, and removed all the other 1959 * that only let players use it was correct, and removed all the other
2350 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2351 */ 1961 */
2352 1962int
2353int animate_weapon(object *op,object *caster,object *spell, int dir) { 1963animate_weapon (object *op, object *caster, object *spell, int dir)
1964{
2354 object *weapon, *tmp; 1965 object *weapon, *tmp;
2355 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2356 int a, i; 1967 int a, i;
2357 sint16 x, y; 1968 sint16 x, y;
2358 mapstruct *m; 1969 maptile *m;
2359 materialtype_t *mt; 1970
2360
2361 if(!spell->other_arch){ 1971 if (!spell->other_arch)
1972 {
2362 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2363 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2364 return 0; 1975 return 0;
2365 } 1976 }
2366 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2367 if(op->type!=PLAYER) return 0; 1978 if (op->type != PLAYER)
1979 return 0;
2368 1980
2369 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2370 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1982 if (object *golem = op->contr->golem)
2371 control_golem(op->contr->ranges[range_golem],dir);
2372 return 0;
2373 } 1983 {
1984 control_golem (golem, dir);
1985 return 0;
1986 }
2374 1987
2375 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2376 if(!dir) 1989 if (!dir)
2377 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2378 1991
2379 m = op->map; 1992 m = op->map;
2380 x = op->x+freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2381 y = op->y+freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2382 1995
2383 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2384 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2385 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1999 {
2386 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2387 return 0; 2001 return 0;
2388 } 2002 }
2389 2003
2390 /* Use the weapon marked by the player. */ 2004 /* Use the weapon marked by the player. */
2391 weapon = find_marked_object(op); 2005 weapon = find_marked_object (op);
2392 2006
2393 if (!weapon) { 2007 if (!weapon)
2008 {
2394 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2395 return 0; 2010 return 0;
2396 } 2011 }
2012
2397 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2013 if (spell->race && weapon->arch->archname != spell->race)
2014 {
2398 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2399 return 0; 2016 return 0;
2400 } 2017 }
2018
2401 if (weapon->type != WEAPON) { 2019 if (weapon->type != WEAPON)
2020 {
2402 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2403 return 0; 2022 return 0;
2404 } 2023 }
2024
2405 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 {
2406 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2407 query_name(weapon)); 2028 return 0;
2408 return 0;
2409 } 2029 }
2410 2030
2411 if (weapon->nrof > 1) { 2031 weapon = weapon->split ();
2412 tmp = get_split_ob(weapon, 1);
2413 esrv_send_item(op, weapon);
2414 weapon = tmp;
2415 }
2416 2032
2417 /* create the golem object */ 2033 /* create the golem object */
2418 tmp=arch_to_object(spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2419 2035
2420 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2421 CLEAR_FLAG(tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2422 SET_FLAG(tmp, FLAG_FRIENDLY);
2423 tmp->stats.exp=0; 2038 tmp->stats.exp = 0;
2424 add_friendly_object(tmp); 2039 add_friendly_object (tmp);
2425 tmp->type=GOLEM; 2040 tmp->type = GOLEM;
2426 set_owner(tmp,op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2427 set_spell_skill(op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2428 op->contr->ranges[range_golem]=tmp;
2429 op->contr->shoottype=range_golem;
2430 op->contr->golem_count = tmp->count;
2431 2044
2432 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2433 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2434 * used above. 2047 * used above.
2435 */ 2048 */
2436 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2437 remove_ob (weapon); 2050 weapon->remove ();
2438 insert_ob_in_ob (weapon, tmp); 2051
2439 esrv_send_item(op, weapon); 2052 tmp->insert (weapon);
2053
2440 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2441 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2442 * body_info, skills, etc) 2056 * body_info, skills, etc)
2443 */ 2057 */
2444 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2445 SET_FLAG(weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2446 fix_player(tmp); 2060 tmp->update_stats ();
2447 2061
2448 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* There used to be 'odd' code that basically seemed to take the absolute
2449 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2063 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2450 * if you're using a crappy weapon, it shouldn't be as good. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2451 */ 2065 */
2452 2066
2453 /* modify weapon's animated wc */ 2067 /* modify weapon's animated wc */
2454 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2068 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2455 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2069 if (tmp->stats.wc < -127)
2456 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2070 tmp->stats.wc = -127;
2457 2071
2458 /* Modify hit points for weapon */ 2072 /* Modify hit points for weapon */
2459 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2073 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2460 SP_level_duration_adjust(caster, spell) + 2074 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2461 + 8 * weapon->magic + 12 * weapon->stats.Con; 2075 if (tmp->stats.maxhp < 0)
2462 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2076 tmp->stats.maxhp = 10;
2463 tmp->stats.hp = tmp->stats.maxhp; 2077 tmp->stats.hp = tmp->stats.maxhp;
2464 2078
2465 /* Modify weapon's damage */ 2079 /* Modify weapon's damage */
2466 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2080 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2467 + weapon->stats.dam 2081 if (tmp->stats.dam < 0)
2468 + weapon->magic 2082 tmp->stats.dam = 127;
2469 + 5 * weapon->stats.Str;
2470 if(tmp->stats.dam<0) tmp->stats.dam=127;
2471 2083
2472 2084
2473 /* attacktype */ 2085 /* attacktype */
2474 if ( ! tmp->attacktype) 2086 if (!tmp->attacktype)
2475 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2476 2088
2477 mt = NULL;
2478 if (op->materialname != NULL)
2479 mt = name_to_material(op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2480 if (mt != NULL) { 2090 {
2481 for (i=0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2482 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2483 a = mt->save[0]; 2093 a = mt->save[0];
2484 } else { 2094 }
2095 else
2096 {
2485 for (i=0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2486 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2487 a = 10; 2099 a = 10;
2488 } 2100 }
2101
2489 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2490 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2491 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2492 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2493 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2494 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2107 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2495 tmp->resist[ATNR_FEAR] = 100; 2108 tmp->resist[ATNR_FEAR] = 100;
2496 tmp->resist[ATNR_DEPLETE] = 100; 2109 tmp->resist[ATNR_DEPLETE] = 100;
2497 tmp->resist[ATNR_DEATH] = 100; 2110 tmp->resist[ATNR_DEATH] = 100;
2498 tmp->resist[ATNR_BLIND] = 100; 2111 tmp->resist[ATNR_BLIND] = 100;
2499 2112
2500 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2501 2114
2502 if (a > 14) a = 14; 2115 if (a > 14)
2116 a = 14;
2117
2503 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2504 2119
2505 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2506 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2507 2122
2508 if(tmp->speed > 3.33) tmp->speed = 3.33;
2509
2510 if (!spell->race) { 2123 if (!spell->race)
2124 {
2511 sprintf(buf, "animated %s", weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2512 if(tmp->name) free_string(tmp->name); 2126 tmp->name = buf;
2513 tmp->name = add_string(buf);
2514 2127
2515 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2516 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2517 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2518 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2519 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2520 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2521 SET_FLAG(tmp,FLAG_ANIMATE);
2522 } else {
2523 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2524 }
2525 update_ob_speed(tmp);
2526 } 2134 }
2527 2135
2528 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2529 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2530 2138
2531 tmp->speed_left= -1; 2139 tmp->speed_left = -1;
2532 tmp->x=x;
2533 tmp->y=y;
2534 tmp->direction=dir; 2140 tmp->direction = dir;
2535 insert_ob_in_map(tmp,m,op,0); 2141
2142 m->insert (tmp, x, y, op);
2536 return 1; 2143 return 1;
2537} 2144}
2538 2145
2539/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2540 2147
2541/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2542 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2543 */ 2150 */
2544 2151int
2545int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2153{
2546 int success; 2154 int success;
2547 2155
2548 if(!op->map) return 0; /* shouldnt happen */ 2156 if (!op->map)
2157 return 0; /* shouldnt happen */
2549 2158
2550 success=change_map_light(op->map,spell->stats.dam); 2159 success = op->map->change_map_light (spell->stats.dam);
2160
2551 if(!success) { 2161 if (!success)
2162 {
2552 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2554 else 2165 else
2555 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2556 } 2167 }
2168
2557 return success; 2169 return success;
2558} 2170}
2559
2560
2561
2562
2563 2171
2564/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2565 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2566 * spell is the spell object itself. 2174 * spell is the spell object itself.
2567 */ 2175 */
2176int
2568int create_aura(object *op, object *caster, object *spell) 2177create_aura (object *op, object *caster, object *spell)
2569{ 2178{
2570 int refresh=0; 2179 int refresh = 0;
2571 object *new_aura; 2180 object *new_aura;
2572 2181
2573 new_aura = present_arch_in_ob(spell->other_arch, op); 2182 new_aura = present_arch_in_ob (spell->other_arch, op);
2574 if (new_aura) refresh=1; 2183 if (new_aura)
2184 refresh = 1;
2185 else
2575 else new_aura = arch_to_object(spell->other_arch); 2186 new_aura = arch_to_object (spell->other_arch);
2576 2187
2577 new_aura->duration = spell->duration + 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2578 10* SP_level_duration_adjust(caster,spell);
2579 2189
2580 new_aura->stats.dam = spell->stats.dam 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2581 +SP_level_dam_adjust(caster,spell);
2582 2191
2583 set_owner(new_aura,op);
2584 set_spell_skill(op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2585 new_aura->attacktype= spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2586 2194
2587 new_aura->level = caster_level(caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2588 if (refresh) 2197 if (refresh)
2589 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2590 else 2199 else
2591 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2592 insert_ob_in_ob(new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2593 return 1; 2205 return 1;
2594} 2206}
2595
2596 2207
2597/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2598 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2599 * around him. 2210 * around him.
2600 * Aura parameters: 2211 * Aura parameters:
2601 * duration: duration counter. 2212 * duration: duration counter.
2602 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2603 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2604 */ 2215 */
2605 2216void
2606void move_aura(object *aura) { 2217move_aura (object *aura)
2607 int i, mflags; 2218{
2608 object *env;
2609 mapstruct *m;
2610
2611 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2612 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2613 2222
2614 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2615 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2616 */ 2225 */
2617 remove_ob(aura); 2226 aura->remove ();
2618 2227
2619 /* exit if we're out of gas */ 2228 /* exit if we're out of gas */
2620 if(aura->duration--< 0) { 2229 if (aura->duration-- < 0)
2621 free_object(aura);
2622 return;
2623 } 2230 {
2231 aura->destroy ();
2232 return;
2233 }
2624 2234
2625 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2626 if(env == NULL || env->map==NULL) { 2236 if (!env || !env->map)
2627 free_object(aura);
2628 return;
2629 } 2237 {
2630 aura->x = env->x; 2238 aura->destroy ();
2631 aura->y = env->y; 2239 return;
2240 }
2632 2241
2633 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2634 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2635 */ 2244 */
2636 insert_ob_in_map(aura,env->map,aura,0); 2245 aura->insert_at (env, aura);
2637 2246
2638 for(i=1;i<9;i++) { 2247 for (int i = 1; i < 9; i++)
2639 sint16 nx, ny; 2248 {
2640 nx = aura->x + freearr_x[i]; 2249 mapxy pos (env);
2641 ny = aura->y + freearr_y[i]; 2250 pos.move (i);
2642 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2643 2251
2644 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2645 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2646 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2647 */ 2255 */
2648 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2257 {
2649 hit_map(aura,i,aura->attacktype,0); 2258 hit_map (aura, i, aura->attacktype, 0);
2650 2259
2651 if(aura->other_arch) { 2260 if (aura->other_arch)
2652 object *new_ob; 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2653 2262 }
2654 new_ob = arch_to_object(aura->other_arch);
2655 new_ob->x = nx;
2656 new_ob->y = ny;
2657 insert_ob_in_map(new_ob,m,aura,0);
2658 } 2263 }
2659 } 2264
2660 }
2661 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2662 remove_ob(aura); 2266 env->insert (aura);
2663 insert_ob_in_ob(aura, env); 2267 aura->set_owner (owner);
2664} 2268}
2665 2269
2666/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2667 * op is the piece object. 2271 * op is the piece object.
2668 */ 2272 */
2669 2273void
2670void move_peacemaker(object *op) { 2274move_peacemaker (object *op)
2671 object *tmp; 2275{
2672 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2673 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2277 {
2674 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2675 object *victim=tmp; 2279 object *victim = tmp->head_ ();
2676 2280
2677 if (tmp->head) victim=tmp->head;
2678 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2282 continue;
2283
2679 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2285 continue;
2286
2680 if (victim->stats.exp == 0) continue; 2287 if (victim->stats.exp == 0)
2288 continue;
2681 2289
2682 def_lev = MAX(1,victim->level); 2290 def_lev = MAX (1, victim->level);
2683 atk_lev = MAX(1,op->level); 2291 atk_lev = MAX (1, op->level);
2684 2292
2685 if (rndm(0, atk_lev-1) > def_lev) { 2293 if (rndm (0, atk_lev - 1) > def_lev)
2294 {
2686 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2687 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2688 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2689 victim->stats.exp=0; 2299 victim->stats.exp = 0;
2690#if 0 2300#if 0
2691 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2692 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2693 */ 2303 */
2694 victim->stats.dam = 0; 2304 victim->stats.dam = 0;
2695 victim->stats.sp = 0; 2305 victim->stats.sp = 0;
2696 victim->stats.grace = 0; 2306 victim->stats.grace = 0;
2697 victim->stats.Pow = 0; 2307 victim->stats.Pow = 0;
2698#endif 2308#endif
2699 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2700 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2701 SET_FLAG(victim,FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2702 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2703 CLEAR_FLAG(victim,FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2704 if(victim->name) { 2315 if (victim->name)
2705 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2317 }
2706 } 2318 }
2707 } 2319}
2708 }
2709}
2710
2711 2320
2712/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2713 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2714 */ 2323 */
2715 2324int
2716int write_mark(object *op, object *spell, const char *msg) { 2325write_mark (object *op, object *spell, const char *msg)
2717 char rune[HUGE_BUF]; 2326{
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) { 2327 if (!msg || msg[0] == 0)
2328 {
2721 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2722 return 0; 2330 return 0;
2723 } 2331 }
2724 2332
2725 if (strcasestr_local(msg, "endmsg")) { 2333 if (strcasestr_local (msg, "endmsg"))
2334 {
2726 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2727 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2337 return 0;
2338 }
2339
2340 if (!spell->other_arch)
2728 return 0; 2341 return 0;
2729 } 2342
2730 if (!spell->other_arch) return 0;
2731 tmp = arch_to_object(spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2732 strncpy(rune, msg, HUGE_BUF-2); 2344
2733 rune[HUGE_BUF-2] = 0;
2734 strcat(rune, "\n");
2735 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2345 tmp->race = op->name; /*Save the owner of the rune */
2736 tmp->msg = add_string(rune); 2346 tmp->msg = msg;
2737 tmp->x = op->x; 2347
2738 tmp->y = op->y; 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2739 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2349
2740 return 1; 2350 return 1;
2741} 2351}
2352

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