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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 1.115 by root, Sun Nov 29 09:41:28 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (!wand || wand->type != WAND)
68 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 73 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 76 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 77 tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 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 84
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87
88 tmp->insert_at (op);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 99 return 0;
98 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1;
101 101
102 if (!ncharges)
103 ncharges = 1;
104
102 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 106 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)); 107
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
106 SET_FLAG(wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 112 }
113
110 return 1; 114 return 1;
111} 115}
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
406 116
407/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* 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 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows. 119 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the 120 * Sets the plus based on the casters level. It is also settable with the
412 * great a plus, the default is used. 122 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage 123 * 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 124 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
416 */ 126 */
417 127int
418int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
419{ 129{
420 int missile_plus=0, bonus_plus=0; 130 int bonus_plus = 0;
421 const char *missile_name; 131 const char *missile_name = "arrow";
422 object *tmp, *missile;
423 tag_t tag;
424 132
425 missile_name = "arrow";
426
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
429 missile_name=tmp->race; 135 missile_name = tmp->race;
430 }
431 136
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
433 138
434 if (find_archetype(missile_name)==NULL) { 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
436 missile_name); 144 return 0;
437 return 0; 145 }
146
147 object *missile = missile_arch->instance ();
148
149 if (spellparam)
438 } 150 {
439 missile = get_archetype(missile_name);
440
441 if (stringarg) {
442 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) { 152 if (isalpha (*spellparam))
153 {
444 artifact *al = find_artifactlist(missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
445 155
446 for ( ; al != NULL; al=al->next) 156 for (; al; al = al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break; 157 if (!strcasecmp (al->item->name, spellparam))
158 break;
448 159
449 if (!al) { 160 if (!al)
450 free_object(missile); 161 {
162 missile->destroy ();
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
452 stringarg); 164 return 0;
453 return 0; 165 }
454 } 166
455 if (al->item->slaying) { 167 if (al->item->slaying)
456 free_object(missile); 168 {
169 missile->destroy ();
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
458 missile_name, stringarg); 171 return 0;
459 return 0; 172 }
460 } 173
461 give_artifact_abilities(missile, al->item); 174 give_artifact_abilities (missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical - 175 /* 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 176 * 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. 177 * the parsing of having to do both plus and type.
465 */ 178 */
466 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0; 180 missile_plus = 0;
468 } else 181 }
469 if (atoi(stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
470 missile_plus = atoi(stringarg); 183 missile_plus = atoi (spellparam);
471 } 184 }
472 if (missile_plus > 4)
473 missile_plus = 4;
474 else if (missile_plus < -4)
475 missile_plus = -4;
476 185
186 missile_plus = clamp (missile_plus, -4, 4);
187
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
190
479 if (missile->nrof < 1) 191 if (missile->nrof < 1)
480 missile->nrof=1; 192 missile->nrof = 1;
481 193
482 missile->magic = missile_plus; 194 missile->magic = missile_plus;
483 /* Can't get any money for these objects */ 195 /* Can't get any money for these objects */
484 missile->value=0; 196 missile->value = 0;
485 197
486 SET_FLAG(missile, FLAG_IDENTIFIED); 198 SET_FLAG (missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488 199
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile); 201 pick_up (op, missile);
493 } 202
494 return 1; 203 return 1;
495} 204}
496 205
497 206
498/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209int
500int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
501{ 211{
502 int food_value; 212 int food_value;
503 archetype *at=NULL; 213 archetype *at = NULL;
504 object *new_op; 214 object *new_op;
505 215
506 food_value=spell_ob->stats.food + 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508 217
509 if(stringarg) { 218 if (spellparam)
219 {
510 at = find_archetype_by_object_type_name(FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
511 if (at == NULL) 221 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
513 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
514 stringarg = NULL; 224 spellparam = NULL;
225 }
226
227 if (!spellparam)
515 } 228 {
516
517 if(!stringarg) {
518 archetype *at_tmp; 229 archetype *at_tmp;
519 230
520 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added. 233 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor. 235 * to be altered from the donor.
525 */ 236 */
526 237
527 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 239 for_all_archetypes (at_tmp)
240 {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
242 {
530 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead. 245 * the item we have now, take it instead.
533 */ 246 */
534 if (at_tmp->clone.stats.food<=food_value && 247 if (at_tmp->stats.food <= food_value
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 248 && (!at
536 at=at_tmp; 249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
252 at = at_tmp;
253 }
254 }
537 } 255 }
538 } 256
539 }
540 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
541 * know 258 * know
542 */ 259 */
543 if (!at) { 260 if (!at)
261 {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0; 263 return 0;
546 } 264 }
547 265
548 food_value/=at->clone.stats.food; 266 food_value /= at->stats.food;
549 new_op = get_object(); 267 new_op = arch_to_object (at);
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value; 268 new_op->nrof = food_value;
552 269
553 new_op->value = 0; 270 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1; 271 if (new_op->nrof < 1)
272 new_op->nrof = 1;
555 273
556 cast_create_obj(op, caster,new_op, dir); 274 cast_create_obj (op, caster, new_op, dir);
557 return 1; 275 return 1;
558} 276}
559 277
278int
560int probe(object *op, object *caster, object *spell_ob, int dir) { 279probe (object *op, object *caster, object *spell_ob, int dir)
280{
561 int r, mflags, maxrange; 281 int r, mflags, maxrange;
562 object *tmp; 282 object *tmp;
563 mapstruct *m; 283 maptile *m;
564 284
565
566 if(!dir) { 285 if (!dir)
286 {
567 examine_monster(op,op); 287 examine_monster (op, op);
568 return 1; 288 return 1;
569 } 289 }
290
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
571 for(r=1;r < maxrange; r++) { 292 for (r = 1; r < maxrange; r++)
293 {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
573 295
574 m = op->map; 296 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y); 297 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 298
577 if (mflags & P_OUT_OF_MAP) break; 299 if (mflags & P_OUT_OF_MAP)
300 break;
578 301
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
581 return 0; 305 return 0;
582 } 306 }
307
583 if (mflags & P_IS_ALIVE) { 308 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 314 if (tmp->head != NULL)
588 tmp=tmp->head; 315 tmp = tmp->head;
589 examine_monster(op,tmp); 316 examine_monster (op, tmp);
590 return 1; 317 return 1;
591 } 318 }
592 } 319 }
593 } 320 }
321
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
595 return 1; 323 return 1;
596} 324}
597
598 325
599/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 327 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 330 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 331 * pl is invisible.
605 */ 332 */
333int
606int makes_invisible_to(object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
607{ 335{
608
609 if (!pl->invisible) return 0; 336 if (!pl->invisible)
337 return 0;
338
610 if (pl->type == PLAYER ) { 339 if (pl->type == PLAYER)
340 {
611 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) { 342 if (!pl->contr->invis_race)
343 {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0;
346
614 return 1; 347 return 1;
615 } 348 }
349
616 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
618 return 1; 352 return 1;
353
619 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
620 if (!mon->race) return 0; 355 if (!mon->race)
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 356 return 0;
357
358 if (mon->race.contains (pl->contr->invis_race))
359 return 1;
360
622 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
623 return 0; 362 return 0;
624 } else { 363 }
364 else
365 {
625 /* monsters are invisible to everything */ 366 /* monsters are invisible to everything */
626 return 1; 367 return 1;
627 } 368 }
628} 369}
629 370
630/* Makes the player or character invisible. 371/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 372 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 375 * 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 376 * 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/ 377 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 378 * normal applies.
638 */ 379 */
380int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 381cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 382{
641
642 if(op->invisible>1000) { 383 if (op->invisible > 1000)
384 {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
644 return 0; 386 return 0;
645 } 387 }
646 388
647 /* Remove the switch with 90% duplicate code - just handle the differences with 389 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 390 * and if statement or two.
649 */ 391 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 392 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 393 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 394 if (op->invisible > 1000)
395 op->invisible = 1000;
653 396
654 if (op->type == PLAYER) { 397 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 398 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 399 op->contr->invis_race = spell_ob->race;
400
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 401 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0; 402 op->contr->tmp_invis = 0;
660 else 403 else
661 op->contr->tmp_invis=1; 404 op->contr->tmp_invis = 1;
662 405
663 op->contr->hidden = 0; 406 op->contr->hidden = 0;
664 } 407 }
408
665 if (makes_invisible_to(op, op)) 409 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 411 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 413
670 update_object(op,UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
671 415
672 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
673 * harm to the player. 417 * harm to the player.
674 */ 418 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
676 if (tmp->enemy == op) 420 if (tmp->enemy == op)
677 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
678 return 1; 423 return 1;
679} 424}
680 425
681/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 427 */
428int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
684 object *tmp, *next; 430{
685 int range,i,j, mflags; 431 int range, i, j, mflags;
686 sint16 sx, sy; 432 sint16 sx, sy;
687 mapstruct *m; 433 maptile *m;
688 434
689 if(op->type!=PLAYER)
690 return 0;
691
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
693 436
694 for(i= -range;i<=range;i++) 437 for (i = -range; i <= range; i++)
695 for(j= -range;j<=range;j++) { 438 for (j = -range; j <= range; j++)
439 {
696 sx = op->x + i; 440 sx = op->x + i;
697 sy = op->y + j; 441 sy = op->y + j;
698 m = op->map; 442 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
700 444
701 if (mflags & P_OUT_OF_MAP) continue; 445 if (mflags & P_OUT_OF_MAP)
446 continue;
702 447
703 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
705 { 450 {
706 next = tmp->above; 451 next = tmp->above;
452
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 455 }
710 } 456 }
457
711 return 1; 458 return 1;
712} 459}
713 460
714 461void
715void execute_word_of_recall(object *op) { 462execute_word_of_recall (object *op)
716 object *wor=op; 463{
717 while(op!=NULL && op->type!=PLAYER) 464 if (object *pl = op->in_player ())
718 op=op->env; 465 {
719 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 468 else
724 enter_exit(op,wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
725 } 470 }
726 remove_ob(wor); 471
727 free_object(wor); 472 op->destroy ();
728} 473}
729 474
730/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
732 * time delay effect. 477 * time delay effect.
733 */ 478 */
479int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
481{
735 object *dummy; 482 object *dummy;
736 int time; 483 int time;
737 484
738 if(op->type!=PLAYER) 485 if (op->type != PLAYER)
739 return 0; 486 return 0;
740 487
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 489 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 491 return 1;
745 } 492 }
746 493
747 dummy=get_archetype(FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 495
496 if (!dummy)
497 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 500 return 0;
752 } 501 }
502
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
755 506
756 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
757 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
759 */ 510 */
760 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
765 515
766 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
768 */ 518 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 519 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
772 522
773 (void) insert_ob_in_ob(dummy,op); 523 op->insert (dummy);
524
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
775 return 1; 527 return 1;
776} 528}
777 529
778/* cast_wonder 530/* cast_wonder
779 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
780 * spell. 532 * spell.
781 */ 533 */
534int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 535cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536{
783 object *newspell; 537 object *newspell;
784 538
785 if(!rndm(0, 3)) 539 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 540 return cast_cone (op, caster, dir, spell_ob);
787 541
788 if (spell_ob->randomitems) { 542 if (spell_ob->randomitems)
543 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 545 if (!newspell)
546 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
548 return 0;
549 }
550 if (newspell->type != SPELL)
551 {
552 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
553 return 0;
554 }
555 /* Prevent inifinit recursion */
556 if (newspell->subtype == SP_WONDER)
557 {
558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
559 return 0;
560 }
561 return cast_spell (op, caster, dir, newspell, NULL);
562 }
563 return 1;
564}
565
566int
567perceive_self (object *op)
568{
569 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (shstr_depletion);
571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
792 return 0; 575 return 0;
793 } 576
794 if (newspell->type != SPELL) { 577 if (object *race = archetype::find (op->race))
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
796 newspell->type, newspell->name); 579
797 return 0; 580 if (object *god = find_god (determine_god (op)))
798 } 581 buf << " - You worship " << &god->name << ".\n";
799 /* Prevent inifinit recursion */ 582 else
800 if (newspell->subtype == SP_WONDER) { 583 buf << " - You worship no god.\n";
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 584
802 return 0; 585 object *tmp = present_arch_in_ob (at, op);
803 } 586
804 return cast_spell(op,caster,dir,newspell, NULL); 587 if (*cp == '\0' && !tmp)
588 buf << " - You feel very mundane. ";
589 else
805 } 590 {
806 return 1; 591 buf << " - You have: " << cp << ".\n";
807}
808 592
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) 593 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++) { 594 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 595 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 596 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 } 597 }
837 }
838 }
839 598
840 if (is_dragon_pl(op)) { 599 if (is_dragon_pl (op))
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
844 if(tmp->stats.exp == 0) { 604 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 605 if (tmp->stats.exp == 0)
846 } else { 606 buf << " - Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 else
848 } 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 609
850 break; 610 break;
851 } 611 }
852 }
853 } 612 }
613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
854 return 1; 616 return 1;
855} 617}
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 618
1105/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 620 * within some reason.
1107 */ 621 */
1108 622int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 624{
625 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 627 sint16 x, y;
1113 mapstruct *m; 628 maptile *m;
1114 const char *name; 629 const char *name;
1115 archetype *at; 630 archetype *at;
1116 631
1117 if(!dir) { 632 if (!dir)
633 {
1118 dir=op->facing; 634 dir = op->facing;
1119 x = op->x; 635 x = op->x;
1120 y = op->y; 636 y = op->y;
1121 } else { 637 }
638 else
639 {
1122 x = op->x+freearr_x[dir]; 640 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 641 y = op->y + freearr_y[dir];
1124 } 642 }
643
1125 m = op->map; 644 m = op->map;
1126 645
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 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) || 647 (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))) { 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1131 return 0; 651 return 0;
1132 } 652 }
653
1133 if (spell_ob->other_arch) { 654 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
1135 } else if (spell_ob->race) { 656 else if (spell_ob->race)
657 {
1136 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
1137 659
1138 sprintf(buf1,spell_ob->race,dir); 660 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 661 at = archetype::find (buf1);
1140 if (!at) { 662 if (!at)
663 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0;
667 }
668
669 tmp = arch_to_object (at);
670 }
671 else
672 {
673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 674 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 } 675 }
1151 676
1152 if (tmp->type == SPELL_EFFECT) { 677 if (tmp->type == SPELL_EFFECT)
678 {
1153 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 681 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; 682 tmp->range = 0;
683 }
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
1160 tmp->stats.hp = spell_ob->duration + 685 {
1161 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 } 688 }
689
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
1167 tmp->stats.food = spell_ob->duration + 691 {
1168 SP_level_duration_adjust(caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
1170 } 694 }
695
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
1176 } 702 }
1177 703
1178 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
1180 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 709 tmp->set_owner (op);
710
1182 set_spell_skill(op, caster, spell_ob, tmp); 711 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; 712 tmp->level = casting_level (caster, spell_ob) / 2;
1186 713
1187 name = tmp->name; 714 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 718 return 0;
1191 } 719 }
720
1192 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
1195 724
1196 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
1200 * blocked spaces. 729 * blocked spaces.
1201 */ 730 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 732 posblocked = 0;
1204 negblocked=0; 733 negblocked = 0;
1205 734
1206 for(i=1; i<=maxrange; i++) { 735 for (i = 1; i <= maxrange; i++)
1207 int dir2; 736 {
1208 737 int dir2;
738
1209 dir2 = (dir<4)?(dir+2):dir-2; 739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 740
1211 x = tmp->x+i*freearr_x[dir2]; 741 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 742 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 743 m = tmp->map;
1214 744
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1216 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 747 {
1218 tmp2 = get_object(); 748 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 749 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 750
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 */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1226 754
1227 } else posblocked=1; 755 }
756 else
757 posblocked = 1;
1228 758
1229 x = tmp->x-i*freearr_x[dir2]; 759 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 760 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 761 m = tmp->map;
1232 762
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1234 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 765 {
1236 tmp2 = get_object(); 766 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 767 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 768
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1243 } else negblocked=1; 771 }
772 else
773 negblocked = 1;
1244 } 774 }
1245 775
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
1248 778
779 return 1;
780}
781
782int
783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784{
785 uint32 dist, maxdist;
786 int mflags;
787 maptile *m;
788 sint16 sx, sy;
789
790 if (op->type != PLAYER)
791 return 0;
792
793 if (!dir)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796 return 0;
797 }
798
799 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in.
801 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803
804 if (spellparam)
805 {
806 int count = atoi (spellparam);
807
808 if (count > maxdist)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0;
812 }
813
814 for (dist = 0; dist < count; dist++)
815 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break;
820
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break;
823 }
824
825 if (dist < count)
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 return 0;
829 }
830
831 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces.
837 */
838 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */
844 }
845 }
846 else
847 {
848 /* Player didn't specify a distance, so lets see how far
849 * we can move the player. Don't know why this stopped on
850 * spaces that blocked the players view.
851 */
852
853 for (dist = 0; dist < maxdist; dist++)
854 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break;
859
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864
865 /* If the destination is blocked, keep backing up until we
866 * find a place for the player.
867 */
868 for (; dist > 0; dist--)
869 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue;
873
874
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break;
877
878 }
879 if (!dist)
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882 return 0;
883 }
884 }
885
886 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 888 return 1;
1250}
1251 889
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 */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1356 return 1; 892 return 1;
1357} 893}
1358
1359 894
1360/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1361 * op is the caster. 896 * op is the caster.
1362 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1363 * spell is the spell object. 898 * spell is the spell object.
1364 */ 899 */
900int
1365int cast_heal(object *op,object *caster, object *spell, int dir) { 901cast_heal (object *op, object *caster, object *spell, int dir)
902{
1366 object *tmp; 903 object *tmp;
1367 archetype *at; 904 archetype *at;
1368 object *poison; 905 object *poison;
1369 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1370 907
1371 tmp = find_target_for_friendly_spell(op,dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1372 909
1373 if (tmp==NULL) return 0; 910 if (!tmp)
911 return 0;
1374 912
1375 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1376 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1377 */ 915 */
1378 heal = spell->stats.dam; 916 heal = spell->stats.dam;
1379 if (spell->stats.hp) 917 if (spell->stats.hp)
1380 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1381 spell->stats.hp;
1382 919
1383 if (heal) { 920 if (heal)
921 {
1384 if (tmp->stats.hp >= tmp->stats.maxhp) { 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1385 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1386 } 924 else
1387 else { 925 {
1388 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1389 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1390 * on amount of damage healed. 928 * on amount of damage healed.
1391 */ 929 */
1392 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1393 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1394 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1395 934
1396 if (tmp->stats.hp >= tmp->stats.maxhp) { 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1398 } else if (heal > 50) { 937 else if (heal > 50)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1400 } else if (heal > 25) { 939 else if (heal > 25)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1402 } else if (heal > 10) { 941 else if (heal > 10)
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1404 } else { 943 else
1405 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1406 } 945
1407 success=1;
1408 }
1409 }
1410 if (spell->attacktype & AT_DISEASE)
1411 if (cure_disease (tmp, op))
1412 success = 1; 946 success = 1;
947 }
948 }
1413 949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
1414 if (spell->attacktype & AT_POISON) { 954 if (spell->attacktype & AT_POISON)
1415 at = find_archetype("poisoning"); 955 {
956 at = archetype::find (shstr_poisoning);
1416 poison=present_arch_in_ob(at,tmp); 957 poison = present_arch_in_ob (at, tmp);
1417 if (poison) { 958 if (poison)
959 {
1418 success = 1; 960 success = 1;
1419 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1420 poison->stats.food = 1; 962 poison->stats.food = 1;
1421 } 963 }
1422 } 964 }
965
1423 if (spell->attacktype & AT_CONFUSION) { 966 if (spell->attacktype & AT_CONFUSION)
967 {
1424 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1425 if (poison) { 969 if (poison)
970 {
1426 success = 1; 971 success = 1;
1427 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1428 poison->duration = 1; 973 poison->duration = 1;
1429 } 974 }
1430 } 975 }
976
1431 if (spell->attacktype & AT_BLIND) { 977 if (spell->attacktype & AT_BLIND)
1432 at=find_archetype("blindness"); 978 {
979 at = archetype::find (shstr_blindness);
1433 poison=present_arch_in_ob(at,tmp); 980 poison = present_arch_in_ob (at, tmp);
1434 if (poison) { 981 if (poison)
982 {
1435 success = 1; 983 success = 1;
1436 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1437 poison->stats.food = 1; 985 poison->stats.food = 1;
1438 } 986 }
1439 } 987 }
988
1440 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
1441 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1442 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 992 if (tmp->stats.sp > tmp->stats.maxsp)
993 tmp->stats.sp = tmp->stats.maxsp;
1443 success = 1; 994 success = 1;
1444 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1445 } 996 }
997
1446 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1447 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1448 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1002 tmp->stats.grace = tmp->stats.maxgrace;
1449 success = 1; 1003 success = 1;
1450 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1451 } 1005 }
1006
1452 if (spell->stats.food && tmp->stats.food < 999) { 1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1453 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1454 if (tmp->stats.food > 999) tmp->stats.food=999; 1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1455 success = 1; 1014 success = 1;
1456 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1457 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1458 } 1017 }
1018
1459 return success; 1019 return success;
1460} 1020}
1461
1462 1021
1463/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1464 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1465 * good comments for those. 1024 * good comments for those.
1466 */ 1025 */
1467static const char* const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1468"You grow no stronger.", 1027 "You grow no stronger.",
1469"You grow no more agile.", 1028 "You grow no more agile.",
1470"You don't feel any healthier.", 1029 "You don't feel any healthier.",
1471"no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1472"You are no easier to look at.", 1033 "You are no easier to look at.",
1473"no int",
1474"no pow"
1475}; 1034};
1476 1035
1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1477int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1478 object *tmp, *tmp2=NULL; 1044{
1479 object *force=NULL; 1045 object *force = 0;
1480 int i; 1046 int i;
1481 1047
1482 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1483 if(dir!=0) { 1049 object *tmp = dir
1484 tmp=find_target_for_friendly_spell(op,dir); 1050 ? find_target_for_friendly_spell (op, dir)
1485 } else { 1051 : op;
1486 tmp = op;
1487 }
1488 1052
1489 if(tmp==NULL) return 0; 1053 if (!tmp)
1490 1054 return 0;
1055
1491 /* If we've already got a force of this type, don't add a new one. */ 1056 /* 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) { 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1058 {
1493 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1060 {
1494 if (tmp2->name == spell_ob->name) { 1061 if (tmp2->name == spell_ob->name)
1062 {
1495 force=tmp2; /* the old effect will be "refreshed" */ 1063 force = tmp2; /* the old effect will be "refreshed" */
1496 break; 1064 break;
1497 } 1065 }
1498 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 {
1499 if ( !silent ) 1068 if (!silent)
1500 new_draw_info_format(NDI_UNIQUE, 0, op, 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1501 "You can not cast %s while %s is in effect", 1070 "You can not cast %s while %s is in effect",
1502 spell_ob->name, tmp2->name_pl); 1071 &spell_ob->name, &tmp2->name_pl);
1503 return 0; 1072
1073 return 0;
1074 }
1075 }
1504 } 1076 }
1505 } 1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1080 if (force)
1506 } 1081 {
1507 if(force==NULL) { 1082 if (duration > force->duration)
1083 {
1084 force->duration = duration;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086 }
1087 else
1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1089
1090 return 1;
1091 }
1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1508 force=get_archetype(FORCE_NAME); 1097 force = get_archetype (FORCE_NAME);
1509 force->subtype = FORCE_CHANGE_ABILITY; 1098 force->subtype = FORCE_CHANGE_ABILITY;
1510 free_string(force->name);
1511 if (spell_ob->race)
1512 force->name = add_refcount(spell_ob->race);
1513 else
1514 force->name = add_refcount(spell_ob->name);
1515 free_string(force->name_pl);
1516 force->name_pl = add_refcount(spell_ob->name);
1517 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1518
1519 } else {
1520 int duration;
1521
1522 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1523 if (duration > force->duration) {
1524 force->duration = duration; 1099 force->duration = duration;
1525 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1100
1526 } else { 1101 if (spell_ob->race)
1527 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1102 force->name = spell_ob->race;
1528 } 1103 else
1529 return 1; 1104 force->name = spell_ob->name;
1530 } 1105
1531 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1106 force->name_pl = spell_ob->name;
1107
1532 force->speed = 1.0; 1108 force->speed = 1.0;
1533 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1534 SET_FLAG(force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1535 1111
1536 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1537 for (i=0; i < NROFATTACKS; i++) { 1113 for (i = 0; i < NROFATTACKS; i++)
1114 {
1538 if (spell_ob->resist[i]) { 1115 if (spell_ob->resist[i])
1116 {
1539 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1540 if (force->resist[i] > 100) force->resist[i] = 100; 1118 if (force->resist[i] > 100)
1541 } 1119 force->resist[i] = 100;
1120 }
1542 } 1121 }
1122
1543 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1544 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1545 1125
1546 if (tmp->type == PLAYER) { 1126 if (tmp->type == PLAYER)
1127 {
1547 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1548 for (i=0; i < NUM_STATS; i++) { 1129 for (i = 0; i < NUM_STATS; i++)
1549 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1130 {
1550 if (stat) { 1131 if (sint8 stat = spell_ob->stats.stat (i))
1551 sm=0; 1132 {
1552 for (k=0; k<stat; k++) 1133 sint8 sm = 0;
1553 sm += rndm(1, 3); 1134 for (sint8 k = 0; k < stat; k++)
1135 sm += rndm (1, 3);
1554 1136
1555 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1556 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1557 if (sm<0) sm = 0; 1139
1558 } 1140 force->stats.stat (i) = sm;
1559 set_attr_value(&force->stats, i, sm); 1141
1560 if (!sm) 1142 if (!sm)
1561 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1144 }
1145 }
1562 } 1146 }
1563 }
1564 }
1565 1147
1566 force->move_type = spell_ob->move_type; 1148 force->move_type = spell_ob->move_type;
1567 1149
1568 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1150 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1569 SET_FLAG(force, FLAG_SEE_IN_DARK); 1151 SET_FLAG (force, FLAG_SEE_IN_DARK);
1570 1152
1571 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1153 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1572 SET_FLAG(force, FLAG_XRAYS); 1154 SET_FLAG (force, FLAG_XRAYS);
1573 1155
1574 /* Haste/bonus speed */ 1156 /* Haste/bonus speed */
1575 if (spell_ob->stats.exp) { 1157 if (spell_ob->stats.exp)
1158 {
1159 if (op->speed > 0.5f)
1576 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1160 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1577 else 1161 else
1578 force->stats.exp = spell_ob->stats.exp; 1162 force->stats.exp = spell_ob->stats.exp;
1579 } 1163 }
1580 1164
1581 force->stats.wc = spell_ob->stats.wc; 1165 force->stats.wc = spell_ob->stats.wc;
1582 force->stats.ac = spell_ob->stats.ac; 1166 force->stats.ac = spell_ob->stats.ac;
1583 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1584 1168
1585 insert_ob_in_ob(force,tmp); 1169 insert_ob_in_ob (force, tmp);
1586 change_abil(tmp,force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1587 fix_player(tmp); 1171 tmp->update_stats ();
1172
1588 return 1; 1173 return 1;
1589} 1174}
1590 1175
1591/* This used to be part of cast_change_ability, but it really didn't make 1176/* 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 1177 * a lot of sense, since most of the values it derives are from the god
1593 * of the caster. 1178 * of the caster.
1594 */ 1179 */
1595 1180int
1596int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1182{
1597 int i; 1183 int i;
1598 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1599 1185
1600 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1601 if(dir!=0) { 1187 if (dir != 0)
1188 {
1602 tmp=find_target_for_friendly_spell(op,dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1603 } else { 1190
1191 if (!tmp)
1192 return 0;
1193 }
1194 else
1604 tmp = op; 1195 tmp = op;
1605 }
1606 1196
1607 /* If we've already got a force of this type, don't add a new one. */ 1197 /* 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) { 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 {
1609 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 {
1610 if (tmp2->name == spell_ob->name) { 1202 if (tmp2->name == spell_ob->name)
1203 {
1611 force=tmp2; /* the old effect will be "refreshed" */ 1204 force = tmp2; /* the old effect will be "refreshed" */
1612 break; 1205 break;
1613 } 1206 }
1614 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1207 else if (spell_ob->race && spell_ob->race == tmp2->name)
1615 new_draw_info_format(NDI_UNIQUE, 0, op, 1208 {
1616 "You can not cast %s while %s is in effect", 1209 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); 1210 return 0;
1618 return 0; 1211 }
1212 }
1619 } 1213 }
1620 } 1214
1621 }
1622 if(force==NULL) { 1215 if (force == NULL)
1216 {
1623 force=get_archetype(FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1624 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1625 free_string(force->name);
1626 if (spell_ob->race) 1219 if (spell_ob->race)
1627 force->name = add_refcount(spell_ob->race); 1220 force->name = spell_ob->race;
1628 else 1221 else
1629 force->name = add_refcount(spell_ob->name); 1222 force->name = spell_ob->name;
1630 free_string(force->name_pl);
1631 force->name_pl = add_refcount(spell_ob->name); 1223 force->name_pl = spell_ob->name;
1632 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1633 } else { 1225 }
1226 else
1227 {
1634 int duration; 1228 int duration;
1635 1229
1636 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1230 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1637 if (duration > force->duration) { 1231 if (duration > force->duration)
1232 {
1638 force->duration = duration; 1233 force->duration = duration;
1639 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1234 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1640 } else { 1235 }
1236 else
1237 {
1641 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1642 } 1239 }
1643 return 0; 1240 return 0;
1644 } 1241 }
1645 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1242 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1646 force->speed = 1.0; 1243 force->speed = 1.0;
1647 force->speed_left = -1.0; 1244 force->speed_left = -1.0;
1648 SET_FLAG(force, FLAG_APPLIED); 1245 SET_FLAG (force, FLAG_APPLIED);
1649 1246
1650 if(!god) { 1247 if (!god)
1248 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1249 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1652 } else { 1250 }
1251 else
1252 {
1653 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1654 for (i=0; i<NROFATTACKS; i++) { 1254 for (i = 0; i < NROFATTACKS; i++)
1655 if (god->resist[i]>0) { 1255 if (god->resist[i] > 0)
1656 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1657 } 1257
1658 }
1659 force->path_attuned|=god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1259
1660 if (spell_ob->attacktype) { 1260 if (spell_ob->attacktype)
1661 force->attacktype|=god->attacktype | AT_PHYSICAL; 1261 force->slaying = god->slaying;
1662 if(god->slaying) force->slaying = add_string(god->slaying); 1262
1663 }
1664 if (tmp != op) { 1263 if (tmp != op)
1264 {
1665 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1265 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); 1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1667 } else { 1267 }
1668 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1268 else
1669 "You are blessed by %s!",god->name); 1269 {
1670 } 1270 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1271 }
1671 1272
1672 } 1273 }
1673 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1674 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1675 1276
1676 change_abil(tmp,force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1677 insert_ob_in_ob(force,tmp); 1278 insert_ob_in_ob (force, tmp);
1678 fix_player(tmp); 1279 tmp->update_stats ();
1679 return 1; 1280 return 1;
1680} 1281}
1681
1682
1683 1282
1684/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1685 * 1284 *
1686 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1687 * objects to gold nuggets, the value of the gold nuggets being 1286 * 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 * 1287 *
1692 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1693 * the maximum number of large nuggets you could get. 1289 * 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 1290 * because the nuggets themselves will be will be adjusted by charisma
1695 * to the max amount of small nuggets as you could get. 1291 * 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 * 1292 *
1700 * There is also a chance (1:30) that you will get nothing at all 1293 * 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 1294 * for the object. There is also a maximum weight that will be
1702 * alchemied. 1295 * alchemised.
1703 */ 1296 */
1704 1297static void
1705/* I didn't feel like passing these as arguements to the 1298alchemy_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{ 1299{
1715 uint64 value=query_cost(obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1716 1301
1717 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1718 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1719 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1720 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1721 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1722 * the stuff back to town. 1307 * the stuff back to town.
1723 */ 1308 */
1724
1725 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1726 value=0; 1310 value = 0;
1727 else if (obj->type==MONEY || obj->type==GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1728 value /=3; 1312 value /= 3;
1729 else 1313 else
1730 value = (value*9)/10; 1314 value = value * 9 / 10;
1731 1315
1732 value /= 4; // fix by GHJ, don't understand, pcg
1733
1734 if ((obj->value>0) && rndm(0, 29)) { 1316 if (obj->value > 0 && rndm (0, 29))
1735 int count; 1317 total_value += value;
1736 1318
1737 count = value / large->value; 1319 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 1320
1744 /* Turn 25 small nuggets into 1 large nugget. If the value 1321 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} 1322}
1758 1323
1759static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1324int
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) 1325alchemy (object *op, object *caster, object *spell_ob)
1789{ 1326{
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) 1327 if (op->type != PLAYER)
1796 return 0; 1328 return 0;
1797 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1798 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* 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 1337 * some, and also prevents people from alchemising every table/chair/clock
1800 * in sight 1338 * in sight
1801 */ 1339 */
1802 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1803 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1804 small=get_archetype("smallnugget"), 1342 uint64 value_max = duration * 1000;
1805 large=get_archetype("largenugget");
1806 1343
1344 int weight = 0;
1345
1807 for(y= op->y-1;y<=op->y+1;y++) { 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1808 for(x= op->x-1;x<=op->x+1;x++) { 1347 {
1809 nx = x; 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1810 ny = y; 1349 {
1350 uint64 value = 0;
1811 1351
1812 mp = op->map; 1352 sint16 nx = x;
1353 sint16 ny = y;
1813 1354
1355 maptile *mp = op->map;
1356
1814 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1815 1358
1816 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1817 continue; 1360 continue;
1818 1361
1819 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1820 * use fly as the movement type - for alchemy, consider it 1363 * use fly as the movement type - for alchemy, consider it
1821 * ground level effect. 1364 * ground level effect.
1822 */ 1365 */
1823 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1824 continue; 1367 continue;
1825 1368
1826 small_nuggets=0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1827 large_nuggets=0; 1370 {
1371 next = tmp->above;
1828 1372
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) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1840 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1841 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1375 {
1842 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1376 if (tmp->inv)
1843 &weight); 1377 {
1844 } 1378 object *next1, *tmp1;
1379
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 {
1382 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1385 alchemy_object (tmp1, value, weight);
1386 }
1387 }
1388
1389 alchemy_object (tmp, value, weight);
1390
1391 if (weight > weight_max)
1392 break;
1393 }
1394 }
1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1845 } 1413 }
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 1414
1857 /* Insert all the nuggets at one time. This probably saves time, but 1415bailout:
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; 1416 return 1;
1871} 1417}
1872
1873 1418
1874/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1875 * items. 1420 * items.
1876 */ 1421 */
1422int
1877int remove_curse(object *op, object *caster, object *spell) { 1423remove_curse (object *op, object *caster, object *spell)
1878 object *tmp; 1424{
1879 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1880 1426
1881 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1882 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1883 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1884 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1885 1431 {
1886 was_one++; 1432 was_one++;
1433
1887 if (tmp->level <= caster_level(caster, spell)) { 1434 if (tmp->level <= casting_level (caster, spell))
1888 success++; 1435 {
1436 success++;
1889 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1890 CLEAR_FLAG(tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1891 1439
1892 CLEAR_FLAG(tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1893 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1894 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1443
1444 if (object *pl = tmp->visible_to ())
1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 }
1447 }
1448
1895 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1896 esrv_send_item(op, tmp); 1450 {
1897 } 1451 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."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1903 } else { 1453 else
1454 {
1904 if (was_one) 1455 if (was_one)
1905 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1906 else 1457 else
1907 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1908 } 1459 }
1909 } 1460 }
1461
1910 return success; 1462 return success;
1911} 1463}
1912 1464
1913/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1914 1466int
1915int cast_identify(object *op, object *caster, object *spell) { 1467cast_identify (object *op, object *caster, object *spell)
1468{
1916 object *tmp; 1469 object *tmp;
1917 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1918 1471
1919 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1920 1473
1921 if (num_ident < 1) num_ident=1;
1922
1923
1924 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 {
1925 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 {
1926 identify(tmp); 1478 identify (tmp);
1479
1927 if (op->type==PLAYER) { 1480 if (op->type == PLAYER)
1928 new_draw_info_format(NDI_UNIQUE, 0, op, 1481 {
1929 "You have %s.", long_desc(tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1930 if (tmp->msg) { 1483
1931 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1484 if (tmp->msg)
1932 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1933 } 1486 }
1487
1488 if (!--num_ident)
1489 break;
1490 }
1934 } 1491 }
1935 num_ident--; 1492
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 1493 /* 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 1494 * stuff on the floor. Only identify stuff on the floor if the spell
1942 * was not fully used. 1495 * was not fully used.
1943 */ 1496 */
1944 if (num_ident) { 1497 if (num_ident)
1945 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1498 {
1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1946 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1947 need_identify(tmp)) { 1501 {
1948
1949 identify(tmp); 1502 identify (tmp);
1950 if (op->type==PLAYER) { 1503
1951 new_draw_info_format(NDI_UNIQUE, 0,op, 1504 if (object *pl = tmp->visible_to ())
1952 "On the ground is %s.", long_desc(tmp, op)); 1505 {
1953 if (tmp->msg) { 1506 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:"); 1507
1955 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1508 if (tmp->msg)
1956 } 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1957 esrv_send_item(op, tmp); 1510 }
1511
1512 if (!--num_ident)
1513 break;
1514 }
1958 } 1515 }
1959 num_ident--; 1516
1960 success=1; 1517 if (buf.empty ())
1961 if (!num_ident) break;
1962 }
1963 } 1518 {
1964 if (!success) 1519 op->failmsg ("You can't reach anything unidentified.");
1965 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1520 return 0;
1521 }
1966 else { 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1967 spell_effect(spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1968 } 1529 }
1969 return success;
1970} 1530}
1971 1531
1972 1532int
1973int cast_detection(object *op, object *caster, object *spell, object *skill) { 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1534{
1974 object *tmp, *last, *god, *detect; 1535 object *tmp, *last, *god, *detect;
1975 int done_one, range, mflags, floor, level; 1536 int done_one, range, mflags, floor, level;
1976 sint16 x, y, nx, ny; 1537 sint16 x, y, nx, ny;
1977 mapstruct *m; 1538 maptile *m;
1978 1539
1979 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1980 * doing it over and over again. 1541 * doing it over and over again.
1981 */ 1542 */
1982 god=find_god(determine_god(op)); 1543 god = find_god (determine_god (op));
1983 level=caster_level(caster, spell); 1544 level = casting_level (caster, spell);
1984 range = spell->range + SP_level_range_adjust(caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1985 1546
1986 if (!skill) skill=caster; 1547 if (!skill)
1548 skill = caster;
1987 1549
1988 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1989 for (y = op->y - range; y <= op->y + range; y++) { 1551 {
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 1552 /* For most of the detections, we only detect objects above the
1996 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1997 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1998 * down - that is easier than working up. 1555 * down - that is easier than working up.
1999 */ 1556 */
2000 1557
2001 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1559 last = tmp;
1560
2002 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
2003 * would happen. 1562 * would happen.
2004 */ 1563 */
2005 if (!last) continue; 1564 if (!last)
1565 continue;
2006 1566
2007 done_one=0; 1567 done_one = 0;
2008 floor=0; 1568 floor = 0;
2009 detect = NULL; 1569 detect = NULL;
2010 for (tmp=last; tmp; tmp=tmp->below) { 1570 for (tmp = last; tmp; tmp = tmp->below)
2011 1571 {
2012 /* show invisible */ 1572 /* show invisible */
2013 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2014 /* Might there be other objects that we can make visibile? */ 1574 /* Might there be other objects that we can make visible? */
2015 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
2016 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
2017 tmp->type==CF_HANDLE || 1577 || tmp->type == T_HANDLE
2018 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1578 || tmp->type == TRAPDOOR
2019 tmp->type==BUTTON || tmp->type==TELEPORTER || 1579 || tmp->type == EXIT
2020 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1580 || tmp->type == HOLE
2021 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1581 || tmp->type == BUTTON
2022 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1582 || tmp->type == TELEPORTER
2023 tmp->type==TREASURE || tmp->type==BOOK || 1583 || tmp->type == GATE
2024 tmp->type==HOLY_ALTAR))) { 1584 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1588 || tmp->type == TRIGGER_PEDESTAL
1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1594 {
2025 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2026 tmp->invisible=0; 1596 {
2027 done_one = 1; 1597 tmp->invisible = 0;
2028 } 1598 done_one = 1;
2029 } 1599 }
1600 }
1601
2030 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
2031 1604
2032 /* All detections below this point don't descend beneath the floor, 1605 /* 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 1606 * 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 1607 * 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. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
2036 */ 1609 */
2037 if (floor) continue; 1610 if (floor)
1611 continue;
2038 1612
2039 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
2040 * show the flash the magic item like it does for detect monster. 1614 * 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 1615 * however, if the object is within sight, this would then make it
2042 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
2043 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
2044 */ 1618 */
2045 1619
2046 /* detect magic */ 1620 /* detect magic */
2047 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2048 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2049 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1623 {
2050 is_magical(tmp)) {
2051 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2052 /* make runes more visibile */ 1625 /* make runes more visibile */
2053 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2054 tmp->stats.Cha/=4; 1627 tmp->stats.Cha /= 4;
2055 done_one = 1; 1628
2056 } 1629 done_one = 1;
1630 }
1631
2057 /* detect monster */ 1632 /* detect monster */
2058 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2059 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1634 {
2060 done_one = 2; 1635 done_one = 2;
2061 if (!detect) detect=tmp; 1636
2062 } 1637 if (!detect)
1638 detect = tmp;
1639 }
1640
2063 /* Basically, if race is set in the spell, then the creatures race must 1641 /* 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 1642 * match that. if the spell race is set to GOD, then the gods opposing
2065 * race must match. 1643 * race must match.
2066 */ 1644 */
2067 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2068 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
2069 (strstr(spell->race, tmp->race)))) { 1647 spell->race.contains (tmp->race)))
2070 done_one = 2; 1648 {
2071 if (!detect) detect=tmp; 1649 done_one = 2;
2072 } 1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
2073 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2074 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1657 {
2075 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2076 done_one = 1; 1659 done_one = 1;
2077 } 1660 }
2078 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
2079 1662
2080 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
2081 * where the magic is. 1664 * where the magic is.
2082 */ 1665 */
2083 if (done_one) { 1666 if (done_one)
1667 {
2084 object *detect_ob = arch_to_object(spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
2085 detect_ob->x = nx; 1669
2086 detect_ob->y = ny;
2087 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
2088 if (done_one == 2 && detect) { 1671 if (done_one == 2 && detect)
1672 {
2089 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
2090 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
2091 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
2092 detect_ob->last_anim=0; 1676 detect_ob->last_anim = 0;
2093 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
2094 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2095 } 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2096 insert_ob_in_map(detect_ob, m, op,0); 1680 }
2097 } 1681
1682 m->insert (detect_ob, nx, ny, op);
1683 }
2098 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2099 1685
2100 1686
2101 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* 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)) { 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1689 {
2103 done_one = 0; 1690 done_one = 0;
1691
2104 for (tmp = op->inv; tmp; tmp = tmp->below) { 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 {
2105 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2106 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1695 {
2107 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2108 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1697 {
2109 if (op->type==PLAYER) 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2110 esrv_send_item (op, tmp); 1699
2111 } 1700 if (object *pl = tmp->visible_to ())
1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 }
1703
2112 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2113 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1706 {
2114 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2115 if (op->type==PLAYER) 1708
2116 esrv_send_item (op, tmp); 1709 if (object *pl = tmp->visible_to ())
2117 } 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2118 } /* if item is not identified */ 1711 }
2119 } /* for the players inventory */ 1712 } /* if item is not identified */
1713 } /* for the players inventory */
2120 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2121 return 1; 1716 return 1;
2122} 1717}
2123 1718
2124 1719
2125/** 1720/**
2126 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1721 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2127 * level whos spell did cause the overcharge. 1722 * level whos spell did cause the overcharge.
2128 */ 1723 */
1724static void
2129static void charge_mana_effect(object *victim, int caster_level) 1725charge_mana_effect (object *victim, int caster_level)
2130{ 1726{
2131 1727
2132 /* Prevent explosions for objects without mana. Without this check, doors 1728 /* Prevent explosions for objects without mana. Without this check, doors
2133 * will explode, too. 1729 * will explode, too.
2134 */ 1730 */
2135 if (victim->stats.maxsp <= 0) 1731 if (victim->stats.maxsp <= 0)
2136 return; 1732 return;
2137 1733
2138 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2139 1735
2140 if (victim->stats.sp >= victim->stats.maxsp*2) { 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2141 object *tmp; 1737 {
2142
2143 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 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; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2153 } 1741 }
2154 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1742 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."); 1743 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) { 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2158 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2159 }
2160 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 {
2161 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2162 confuse_player(victim, victim, 99); 1749 confuse_player (victim, victim, 99);
2163 } 1750 }
2164 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2165 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2166 }
2167} 1753}
2168 1754
2169/* cast_transfer 1755/* cast_transfer
2170 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
2171 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
2172 */ 1758 */
2173 1759
1760int
2174int cast_transfer(object *op,object *caster, object *spell, int dir) { 1761cast_transfer (object *op, object *caster, object *spell, int dir)
1762{
2175 object *plyr=NULL; 1763 object *plyr = NULL;
2176 sint16 x, y; 1764 sint16 x, y;
2177 mapstruct *m; 1765 maptile *m;
2178 int mflags; 1766 int mflags;
2179 1767
2180 m = op->map; 1768 m = op->map;
2181 x = op->x+freearr_x[dir]; 1769 x = op->x + freearr_x[dir];
2182 y = op->y+freearr_y[dir]; 1770 y = op->y + freearr_y[dir];
2183 1771
2184 mflags = get_map_flags(m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
2185 1773
2186 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 {
2187 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2188 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2189 break; 1778 break;
2190 } 1779 }
2191 1780
2192 1781
2193 /* If we did not find a player in the specified direction, transfer 1782 /* 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. 1783 * to anyone on top of us. This is used for the rune of transference mostly.
2195 */ 1784 */
2196 if(plyr==NULL) 1785 if (plyr == NULL)
2197 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1786 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)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2199 break; 1788 break;
2200 1789
2201 if (!plyr) { 1790 if (!plyr)
1791 {
2202 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2203 return 0; 1793 return 0;
2204 } 1794 }
2205 /* give sp */ 1795 /* give sp */
2206 if(spell->stats.dam > 0) { 1796 if (spell->stats.dam > 0)
1797 {
2207 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2208 charge_mana_effect(plyr, caster_level(caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2209 return 1; 1800 return 1;
2210 } 1801 }
2211 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2212 else if (op != plyr) { 1803 else if (op != plyr)
1804 {
2213 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1805 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2214 1806
2215 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1807 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2216 1808
2217 if (rate > 95) rate=95; 1809 if (rate > 95)
1810 rate = 95;
2218 1811
2219 sucked = (plyr->stats.sp * rate) / 100; 1812 sucked = (plyr->stats.sp * rate) / 100;
2220 plyr->stats.sp -= sucked; 1813 plyr->stats.sp -= sucked;
2221 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1814 if (QUERY_FLAG (op, FLAG_ALIVE))
1815 {
2222 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2223 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2224 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2225 if (sucked > 0) { 1819 if (sucked > 0)
1820 {
2226 charge_mana_effect(op, caster_level(caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1822 }
1823 }
1824 return 1;
2227 } 1825 }
2228 }
2229 return 1;
2230 }
2231 return 0; 1826 return 0;
2232} 1827}
2233 1828
2234 1829
2235/* counterspell: nullifies spell effects. 1830/* counterspell: nullifies spell effects.
2236 * op is the counterspell object, dir is the direction 1831 * op is the counterspell object, dir is the direction
2237 * it was cast in. 1832 * it was cast in.
2238 * Basically, if the object has a magic attacktype, 1833 * Basically, if the object has a magic attacktype,
2239 * this may nullify it. 1834 * this may nullify it.
2240 */ 1835 */
1836void
2241void counterspell(object *op,int dir) 1837counterspell (object *op, int dir)
2242{ 1838{
2243 object *tmp, *head, *next; 1839 object *tmp, *head, *next;
2244 int mflags; 1840 int mflags;
2245 mapstruct *m; 1841 maptile *m;
2246 sint16 sx,sy; 1842 sint16 sx, sy;
2247 1843
2248 sx = op->x + freearr_x[dir]; 1844 sx = op->x + freearr_x[dir];
2249 sy = op->y + freearr_y[dir]; 1845 sy = op->y + freearr_y[dir];
2250 m = op->map; 1846 m = op->map;
2251 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2252 if (mflags & P_OUT_OF_MAP) return; 1848 if (mflags & P_OUT_OF_MAP)
1849 return;
1850
1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2253 1852 {
2254 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2255 next = tmp->above; 1853 next = tmp->above;
2256 1854
2257 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
2258 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
2259 * info for it. 1857 * info for it.
2260 */ 1858 */
2261 if (tmp->head) head = tmp->head; 1859 if (tmp->head)
2262 else head = tmp; 1860 head = tmp->head;
1861 else
1862 head = tmp;
2263 1863
2264 /* don't attack our own spells */ 1864 /* don't attack our own spells */
2265 if(tmp->owner && tmp->owner == op->owner) continue; 1865 if (tmp->owner && tmp->owner == op->owner)
1866 continue;
2266 1867
2267 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2268 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2269 * monsters either. 1870 * monsters either.
2270 */ 1871 */
2271 1872
2272 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2273 !(head->attacktype & AT_COUNTERSPELL) && 1874 && !(head->attacktype & AT_COUNTERSPELL)
2274 !QUERY_FLAG(head,FLAG_MONSTER) && 1875 && !QUERY_FLAG (head, FLAG_MONSTER)
2275 (op->level > head->level)) { 1876 && (op->level > head->level))
2276 remove_ob(head); 1877 head->destroy ();
2277 free_object(head); 1878 else
2278 } else switch(head->type) { 1879 switch (head->type)
1880 {
2279 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
2280 if(op->level > head->level) { 1882 // XXX: Don't affect floor spelleffects. See also XXX comment
2281 remove_ob(head); 1883 // about sanctuary in spell_util.C
2282 free_object(head); 1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2283 } 1885 continue;
2284 break;
2285 1886
1887 if (op->level > head->level)
1888 head->destroy ();
1889
1890 break;
1891
2286 /* I really don't get this rune code that much - that 1892 /* I really don't get this rune code that much - that
2287 * random chance seems really low. 1893 * random chance seems really low.
2288 */ 1894 */
2289 case RUNE: 1895 case RUNE:
2290 if(rndm(0, 149) == 0) { 1896 if (rndm (0, 149) == 0)
1897 {
2291 head->stats.hp--; /* weaken the rune */ 1898 head->stats.hp--; /* weaken the rune */
2292 if(!head->stats.hp) { 1899 if (!head->stats.hp)
2293 remove_ob(head); 1900 head->destroy ();
2294 free_object(head); 1901 }
1902 break;
1903 }
2295 } 1904 }
2296 }
2297 break;
2298 }
2299 }
2300} 1905}
2301
2302
2303 1906
2304/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1908int
2305int cast_consecrate(object *op, object *caster, object *spell) { 1909cast_consecrate (object *op, object *caster, object *spell)
1910{
2306 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2307 1912
2308 object *tmp, *god=find_god(determine_god(op)); 1913 object *tmp, *god = find_god (determine_god (op));
2309 1914
2310 if(!god) { 1915 if (!god)
2311 new_draw_info(NDI_UNIQUE, 0,op, 1916 {
2312 "You can't consecrate anything if you don't worship a god!"); 1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2313 return 0; 1918 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 } 1919 }
2336 } 1920
1921 for (tmp = op->below; tmp; tmp = tmp->below)
2337 } 1922 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break;
1925 if (tmp->type == HOLY_ALTAR)
1926 {
1927
1928 if (tmp->level > casting_level (caster, spell))
1929 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0;
1932 }
1933 else
1934 {
1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf;
1938 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch;
1940
1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1;
1946 }
1947 }
1948 }
2338 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2339 return 0; 1950 return 0;
2340} 1951}
2341 1952
2342/* animate_weapon - 1953/* animate_weapon -
2343 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1954 * 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 1955 * 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, 1958 * 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 1959 * 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 1960 * that only let players use it was correct, and removed all the other
2350 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2351 */ 1962 */
2352 1963int
2353int animate_weapon(object *op,object *caster,object *spell, int dir) { 1964animate_weapon (object *op, object *caster, object *spell, int dir)
1965{
2354 object *weapon, *tmp; 1966 object *weapon, *tmp;
2355 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2356 int a, i; 1968 int a, i;
2357 sint16 x, y; 1969 sint16 x, y;
2358 mapstruct *m; 1970 maptile *m;
2359 materialtype_t *mt; 1971
2360
2361 if(!spell->other_arch){ 1972 if (!spell->other_arch)
1973 {
2362 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2363 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2364 return 0; 1976 return 0;
2365 } 1977 }
2366 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2367 if(op->type!=PLAYER) return 0; 1979 if (op->type != PLAYER)
1980 return 0;
2368 1981
2369 /* if player already has a golem, abort */ 1982 /* 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) { 1983 if (object *golem = op->contr->golem)
2371 control_golem(op->contr->ranges[range_golem],dir);
2372 return 0;
2373 } 1984 {
1985 control_golem (golem, dir);
1986 return 0;
1987 }
2374 1988
2375 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2376 if(!dir) 1990 if (!dir)
2377 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2378 1992
2379 m = op->map; 1993 m = op->map;
2380 x = op->x+freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2381 y = op->y+freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2382 1996
2383 /* if there's no place to put the golem, abort */ 1997 /* 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) || 1998 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)) { 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 {
2386 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2387 return 0; 2002 return 0;
2388 } 2003 }
2389 2004
2390 /* Use the weapon marked by the player. */ 2005 /* Use the weapon marked by the player. */
2391 weapon = find_marked_object(op); 2006 weapon = find_marked_object (op);
2392 2007
2393 if (!weapon) { 2008 if (!weapon)
2009 {
2394 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2395 return 0; 2011 return 0;
2396 } 2012 }
2013
2397 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2014 if (spell->race && weapon->arch->archname != spell->race)
2015 {
2398 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2399 return 0; 2017 return 0;
2400 } 2018 }
2019
2401 if (weapon->type != WEAPON) { 2020 if (weapon->type != WEAPON)
2021 {
2402 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2403 return 0; 2023 return 0;
2404 } 2024 }
2025
2405 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2027 {
2406 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2028 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)); 2029 return 0;
2408 return 0;
2409 } 2030 }
2410 2031
2411 if (weapon->nrof > 1) { 2032 weapon = weapon->split ();
2412 tmp = get_split_ob(weapon, 1);
2413 esrv_send_item(op, weapon);
2414 weapon = tmp;
2415 }
2416 2033
2417 /* create the golem object */ 2034 /* create the golem object */
2418 tmp=arch_to_object(spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2419 2036
2420 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2421 CLEAR_FLAG(tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2422 SET_FLAG(tmp, FLAG_FRIENDLY);
2423 tmp->stats.exp=0; 2039 tmp->stats.exp = 0;
2424 add_friendly_object(tmp); 2040 add_friendly_object (tmp);
2425 tmp->type=GOLEM; 2041 tmp->type = GOLEM;
2426 set_owner(tmp,op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2427 set_spell_skill(op, caster, spell, tmp); 2044 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 2045
2432 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* 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 2047 * removed flag - it should only be set if weapon->split was
2434 * used above. 2048 * used above.
2435 */ 2049 */
2436 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2437 remove_ob (weapon); 2051 weapon->remove ();
2438 insert_ob_in_ob (weapon, tmp); 2052
2439 esrv_send_item(op, weapon); 2053 tmp->insert (weapon);
2054
2440 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* 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 2056 * so instead, just set it as equipped (otherwise, we need to update
2442 * body_info, skills, etc) 2057 * body_info, skills, etc)
2443 */ 2058 */
2444 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2445 SET_FLAG(weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2446 fix_player(tmp); 2061 tmp->update_stats ();
2447 2062
2448 /* There used to be 'odd' code that basically seemed to take the absolute 2063 /* 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 - 2064 * 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. 2065 * if you're using a crappy weapon, it shouldn't be as good.
2451 */ 2066 */
2452 2067
2453 /* modify weapon's animated wc */ 2068 /* modify weapon's animated wc */
2454 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2069 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; 2070 if (tmp->stats.wc < -127)
2456 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2071 tmp->stats.wc = -127;
2457 2072
2458 /* Modify hit points for weapon */ 2073 /* Modify hit points for weapon */
2459 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2074 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2460 SP_level_duration_adjust(caster, spell) + 2075 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2461 + 8 * weapon->magic + 12 * weapon->stats.Con; 2076 if (tmp->stats.maxhp < 0)
2462 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2077 tmp->stats.maxhp = 10;
2463 tmp->stats.hp = tmp->stats.maxhp; 2078 tmp->stats.hp = tmp->stats.maxhp;
2464 2079
2465 /* Modify weapon's damage */ 2080 /* Modify weapon's damage */
2466 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2081 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 2082 if (tmp->stats.dam < 0)
2468 + weapon->magic 2083 tmp->stats.dam = 127;
2469 + 5 * weapon->stats.Str;
2470 if(tmp->stats.dam<0) tmp->stats.dam=127;
2471 2084
2472 2085
2473 /* attacktype */ 2086 /* attacktype */
2474 if ( ! tmp->attacktype) 2087 if (!tmp->attacktype)
2475 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2476 2089
2477 mt = NULL;
2478 if (op->materialname != NULL)
2479 mt = name_to_material(op->materialname);
2480 if (mt != NULL) {
2481 for (i=0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2482 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2483 a = mt->save[0]; 2092
2484 } else { 2093 a = op->material->save[0];
2485 for (i=0; i < NROFATTACKS; i++) 2094
2486 tmp->resist[i] = 5;
2487 a = 10;
2488 }
2489 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2490 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2491 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2492 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2493 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2494 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2100 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2495 tmp->resist[ATNR_FEAR] = 100; 2101 tmp->resist[ATNR_FEAR] = 100;
2496 tmp->resist[ATNR_DEPLETE] = 100; 2102 tmp->resist[ATNR_DEPLETE] = 100;
2497 tmp->resist[ATNR_DEATH] = 100; 2103 tmp->resist[ATNR_DEATH] = 100;
2498 tmp->resist[ATNR_BLIND] = 100; 2104 tmp->resist[ATNR_BLIND] = 100;
2499 2105
2500 /* Improve weapon's armour value according to best save vs. physical of its material */ 2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2501 2107
2502 if (a > 14) a = 14; 2108 if (a > 14)
2109 a = 14;
2110
2503 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2504 2112
2505 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2506 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2507 2115
2508 if(tmp->speed > 3.33) tmp->speed = 3.33;
2509
2510 if (!spell->race) { 2116 if (!spell->race)
2117 {
2511 sprintf(buf, "animated %s", weapon->name); 2118 sprintf (buf, "animated %s", &weapon->name);
2512 if(tmp->name) free_string(tmp->name); 2119 tmp->name = buf;
2513 tmp->name = add_string(buf);
2514 2120
2515 tmp->face = weapon->face; 2121 tmp->face = weapon->face;
2516 tmp->animation_id = weapon->animation_id; 2122 tmp->animation_id = weapon->animation_id;
2517 tmp->anim_speed = weapon->anim_speed; 2123 tmp->anim_speed = weapon->anim_speed;
2518 tmp->last_anim = weapon->last_anim; 2124 tmp->last_anim = weapon->last_anim;
2519 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2520 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2126 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 } 2127 }
2527 2128
2528 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* 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)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2530 2131
2531 tmp->speed_left= -1; 2132 tmp->speed_left = -1;
2532 tmp->x=x;
2533 tmp->y=y;
2534 tmp->direction=dir; 2133 tmp->direction = dir;
2535 insert_ob_in_map(tmp,m,op,0); 2134
2135 m->insert (tmp, x, y, op);
2536 return 1; 2136 return 1;
2537} 2137}
2538 2138
2539/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2540 2140
2541/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2542 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2543 */ 2143 */
2544 2144int
2545int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2146{
2546 int success; 2147 int success;
2547 2148
2548 if(!op->map) return 0; /* shouldnt happen */ 2149 if (!op->map)
2150 return 0; /* shouldnt happen */
2549 2151
2550 success=change_map_light(op->map,spell->stats.dam); 2152 success = op->map->change_map_light (spell->stats.dam);
2153
2551 if(!success) { 2154 if (!success)
2155 {
2552 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2554 else 2158 else
2555 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2556 } 2160 }
2161
2557 return success; 2162 return success;
2558} 2163}
2559
2560
2561
2562
2563 2164
2564/* create an aura spell object and put it in the player's inventory. 2165/* 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, 2166 * as usual, op is player, caster is the object casting the spell,
2566 * spell is the spell object itself. 2167 * spell is the spell object itself.
2567 */ 2168 */
2169int
2568int create_aura(object *op, object *caster, object *spell) 2170create_aura (object *op, object *caster, object *spell)
2569{ 2171{
2570 int refresh=0; 2172 int refresh = 0;
2571 object *new_aura; 2173 object *new_aura;
2572 2174
2573 new_aura = present_arch_in_ob(spell->other_arch, op); 2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2574 if (new_aura) refresh=1; 2176 if (new_aura)
2177 refresh = 1;
2178 else
2575 else new_aura = arch_to_object(spell->other_arch); 2179 new_aura = arch_to_object (spell->other_arch);
2576 2180
2577 new_aura->duration = spell->duration + 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2578 10* SP_level_duration_adjust(caster,spell);
2579 2182
2580 new_aura->stats.dam = spell->stats.dam 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2581 +SP_level_dam_adjust(caster,spell);
2582 2184
2583 set_owner(new_aura,op);
2584 set_spell_skill(op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2585 new_aura->attacktype= spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2586 2187
2587 new_aura->level = caster_level(caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2588 if (refresh) 2190 if (refresh)
2589 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2590 else 2192 else
2591 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2592 insert_ob_in_ob(new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2593 return 1; 2198 return 1;
2594} 2199}
2595
2596 2200
2597/* move aura function. An aura is a part of someone's inventory, 2201/* 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 2202 * which he carries with him, but which acts on the map immediately
2599 * around him. 2203 * around him.
2600 * Aura parameters: 2204 * Aura parameters:
2601 * duration: duration counter. 2205 * duration: duration counter.
2602 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2603 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2604 */ 2208 */
2605 2209void
2606void move_aura(object *aura) { 2210move_aura (object *aura)
2607 int i, mflags; 2211{
2608 object *env;
2609 mapstruct *m;
2610
2611 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2612 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2613 2215
2614 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2615 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2616 */ 2218 */
2617 remove_ob(aura); 2219 aura->remove ();
2618 2220
2619 /* exit if we're out of gas */ 2221 /* exit if we're out of gas */
2620 if(aura->duration--< 0) { 2222 if (aura->duration-- < 0)
2621 free_object(aura);
2622 return;
2623 } 2223 {
2224 aura->destroy ();
2225 return;
2226 }
2624 2227
2625 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2626 if(env == NULL || env->map==NULL) { 2229 if (!env || !env->map)
2627 free_object(aura);
2628 return;
2629 } 2230 {
2630 aura->x = env->x; 2231 aura->destroy ();
2631 aura->y = env->y; 2232 return;
2233 }
2632 2234
2633 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2634 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2635 */ 2237 */
2636 insert_ob_in_map(aura,env->map,aura,0); 2238 aura->insert_at (env, aura);
2637 2239
2638 for(i=1;i<9;i++) { 2240 for (int i = 1; i < 9; i++)
2639 sint16 nx, ny; 2241 {
2640 nx = aura->x + freearr_x[i]; 2242 mapxy pos (env);
2641 ny = aura->y + freearr_y[i]; 2243 pos.move (i);
2642 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2643 2244
2644 /* Consider the movement tyep of the person with the aura as 2245 /* 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 2246 * 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. 2247 * is flying also, if player is walking, it is on the ground, etc.
2647 */ 2248 */
2648 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2250 {
2649 hit_map(aura,i,aura->attacktype,0); 2251 hit_map (aura, i, aura->attacktype, 0);
2650 2252
2651 if(aura->other_arch) { 2253 if (aura->other_arch)
2652 object *new_ob; 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2653 2255 }
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 } 2256 }
2659 } 2257
2660 }
2661 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2662 remove_ob(aura); 2259 env->insert (aura);
2663 insert_ob_in_ob(aura, env); 2260 aura->set_owner (owner);
2664} 2261}
2665 2262
2666/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2667 * op is the piece object. 2264 * op is the piece object.
2668 */ 2265 */
2669 2266void
2670void move_peacemaker(object *op) { 2267move_peacemaker (object *op)
2671 object *tmp; 2268{
2672 2269 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) { 2270 {
2674 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2675 object *victim=tmp; 2272 object *victim = tmp->head_ ();
2676 2273
2677 if (tmp->head) victim=tmp->head;
2678 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2275 continue;
2276
2679 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2278 continue;
2279
2680 if (victim->stats.exp == 0) continue; 2280 if (victim->stats.exp == 0)
2281 continue;
2681 2282
2682 def_lev = MAX(1,victim->level); 2283 def_lev = max (1, victim->level);
2683 atk_lev = MAX(1,op->level); 2284 atk_lev = max (1, op->level);
2684 2285
2685 if (rndm(0, atk_lev-1) > def_lev) { 2286 if (rndm (0, atk_lev - 1) > def_lev)
2287 {
2686 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2687 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2688 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2689 victim->stats.exp=0; 2292 victim->stats.exp = 0;
2690#if 0 2293#if 0
2691 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2692 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2693 */ 2296 */
2694 victim->stats.dam = 0; 2297 victim->stats.dam = 0;
2695 victim->stats.sp = 0; 2298 victim->stats.sp = 0;
2696 victim->stats.grace = 0; 2299 victim->stats.grace = 0;
2697 victim->stats.Pow = 0; 2300 victim->stats.Pow = 0;
2698#endif 2301#endif
2699 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2700 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2701 SET_FLAG(victim,FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2702 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2703 CLEAR_FLAG(victim,FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2704 if(victim->name) { 2308 if (victim->name)
2705 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2310 }
2706 } 2311 }
2707 } 2312}
2708 }
2709}
2710
2711 2313
2712/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2713 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2714 */ 2316 */
2715 2317int
2716int write_mark(object *op, object *spell, const char *msg) { 2318write_mark (object *op, object *spell, const char *msg)
2717 char rune[HUGE_BUF]; 2319{
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) { 2320 if (!msg || msg[0] == 0)
2321 {
2721 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2722 return 0; 2323 return 0;
2324 }
2325
2326 if (!msg_is_safe (msg))
2723 } 2327 {
2724
2725 if (strcasestr_local(msg, "endmsg")) {
2726 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 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); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2330 return 0;
2331 }
2332
2333 if (!spell->other_arch)
2728 return 0; 2334 return 0;
2729 } 2335
2730 if (!spell->other_arch) return 0;
2731 tmp = arch_to_object(spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2732 strncpy(rune, msg, HUGE_BUF-2); 2337
2733 rune[HUGE_BUF-2] = 0;
2734 strcat(rune, "\n");
2735 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2338 tmp->race = op->name; /*Save the owner of the rune */
2736 tmp->msg = add_string(rune); 2339 tmp->msg = msg;
2737 tmp->x = op->x; 2340
2738 tmp->y = op->y; 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2739 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2342
2740 return 1; 2343 return 1;
2741} 2344}
2345

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