ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.2 by root, Thu Aug 17 20:23:32 2006 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 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 1.2 2006/08/17 20:23:32 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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)
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 } 68 {
69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0;
71 }
72
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 74 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 77 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 78 tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.",
97 query_name(wand));
98 return 0;
99 } 98 {
100 if (!ncharges) ncharges = 1; 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0;
101 }
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
106 SET_FLAG(wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand);
109 } 110 {
111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->speed);
113 }
114
110 return 1; 115 return 1;
111} 116}
112
113/******************************************************************************
114 * Start of polymorph related functions.
115 *
116 * Changed around for 0.94.3 - it will now look through and use all the
117 * possible choices for objects/monsters (before it was teh first 80 -
118 * arbitrary hardcoded limit in this file.) Doing this will be a bit
119 * slower however - while before, it traversed the archetypes once and
120 * stored them into an array, it will now potentially traverse it
121 * an average of 1.5 times. This is probably more costly on the polymorph
122 * item function, since it is possible a couple lookups might be needed before
123 * an item of proper value is generated.
124 */
125
126/* polymorph_living - takes a living object (op) and turns it into
127 * another monster of some sort. Currently, we only deal with single
128 * space monsters.
129 */
130
131void polymorph_living(object *op) {
132 archetype *at;
133 int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly;
134 mapstruct *map = op->map;
135 object *tmp, *next, *owner;
136
137 if(op->head != NULL || op->more != NULL)
138 return;
139
140 /* High level creatures are immune, as are creatures immune to magic. Otherwise,
141 * give the creature a saving throw.
142 */
143 if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) ||
144 (op->resist[ATNR_MAGIC]==100))
145 return;
146
147 /* First, count up the number of legal matches */
148 for(at = first_archetype ; at != NULL; at = at->next)
149 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
150 at->more == NULL && EDITABLE((&at->clone)))
151 {
152 numat++;
153 }
154 if (!numat) return; /* no valid matches? if so, return */
155
156 /* Next make a choice, and loop through until we get to it */
157 choice = rndm(0, numat-1);
158 for(at = first_archetype ; at != NULL; at = at->next)
159 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
160 at->more == NULL && EDITABLE((&at->clone)))
161 {
162 if (!choice) break;
163 else choice--;
164 }
165
166 /* Look through the monster. Unapply anything they have applied,
167 * and remove any spells. Note that if this is extended
168 * to players, that would need to get fixed somehow.
169 */
170 for(tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below;
172 if(QUERY_FLAG(tmp, FLAG_APPLIED))
173 manual_apply(op,tmp,0);
174 if(tmp->type == SPELL) {
175 remove_ob(tmp);
176 free_object(tmp);
177 }
178 }
179
180 /* Remove the object, preserve some values for the new object */
181 remove_ob(op);
182 owner = get_owner(op);
183 friendly = QUERY_FLAG(op, FLAG_FRIENDLY);
184 if (friendly)
185 remove_friendly_object(op);
186
187 copy_object(&(at->clone),op);
188 if (owner != NULL)
189 set_owner(op,owner);
190 if (friendly) {
191 SET_FLAG(op, FLAG_FRIENDLY);
192 op->attack_movement = PETMOVE;
193 add_friendly_object(op);
194 }
195
196 /* Put the new creature on the map */
197 op->x = x; op->y = y;
198 if ((op = insert_ob_in_map (op, map, owner,0)) == NULL)
199 return;
200
201 if (HAS_RANDOM_ITEMS(op))
202 /* No GT_APPLY here because we'll do it manually. */
203 create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0);
204
205 /* Apply any objects. This limits it to the first 20 items, which
206 * I guess is reasonable.
207 */
208 for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) {
209 next = tmp->below;
210 (void) monster_check_apply(op,tmp);
211 }
212}
213
214
215/* polymorph_melt Destroys item from polymorph failure
216 * who is the caster of the polymorph, op is the
217 * object destroyed. We should probably do something
218 * more clever ala nethack - create an iron golem or
219 * something.
220 */
221void polymorph_melt(object *who, object *op)
222{
223 /* Not unique */
224 new_draw_info_format(NDI_GREY, 0, who,
225 "%s%s glows red, melts and evaporates!",
226 op->nrof?"":"The ",query_name(op));
227 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
228 remove_ob(op);
229 free_object(op);
230 return;
231}
232
233/* polymorph_item - changes an item to another item of similar type.
234 * who is the caster of spell, op is the object to be changed.
235 */
236void polymorph_item(object *who, object *op) {
237 archetype *at;
238 int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0;
239 object *new_ob;
240
241 /* We try and limit the maximum value of the changd object. */
242 max_value = op->value * 2;
243 if(max_value > 20000)
244 max_value = 20000 + (max_value - 20000) / 3;
245
246 /* Look through and try to find matching items. Can't turn into something
247 * invisible. Also, if the value is too high now, it would almost
248 * certainly be too high below.
249 */
250 for(at = first_archetype ; at != NULL; at = at->next) {
251 if(at->clone.type == op->type && !at->clone.invisible &&
252 at->clone.value > 0 && at->clone.value < max_value &&
253 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
254 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP))
255 numat++;
256 }
257
258 if(!numat)
259 return;
260
261 difficulty = op->magic * 5;
262 if (difficulty<0) difficulty=0;
263 new_ob = get_object();
264 do {
265 choice = rndm(0, numat-1);
266 for(at = first_archetype ; at != NULL; at = at->next) {
267 if(at->clone.type == op->type && !at->clone.invisible &&
268 at->clone.value > 0 && at->clone.value < max_value &&
269 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
270 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) {
271 if (!choice) break;
272 else choice--;
273 }
274 }
275 copy_object(&(at->clone),new_ob);
276 fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT);
277 ++tries;
278 } while (new_ob->value > max_value && tries<10);
279 if (new_ob->invisible) {
280 LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name);
281 free_object(new_ob);
282 }
283
284 /* Unable to generate an acceptable item? Melt it */
285 if (tries==10) {
286 polymorph_melt(who, op);
287 free_object(new_ob);
288 return;
289 }
290
291 if(op->nrof && new_ob->nrof) {
292 new_ob->nrof = op->nrof;
293 /* decrease the number of items */
294 if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1);
295 }
296
297 /* We don't want rings to keep sustenance/hungry status. There are propably
298 * other cases too that should be checked.
299 */
300 if(charges && op->type != RING && op->type != FOOD)
301 op->stats.food = charges;
302
303 new_ob->x = op->x;
304 new_ob->y = op->y;
305 remove_ob(op);
306 free_object(op);
307 /*
308 * Don't want objects merged or re-arranged, as it then messes up the
309 * order
310 */
311 insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON);
312}
313
314/* polymorh - caster who has hit object op. */
315void polymorph(object *op, object *who) {
316
317 int tmp;
318
319 /* Can't polymorph players right now */
320 /* polymorphing generators opens up all sorts of abuses */
321 if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR))
322 return;
323
324 if(QUERY_FLAG(op, FLAG_MONSTER)) {
325 polymorph_living(op);
326 return;
327 }
328 /* If it is a living object of some other type, don't handle
329 * it now.
330 */
331 if(QUERY_FLAG(op, FLAG_ALIVE))
332 return;
333
334 /* Don't want to morph flying arrows, etc... */
335 if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE))
336 return;
337
338 /* Do some sanity checking here. type=0 is unknown, objects
339 * without archetypes are not good. As are a few other
340 * cases.
341 */
342 if(op->type == 0 || op->arch == NULL ||
343 QUERY_FLAG(op,FLAG_NO_PICK)
344 || op->move_block || op->type == TREASURE)
345 return;
346
347 tmp = rndm(0, 7);
348 if (tmp) polymorph_item(who, op);
349 else polymorph_melt(who, op);
350}
351
352
353/* cast_polymorph -
354 * object *op is the player/monster
355 * caster is object that cast it.
356 * spell_ob is the actually spell object.
357 * dir is the direction.
358 * Returns 0 on illegal cast, otherwise 1.
359 */
360
361int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) {
362 object *tmp, *next;
363 int range, mflags, maxrange;
364 mapstruct *m;
365
366 if(dir == 0)
367 return 0;
368
369 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
370 for(range = 1;range < maxrange; range++) {
371 sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range;
372 object *image;
373
374 m = op->map;
375 mflags = get_map_flags(m, &m, x, y, &x, &y);
376
377 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
378 break;
379
380 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW)
381 break;
382
383 /* Get the top most object */
384 for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL;
385 tmp = tmp->above);
386
387 /* Now start polymorphing the objects, top down */
388 while (tmp!=NULL) {
389 /* Once we find the floor, no need to go further */
390 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
391 next = tmp->below;
392 polymorph(tmp, op);
393 tmp = next;
394 }
395 image = arch_to_object(spell_ob->other_arch);
396 image->x = x;
397 image->y = y;
398 image->stats.food = 5;
399 image->speed_left = 0.1;
400 insert_ob_in_map(image,m,op,0);
401 }
402 return 1;
403}
404
405
406 117
407/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
408 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows. 120 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the 121 * Sets the plus based on the casters level. It is also settable with the
412 * great a plus, the default is used. 123 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
414 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
416 */ 127 */
417 128int
418int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
419{ 130{
420 int missile_plus=0, bonus_plus=0; 131 int bonus_plus = 0;
421 const char *missile_name; 132 const char *missile_name = "arrow";
422 object *tmp, *missile;
423 tag_t tag;
424 133
425 missile_name = "arrow";
426
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
429 missile_name=tmp->race; 136 missile_name = tmp->race;
430 }
431 137
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
433 139
434 if (find_archetype(missile_name)==NULL) { 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
436 missile_name); 145 return 0;
437 return 0; 146 }
147
148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
438 } 151 {
439 missile = get_archetype(missile_name);
440
441 if (stringarg) {
442 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) { 153 if (isalpha (*spellparam))
154 {
444 artifact *al = find_artifactlist(missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
445 156
446 for ( ; al != NULL; al=al->next) 157 for (; al; al = al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break; 158 if (!strcasecmp (al->item->name, spellparam))
159 break;
448 160
449 if (!al) { 161 if (!al)
450 free_object(missile); 162 {
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 missile->destroy ();
452 stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
453 return 0; 165 return 0;
454 } 166 }
167
455 if (al->item->slaying) { 168 if (al->item->slaying)
456 free_object(missile); 169 {
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 missile->destroy ();
458 missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
459 return 0; 172 return 0;
460 } 173 }
174
461 give_artifact_abilities(missile, al->item); 175 give_artifact_abilities (missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical - 176 /* 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 177 * 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. 178 * the parsing of having to do both plus and type.
465 */ 179 */
466 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0; 181 missile_plus = 0;
468 } else 182 }
469 if (atoi(stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
470 missile_plus = atoi(stringarg); 184 missile_plus = atoi (spellparam);
471 } 185 }
472 if (missile_plus > 4)
473 missile_plus = 4;
474 else if (missile_plus < -4)
475 missile_plus = -4;
476 186
187 missile_plus = clamp (missile_plus, -4, 4);
188
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
479 if (missile->nrof < 1) 192 if (missile->nrof < 1)
480 missile->nrof=1; 193 missile->nrof = 1;
481 194
482 missile->magic = missile_plus; 195 missile->magic = missile_plus;
483 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
484 missile->value=0; 197 missile->value = 0;
485 198
486 SET_FLAG(missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
487 tag = missile->count;
488 200
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile); 202 pick_up (op, missile);
493 } 203
494 return 1; 204 return 1;
495} 205}
496 206
497 207
498/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
210int
500int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
501{ 212{
502 int food_value; 213 int food_value;
503 archetype *at=NULL; 214 archetype *at = NULL;
504 object *new_op; 215 object *new_op;
505 216
506 food_value=spell_ob->stats.food + 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508 218
509 if(stringarg) { 219 if (spellparam)
220 {
510 at = find_archetype_by_object_type_name(FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
511 if (at == NULL) 222 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
513 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
514 stringarg = NULL; 225 spellparam = NULL;
226 }
227
228 if (!spellparam)
515 } 229 {
516
517 if(!stringarg) {
518 archetype *at_tmp; 230 archetype *at_tmp;
519 231
520 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added. 234 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor. 236 * to be altered from the donor.
525 */ 237 */
526 238
527 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 240 for_all_archetypes (at_tmp)
241 {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
243 {
530 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead. 246 * the item we have now, take it instead.
533 */ 247 */
534 if (at_tmp->clone.stats.food<=food_value && 248 if (at_tmp->stats.food <= food_value
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 249 && (!at
536 at=at_tmp; 250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
253 at = at_tmp;
254 }
255 }
537 } 256 }
538 } 257
539 }
540 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
541 * know 259 * know
542 */ 260 */
543 if (!at) { 261 if (!at)
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0;
546 } 262 {
263 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0;
265 }
547 266
548 food_value/=at->clone.stats.food; 267 food_value /= at->stats.food;
549 new_op = get_object(); 268 new_op = at->instance ();
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value; 269 new_op->nrof = food_value;
552 270
553 new_op->value = 0; 271 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1; 272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
555 274
556 cast_create_obj(op, caster,new_op, dir); 275 cast_create_obj (op, caster, new_op, dir);
557 return 1; 276 return 1;
558} 277}
559 278
279int
560int probe(object *op, object *caster, object *spell_ob, int dir) { 280probe (object *op, object *caster, object *spell_ob, int dir)
281{
561 int r, mflags, maxrange; 282 int r, mflags, maxrange;
562 object *tmp; 283 object *tmp;
563 mapstruct *m; 284 maptile *m;
564 285
565
566 if(!dir) { 286 if (!dir)
287 {
567 examine_monster(op,op); 288 examine_monster (op, op);
568 return 1; 289 return 1;
569 } 290 }
291
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
571 for(r=1;r < maxrange; r++) { 293 for (r = 1; r < maxrange; r++)
294 {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
573 296
574 m = op->map; 297 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 299
577 if (mflags & P_OUT_OF_MAP) break; 300 if (mflags & P_OUT_OF_MAP)
301 break;
578 302
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
581 return 0; 306 return 0;
582 } 307 }
308
583 if (mflags & P_IS_ALIVE) { 309 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 310 {
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 315 if (tmp->head != NULL)
588 tmp=tmp->head; 316 tmp = tmp->head;
589 examine_monster(op,tmp); 317 examine_monster (op, tmp);
590 return 1; 318 return 1;
591 } 319 }
592 } 320 }
593 } 321 }
322
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
595 return 1; 324 return 1;
596} 325}
597
598 326
599/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 328 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 331 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 332 * pl is invisible.
605 */ 333 */
334int
606int makes_invisible_to(object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
607{ 336{
608
609 if (!pl->invisible) return 0; 337 if (!pl->invisible)
338 return 0;
339
610 if (pl->type == PLAYER ) { 340 if (pl->type == PLAYER)
341 {
611 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) { 343 if (!pl->contr->invis_race)
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 {
345 if (mon->flag [FLAG_UNDEAD])
346 return 0;
347
614 return 1; 348 return 1;
615 } 349 }
350
616 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
618 return 1; 353 return 1;
354
619 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
620 if (!mon->race) return 0; 356 if (!mon->race)
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 357 return 0;
358
359 if (mon->race.contains (pl->contr->invis_race))
360 return 1;
361
622 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
623 return 0; 363 return 0;
624 } else { 364 }
365 else
366 {
625 /* monsters are invisible to everything */ 367 /* monsters are invisible to everything */
626 return 1; 368 return 1;
627 } 369 }
628} 370}
629 371
630/* Makes the player or character invisible. 372/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 373 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 376 * 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 377 * 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/ 378 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 379 * normal applies.
638 */ 380 */
381int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 382cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 383{
641
642 if(op->invisible>1000) { 384 if (op->invisible > 1000)
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further");
644 return 0;
645 } 385 {
386 op->failmsg ("You can not extend the duration of your invisibility any further");
387 return 0;
388 }
646 389
647 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 391 * and if statement or two.
649 */ 392 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 394 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 395 if (op->invisible > 1000)
396 op->invisible = 1000;
653 397
654 if (op->type == PLAYER) { 398 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 399 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 400 op->contr->invis_race = spell_ob->race;
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 401
402 if (spell_ob->flag [FLAG_MAKE_INVIS])
659 op->contr->tmp_invis=0; 403 op->contr->tmp_invis = 0;
660 else 404 else
661 op->contr->tmp_invis=1; 405 op->contr->tmp_invis = 1;
662 406
663 op->contr->hidden = 0; 407 op->contr->hidden = 0;
664 } 408 }
409
665 if (makes_invisible_to(op, op)) 410 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 412 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 414
670 update_object(op,UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
671 416
672 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
673 * harm to the player. 418 * harm to the player.
674 */ 419 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
676 if (tmp->enemy == op) 421 if (tmp->enemy == op)
677 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
678 return 1; 424 return 1;
679} 425}
680 426
681/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 428 */
429int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
684 object *tmp, *next; 431{
685 int range,i,j, mflags; 432 int range, i, j, mflags;
686 sint16 sx, sy; 433 sint16 sx, sy;
687 mapstruct *m; 434 maptile *m;
688 435
689 if(op->type!=PLAYER)
690 return 0;
691
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
693 437
694 for(i= -range;i<=range;i++) 438 for (i = -range; i <= range; i++)
695 for(j= -range;j<=range;j++) { 439 for (j = -range; j <= range; j++)
440 {
696 sx = op->x + i; 441 sx = op->x + i;
697 sy = op->y + j; 442 sy = op->y + j;
698 m = op->map; 443 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
700 445
701 if (mflags & P_OUT_OF_MAP) continue; 446 if (mflags & P_OUT_OF_MAP)
447 continue;
702 448
703 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
705 { 451 {
706 next = tmp->above; 452 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 456 }
710 } 457 }
458
711 return 1; 459 return 1;
712} 460}
713 461
714 462void
715void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
716 object *wor=op; 464{
717 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
718 op=op->env; 466 {
719 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 469 else
724 enter_exit(op,wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
725 } 471 }
726 remove_ob(wor); 472
727 free_object(wor); 473 op->destroy ();
728} 474}
729 475
730/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
732 * time delay effect. 478 * time delay effect.
733 */ 479 */
480int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
735 object *dummy; 483 object *dummy;
736 int time; 484 int time;
737 485
738 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
739 return 0; 487 return 0;
740 488
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 490 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 492 return 1;
745 } 493 }
746 494
747 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 496
497 if (!dummy)
498 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 501 return 0;
752 } 502 }
503
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
755 507
756 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
757 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
759 */ 511 */
760 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
765 516
766 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
768 */ 519 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 520 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
772 523
773 (void) insert_ob_in_ob(dummy,op); 524 op->insert (dummy);
525
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
775 return 1; 528 return 1;
776} 529}
777 530
778/* cast_wonder 531/* cast_wonder
779 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
780 * spell. 533 * spell.
781 */ 534 */
535int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 536cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537{
783 object *newspell; 538 object *newspell;
784 539
785 if(!rndm(0, 3)) 540 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 541 return cast_cone (op, caster, dir, spell_ob);
787 542
788 if (spell_ob->randomitems) { 543 if (spell_ob->randomitems)
544 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 546 if (!newspell)
547 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
549 return 0;
550 }
551 if (newspell->type != SPELL)
552 {
553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
554 return 0;
555 }
556 /* Prevent inifinit recursion */
557 if (newspell->subtype == SP_WONDER)
558 {
559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
560 return 0;
561 }
562 return cast_spell (op, caster, dir, newspell, NULL);
563 }
564 return 1;
565}
566
567int
568perceive_self (object *op)
569{
570 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (shstr_depletion);
572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
792 return 0; 576 return 0;
793 } 577
794 if (newspell->type != SPELL) { 578 if (object *race = archetype::find (op->race))
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
796 newspell->type, newspell->name); 580
797 return 0; 581 if (object *god = find_god (determine_god (op)))
798 } 582 buf << " - You worship " << &god->name << ".\n";
799 /* Prevent inifinit recursion */ 583 else
800 if (newspell->subtype == SP_WONDER) { 584 buf << " - You worship no god.\n";
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 585
802 return 0; 586 object *tmp = present_arch_in_ob (at, op);
803 } 587
804 return cast_spell(op,caster,dir,newspell, NULL); 588 if (*cp == '\0' && !tmp)
589 buf << " - You feel very mundane. ";
590 else
805 } 591 {
806 return 1; 592 buf << " - You have: " << cp << ".\n";
807}
808 593
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) 594 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++) { 595 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 596 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 597 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 } 598 }
837 }
838 }
839 599
840 if (is_dragon_pl(op)) { 600 if (op->is_dragon ())
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 602 for (tmp = op->inv; tmp; tmp = tmp->below)
603 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
844 if(tmp->stats.exp == 0) { 605 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 606 if (tmp->stats.exp == 0)
846 } else { 607 buf << " - Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 else
848 } 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 610
850 break; 611 break;
851 } 612 }
852 }
853 } 613 }
614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616
854 return 1; 617 return 1;
855} 618}
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 619
1105/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 621 * within some reason.
1107 */ 622 */
1108 623int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 624magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 625{
626 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 627 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 628 sint16 x, y;
1113 mapstruct *m; 629 maptile *m;
1114 const char *name; 630 const char *name;
1115 archetype *at; 631 archetype *at;
1116 632
1117 if(!dir) { 633 if (!dir)
634 {
1118 dir=op->facing; 635 dir = op->facing;
1119 x = op->x; 636 x = op->x;
1120 y = op->y; 637 y = op->y;
1121 } else { 638 }
639 else
640 {
1122 x = op->x+freearr_x[dir]; 641 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 642 y = op->y + freearr_y[dir];
1124 } 643 }
644
1125 m = op->map; 645 m = op->map;
1126 646
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 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) || 648 (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))) { 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1131 return 0;
1132 } 650 {
651 op->failmsg ("Something is in the way.");
652 return 0;
653 }
654
1133 if (spell_ob->other_arch) { 655 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
1135 } else if (spell_ob->race) { 657 else if (spell_ob->race)
658 {
1136 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
1137 660
1138 sprintf(buf1,spell_ob->race,dir); 661 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 662 at = archetype::find (buf1);
1140 if (!at) { 663 if (!at)
664 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
667 return 0;
668 }
669
670 tmp = at->instance ();
671 }
672 else
673 {
674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 675 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 } 676 }
1151 677
1152 if (tmp->type == SPELL_EFFECT) { 678 if (tmp->type == SPELL_EFFECT)
679 {
1153 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 682 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; 683 tmp->range = 0;
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 }
1160 tmp->stats.hp = spell_ob->duration + 685 else if (tmp->flag [FLAG_ALIVE])
1161 SP_level_duration_adjust(caster, spell_ob); 686 {
687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op); 689 }
1164 set_spell_skill(op, caster, spell_ob, tmp); 690
691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
1165 } 692 {
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1167 tmp->stats.food = spell_ob->duration + 694 tmp->set_flag (FLAG_IS_USED_UP);
1168 SP_level_duration_adjust(caster, spell_ob); 695 }
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 696
697 if (spell_ob->flag [FLAG_TEAR_DOWN])
1170 } 698 {
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
1176 } 703 }
1177 704
1178 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 706 * these fields just won't be used. Do not set the owner for
707 * earthwalls, though, so they survive restarts.
1180 */ 708 */
709 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 710 tmp->set_owner (op);
711
1182 set_spell_skill(op, caster, spell_ob, tmp); 712 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; 713 tmp->level = casting_level (caster, spell_ob) / 2;
1186 714
1187 name = tmp->name; 715 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 716 if (!(tmp = m->insert (tmp, x, y, op)))
717 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 719 return 0;
1191 } 720 }
721
1192 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
1195 725
1196 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
1200 * blocked spaces. 730 * blocked spaces.
1201 */ 731 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 732 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 733 posblocked = 0;
1204 negblocked=0; 734 negblocked = 0;
1205 735
1206 for(i=1; i<=maxrange; i++) { 736 for (i = 1; i <= maxrange; i++)
1207 int dir2; 737 {
1208 738 int dir2;
739
1209 dir2 = (dir<4)?(dir+2):dir-2; 740 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 741
1211 x = tmp->x+i*freearr_x[dir2]; 742 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 743 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 744 m = tmp->map;
1214 745
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 746 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) && 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 748 {
1218 tmp2 = get_object(); 749 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 750 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 751
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 */ 752 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
1226 755
1227 } else posblocked=1; 756 }
757 else
758 posblocked = 1;
1228 759
1229 x = tmp->x-i*freearr_x[dir2]; 760 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 761 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 762 m = tmp->map;
1232 763
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 764 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) && 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 766 {
1236 tmp2 = get_object(); 767 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 768 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 769
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 771 tmp2->insert (tmp2->other_arch->instance ());
1243 } else negblocked=1; 772 }
773 else
774 negblocked = 1;
1244 } 775 }
1245 776
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1247 update_all_los(op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1248 779
780 return 1;
781}
782
783int
784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
785{
786 uint32 dist, maxdist;
787 int mflags;
788 maptile *m;
789 sint16 sx, sy;
790
791 if (op->type != PLAYER)
792 return 0;
793
794 if (!dir)
795 {
796 op->failmsg ("In what direction?");
797 return 0;
798 }
799
800 /* Given the new outdoor maps, can't let players dimension door for
801 * ever, so put limits in.
802 */
803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
804
805 if (spellparam)
806 {
807 int count = atoi (spellparam);
808
809 if (count > maxdist)
810 {
811 op->failmsg ("You can't dimension door that far!");
812 return 0;
813 }
814
815 for (dist = 0; dist < count; dist++)
816 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break;
821
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break;
824 }
825
826 if (dist < count)
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 return 0;
830 }
831
832 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and
836 * lots of other maps that protect areas with no magic, but the
837 * areas themselves don't contain no magic spaces.
838 */
839 /* This call here is really just to normalize the coordinates */
840 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
841 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
844 return 1; /* Maybe the penalty should be more severe... */
845 }
846 }
847 else
848 {
849 /* Player didn't specify a distance, so lets see how far
850 * we can move the player. Don't know why this stopped on
851 * spaces that blocked the players view.
852 */
853
854 for (dist = 0; dist < maxdist; dist++)
855 {
856 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
857
858 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
859 break;
860
861 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
862 break;
863
864 }
865
866 /* If the destination is blocked, keep backing up until we
867 * find a place for the player.
868 */
869 for (; dist > 0; dist--)
870 {
871 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
872 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
873 continue;
874
875
876 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
877 break;
878
879 }
880 if (!dist)
881 {
882 op->failmsg ("Your spell failed!\n");
883 return 0;
884 }
885 }
886
887 /* Actually move the player now */
888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 889 return 1;
1250}
1251 890
1252int dimension_door(object *op,object *caster, object *spob, int dir) {
1253 uint32 dist, maxdist;
1254 int mflags;
1255 mapstruct *m;
1256 sint16 sx, sy;
1257
1258 if(op->type!=PLAYER)
1259 return 0;
1260
1261 if(!dir) {
1262 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1263 return 0;
1264 }
1265
1266 /* Given the new outdoor maps, can't let players dimension door for
1267 * ever, so put limits in.
1268 */
1269 maxdist = spob->range +
1270 SP_level_range_adjust(caster, spob);
1271
1272 if(op->contr->count) {
1273 if (op->contr->count > maxdist) {
1274 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1275 return 0;
1276 }
1277
1278 for(dist=0;dist<op->contr->count; dist++) {
1279 mflags = get_map_flags(op->map, &m,
1280 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
1281 &sx, &sy);
1282
1283 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1284
1285 if ((mflags & P_BLOCKSVIEW) &&
1286 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1287 }
1288
1289 if(dist<op->contr->count) {
1290 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
1291 op->contr->count=0;
1292 return 0;
1293 }
1294 op->contr->count=0;
1295
1296 /* Remove code that puts player on random space on maps. IMO,
1297 * a lot of maps probably have areas the player should not get to,
1298 * but may not be marked as NO_MAGIC (as they may be bounded
1299 * by such squares). Also, there are probably treasure rooms and
1300 * lots of other maps that protect areas with no magic, but the
1301 * areas themselves don't contain no magic spaces.
1302 */
1303 /* This call here is really just to normalize the coordinates */
1304 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1305 &sx, &sy);
1306 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1307 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1308 return 1; /* Maybe the penalty should be more severe... */
1309 }
1310 } else {
1311 /* Player didn't specify a distance, so lets see how far
1312 * we can move the player. Don't know why this stopped on
1313 * spaces that blocked the players view.
1314 */
1315
1316 for(dist=0; dist < maxdist; dist++) {
1317 mflags = get_map_flags(op->map, &m,
1318 op->x+freearr_x[dir] * (dist+1),
1319 op->y+freearr_y[dir] * (dist+1),
1320 &sx, &sy);
1321
1322 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1323
1324 if ((mflags & P_BLOCKSVIEW) &&
1325 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1326
1327 }
1328
1329 /* If the destination is blocked, keep backing up until we
1330 * find a place for the player.
1331 */
1332 for(;dist>0; dist--) {
1333 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1334 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1335
1336
1337 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1338
1339 }
1340 if(!dist) {
1341 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1342 return 0;
1343 }
1344 }
1345
1346 /* Actually move the player now */
1347 remove_ob(op);
1348 op->x+=freearr_x[dir]*dist;
1349 op->y+=freearr_y[dir]*dist;
1350 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1351 return 1;
1352
1353 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1354 return 1; 893 return 1;
1355} 894}
1356
1357 895
1358/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1359 * op is the caster. 897 * op is the caster.
1360 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1361 * spell is the spell object. 899 * spell is the spell object.
1362 */ 900 */
901int
1363int cast_heal(object *op,object *caster, object *spell, int dir) { 902cast_heal (object *op, object *caster, object *spell, int dir)
903{
1364 object *tmp; 904 object *tmp;
1365 archetype *at; 905 archetype *at;
1366 object *poison; 906 object *poison;
1367 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1368 908
1369 tmp = find_target_for_friendly_spell(op,dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1370 910
1371 if (tmp==NULL) return 0; 911 if (!tmp)
912 return 0;
1372 913
1373 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1375 */ 916 */
1376 heal = spell->stats.dam; 917 heal = spell->stats.dam;
1377 if (spell->stats.hp) 918 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1379 spell->stats.hp;
1380 920
1381 if (heal) { 921 if (heal)
922 {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) { 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1383 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1384 } 925 else
1385 else { 926 {
1386 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1388 * on amount of damage healed. 929 * on amount of damage healed.
1389 */ 930 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1391 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1392 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1393 935
1394 if (tmp->stats.hp >= tmp->stats.maxhp) { 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1396 } else if (heal > 50) { 938 else if (heal > 50)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1398 } else if (heal > 25) { 940 else if (heal > 25)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) { 942 else if (heal > 10)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1402 } else { 944 else
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1404 } 946
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1; 947 success = 1;
948 }
949 }
1411 950
951 if (spell->attacktype & AT_DISEASE)
952 if (cure_disease (tmp, op, spell))
953 success = 1;
954
1412 if (spell->attacktype & AT_POISON) { 955 if (spell->attacktype & AT_POISON)
1413 at = find_archetype("poisoning"); 956 {
957 at = archetype::find (shstr_poisoning);
1414 poison=present_arch_in_ob(at,tmp); 958 poison = present_arch_in_ob (at, tmp);
1415 if (poison) { 959 if (poison)
960 {
1416 success = 1; 961 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1418 poison->stats.food = 1; 963 poison->stats.food = 1;
1419 } 964 }
1420 } 965 }
966
1421 if (spell->attacktype & AT_CONFUSION) { 967 if (spell->attacktype & AT_CONFUSION)
968 {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1423 if (poison) { 970 if (poison)
971 {
1424 success = 1; 972 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1426 poison->duration = 1; 974 poison->duration = 1;
1427 } 975 }
1428 } 976 }
977
1429 if (spell->attacktype & AT_BLIND) { 978 if (spell->attacktype & AT_BLIND)
1430 at=find_archetype("blindness"); 979 {
980 at = archetype::find (shstr_blindness);
1431 poison=present_arch_in_ob(at,tmp); 981 poison = present_arch_in_ob (at, tmp);
1432 if (poison) { 982 if (poison)
983 {
1433 success = 1; 984 success = 1;
1434 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1435 poison->stats.food = 1; 986 poison->stats.food = 1;
1436 } 987 }
1437 } 988 }
989
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
991 {
1439 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1440 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 993 if (tmp->stats.sp > tmp->stats.maxsp)
994 tmp->stats.sp = tmp->stats.maxsp;
1441 success = 1; 995 success = 1;
1442 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1443 } 997 }
998
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1000 {
1445 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1446 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1003 tmp->stats.grace = tmp->stats.maxgrace;
1447 success = 1; 1004 success = 1;
1448 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1449 } 1006 }
1007
1450 if (spell->stats.food && tmp->stats.food < 999) { 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1009 {
1451 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999; 1011 min_it (tmp->stats.food, MAX_FOOD);
1012
1453 success = 1; 1013 success = 1;
1454 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1455 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1456 } 1016 }
1017
1457 return success; 1018 return success;
1458} 1019}
1459
1460 1020
1461/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1462 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1463 * good comments for those. 1023 * good comments for those.
1464 */ 1024 */
1465static const char* const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1466"You grow no stronger.", 1026 "You grow no stronger.",
1467"You grow no more agile.", 1027 "You grow no more agile.",
1468"You don't feel any healthier.", 1028 "You don't feel any healthier.",
1469"no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1470"You are no easier to look at.", 1032 "You are no easier to look at.",
1471"no int",
1472"no pow"
1473}; 1033};
1474 1034
1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1475int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1476 object *tmp, *tmp2=NULL; 1043{
1477 object *force=NULL; 1044 object *force = 0;
1478 int i; 1045 int i;
1479 1046
1480 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1481 if(dir!=0) { 1048 object *tmp = dir
1482 tmp=find_target_for_friendly_spell(op,dir); 1049 ? find_target_for_friendly_spell (op, dir)
1483 } else { 1050 : op;
1484 tmp = op;
1485 }
1486 1051
1487 if(tmp==NULL) return 0; 1052 if (!tmp)
1488 1053 return 0;
1054
1489 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1490 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1057 {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1059 {
1492 if (tmp2->name == spell_ob->name) { 1060 if (tmp2->name == spell_ob->name)
1061 {
1493 force=tmp2; /* the old effect will be "refreshed" */ 1062 force = tmp2; /* the old effect will be "refreshed" */
1494 break; 1063 break;
1495 } 1064 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 {
1497 if ( !silent ) 1067 if (!silent)
1498 new_draw_info_format(NDI_UNIQUE, 0, op, 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1499 "You can not cast %s while %s is in effect", 1069 &spell_ob->name, &tmp2->name_pl);
1500 spell_ob->name, tmp2->name_pl); 1070
1501 return 0; 1071 return 0;
1072 }
1073 }
1502 } 1074 }
1503 } 1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1078 if (force)
1504 } 1079 {
1505 if(force==NULL) { 1080 if (duration > force->duration)
1081 {
1082 force->duration = duration;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1084 }
1085 else
1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1087
1088 return 1;
1089 }
1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1506 force=get_archetype(FORCE_NAME); 1095 force = get_archetype (FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY; 1096 force->subtype = FORCE_CHANGE_ABILITY;
1508 free_string(force->name);
1509 if (spell_ob->race)
1510 force->name = add_refcount(spell_ob->race);
1511 else
1512 force->name = add_refcount(spell_ob->name);
1513 free_string(force->name_pl);
1514 force->name_pl = add_refcount(spell_ob->name);
1515 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1516
1517 } else {
1518 int duration;
1519
1520 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1521 if (duration > force->duration) {
1522 force->duration = duration; 1097 force->duration = duration;
1523 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1098
1524 } else { 1099 if (spell_ob->race)
1525 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 force->name = spell_ob->race;
1526 } 1101 else
1527 return 1; 1102 force->name = spell_ob->name;
1528 } 1103
1529 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1104 force->name_pl = spell_ob->name;
1105
1530 force->speed = 1.0; 1106 force->speed = 1.0;
1531 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1533 1109
1534 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) { 1111 for (i = 0; i < NROFATTACKS; i++)
1112 {
1536 if (spell_ob->resist[i]) { 1113 if (spell_ob->resist[i])
1114 {
1537 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1538 if (force->resist[i] > 100) force->resist[i] = 100; 1116 if (force->resist[i] > 100)
1539 } 1117 force->resist[i] = 100;
1118 }
1540 } 1119 }
1120
1541 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1542 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1543 1123
1544 if (tmp->type == PLAYER) { 1124 if (tmp->type == PLAYER)
1125 {
1545 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) { 1127 for (i = 0; i < NUM_STATS; i++)
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1128 {
1548 if (stat) { 1129 if (sint8 stat = spell_ob->stats.stat (i))
1549 sm=0; 1130 {
1550 for (k=0; k<stat; k++) 1131 sint8 sm = 0;
1551 sm += rndm(1, 3); 1132 for (sint8 k = 0; k < stat; k++)
1133 sm += rndm (1, 3);
1552 1134
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1555 if (sm<0) sm = 0; 1137
1556 } 1138 force->stats.stat (i) = sm;
1557 set_attr_value(&force->stats, i, sm); 1139
1558 if (!sm) 1140 if (!sm)
1559 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1142 }
1143 }
1560 } 1144 }
1561 }
1562 }
1563 1145
1564 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1565 1147
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1567 SET_FLAG(force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1568 1150
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1570 SET_FLAG(force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1571 1153
1572 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) { 1155 if (spell_ob->stats.exp)
1156 {
1157 if (op->speed > 0.5f)
1574 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1158 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1575 else 1159 else
1576 force->stats.exp = spell_ob->stats.exp; 1160 force->stats.exp = spell_ob->stats.exp;
1577 } 1161 }
1578 1162
1579 force->stats.wc = spell_ob->stats.wc; 1163 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac; 1164 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1582 1166
1583 insert_ob_in_ob(force,tmp); 1167 insert_ob_in_ob (force, tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1585 fix_player(tmp); 1169 tmp->update_stats ();
1170
1586 return 1; 1171 return 1;
1587} 1172}
1588 1173
1589/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1590 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1591 * of the caster. 1176 * of the caster.
1592 */ 1177 */
1593 1178int
1594int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1180{
1595 int i; 1181 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1597 1183
1598 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1599 if(dir!=0) { 1185 if (dir != 0)
1186 {
1600 tmp=find_target_for_friendly_spell(op,dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1601 } else { 1188
1189 if (!tmp)
1190 return 0;
1191 }
1192 else
1602 tmp = op; 1193 tmp = op;
1603 }
1604 1194
1605 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1606 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1608 if (tmp2->name == spell_ob->name) { 1200 if (tmp2->name == spell_ob->name)
1201 {
1609 force=tmp2; /* the old effect will be "refreshed" */ 1202 force = tmp2; /* the old effect will be "refreshed" */
1610 break; 1203 break;
1611 } 1204 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1613 new_draw_info_format(NDI_UNIQUE, 0, op, 1206 {
1614 "You can not cast %s while %s is in effect", 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1615 spell_ob->name, tmp2->name_pl); 1208 return 0;
1616 return 0; 1209 }
1210 }
1617 } 1211 }
1618 } 1212
1619 }
1620 if(force==NULL) { 1213 if (force == NULL)
1214 {
1621 force=get_archetype(FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race) 1217 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race); 1218 force->name = spell_ob->race;
1626 else 1219 else
1627 force->name = add_refcount(spell_ob->name); 1220 force->name = spell_ob->name;
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name); 1221 force->name_pl = spell_ob->name;
1630 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1222 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1631 } else { 1223 }
1224 else
1225 {
1632 int duration; 1226 int duration;
1633 1227
1634 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1228 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1635 if (duration > force->duration) { 1229 if (duration > force->duration)
1230 {
1636 force->duration = duration; 1231 force->duration = duration;
1637 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1232 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1638 } else { 1233 }
1234 else
1235 {
1639 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1236 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1640 } 1237 }
1641 return 0; 1238 return 0;
1642 } 1239 }
1643 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1644 force->speed = 1.0; 1241 force->speed = 1.0;
1645 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1647 1244
1648 if(!god) { 1245 if (!god)
1246 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1650 } else { 1248 }
1249 else
1250 {
1651 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) { 1252 for (i = 0; i < NROFATTACKS; i++)
1653 if (god->resist[i]>0) { 1253 if (god->resist[i] > 0)
1654 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1655 } 1255
1656 }
1657 force->path_attuned|=god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1257
1658 if (spell_ob->attacktype) { 1258 if (spell_ob->attacktype)
1659 force->attacktype|=god->attacktype | AT_PHYSICAL; 1259 force->slaying = god->slaying;
1660 if(god->slaying) force->slaying = add_string(god->slaying); 1260
1661 }
1662 if (tmp != op) { 1261 if (tmp != op)
1262 {
1663 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1664 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1264 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1665 } else { 1265 }
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1266 else
1667 "You are blessed by %s!",god->name); 1267 {
1668 } 1268 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1269 }
1669 1270
1670 } 1271 }
1671 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1673 1274
1674 change_abil(tmp,force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp); 1276 insert_ob_in_ob (force, tmp);
1676 fix_player(tmp); 1277 tmp->update_stats ();
1677 return 1; 1278 return 1;
1678} 1279}
1679
1680
1681 1280
1682/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1683 * 1282 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1686 * about 90% of that of the item itself. It uses the value of the
1687 * object before charisma adjustments, because the nuggets themselves
1688 * will be will be adjusted by charisma when sold.
1689 * 1285 *
1690 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1691 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1692 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1693 * to the max amount of small nuggets as you could get. 1289 * when sold.
1694 *
1695 * For example, if an item is worth 110 gold, you will get
1696 * 4 large nuggets, and from 0-10 small nuggets.
1697 * 1290 *
1698 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1699 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1700 * alchemied. 1293 * alchemised.
1701 */ 1294 */
1702 1295static void
1703/* I didn't feel like passing these as arguements to the 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1704 * two functions that need them. Real values are put in them
1705 * when the spell is cast, and these are freed when the spell
1706 * is finished.
1707 */
1708static object *small, *large;
1709
1710static void alchemy_object(object *obj, int *small_nuggets,
1711 int *large_nuggets, int *weight)
1712{ 1297{
1713 uint64 value=query_cost(obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1714 1299
1715 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1716 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1717 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1720 * the stuff back to town. 1305 * the stuff back to town.
1721 */ 1306 */
1722 1307 if (obj->flag [FLAG_UNPAID])
1723 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1308 value = 0;
1724 value=0;
1725 else if (obj->type==MONEY || obj->type==GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1726 value /=3; 1310 value /= 3;
1727 else 1311 else
1728 value = (value*9)/10; 1312 value = value * 9 / 10;
1729 1313
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) { 1314 if (obj->value > 0 && rndm (0, 29))
1733 int count; 1315 total_value += value;
1734 1316
1735 count = value / large->value; 1317 total_weight += obj->total_weight ();
1736 *large_nuggets += count;
1737 value -= (uint64)count * (uint64)large->value;
1738 count = value / small->value;
1739 *small_nuggets += count;
1740 }
1741 1318
1742 /* Turn 25 small nuggets into 1 large nugget. If the value 1319 obj->destroy ();
1743 * of large nuggets is not evenly divisable by the small nugget
1744 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1745 */
1746 if (*small_nuggets * small->value >= large->value) {
1747 (*large_nuggets)++;
1748 *small_nuggets -= large->value / small->value;
1749 if (*small_nuggets && large->value % small->value)
1750 (*small_nuggets)--;
1751 }
1752 weight += obj->weight;
1753 remove_ob(obj);
1754 free_object(obj);
1755} 1320}
1756 1321
1757static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1322int
1758 int x, int y)
1759{
1760 object *tmp;
1761 int flag=0;
1762
1763 /* Put any nuggets below the player, but we can only pass this
1764 * flag if we are on the same space as the player
1765 */
1766 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1767
1768 if (small_nuggets) {
1769 tmp = get_object();
1770 copy_object(small, tmp);
1771 tmp-> nrof = small_nuggets;
1772 tmp->x = x;
1773 tmp->y = y;
1774 insert_ob_in_map(tmp, m, op, flag);
1775 }
1776 if (large_nuggets) {
1777 tmp = get_object();
1778 copy_object(large, tmp);
1779 tmp-> nrof = large_nuggets;
1780 tmp->x = x;
1781 tmp->y = y;
1782 insert_ob_in_map(tmp, m, op, flag);
1783 }
1784}
1785
1786int alchemy(object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1787{ 1324{
1788 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1789 sint16 nx, ny;
1790 object *next,*tmp;
1791 mapstruct *mp;
1792
1793 if(op->type!=PLAYER) 1325 if (op->type != PLAYER)
1794 return 0; 1326 return 0;
1795 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1796 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1797 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1798 * in sight 1336 * in sight
1799 */ 1337 */
1800 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1801 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1802 small=get_archetype("smallnugget"), 1340 uint64 value_max = duration * 1000;
1803 large=get_archetype("largenugget");
1804 1341
1342 int weight = 0;
1343
1805 for(y= op->y-1;y<=op->y+1;y++) { 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1806 for(x= op->x-1;x<=op->x+1;x++) { 1345 {
1807 nx = x; 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1808 ny = y; 1347 {
1348 uint64 value = 0;
1809 1349
1810 mp = op->map; 1350 sint16 nx = x;
1351 sint16 ny = y;
1811 1352
1353 maptile *mp = op->map;
1354
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1813 1356
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue; 1358 continue;
1816 1359
1817 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it 1361 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect. 1362 * ground level effect.
1820 */ 1363 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1822 continue; 1365 continue;
1823 1366
1824 small_nuggets=0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1825 large_nuggets=0; 1368 {
1369 next = tmp->above;
1826 1370
1827 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1828 next=tmp->above; 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1829 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1373 {
1830 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1374 if (tmp->inv)
1831 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1375 {
1376 object *next1, *tmp1;
1832 1377
1833 if (tmp->inv) { 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1834 object *next1, *tmp1; 1379 {
1835 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1380 next1 = tmp1->below;
1836 next1 = tmp1->below; 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1837 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1383 alchemy_object (tmp1, value, weight);
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1384 }
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1385 }
1841 &weight); 1386
1842 } 1387 alchemy_object (tmp, value, weight);
1388
1389 if (weight > weight_max)
1390 break;
1391 }
1392 }
1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1843 } 1411 }
1844 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1845
1846 if (weight>weight_max) {
1847 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1848 free_object(large);
1849 free_object(small);
1850 return 1;
1851 }
1852 } /* is alchemable object */
1853 } /* process all objects on this space */
1854 1412
1855 /* Insert all the nuggets at one time. This probably saves time, but 1413bailout:
1856 * it also prevents us from alcheming nuggets that were just created
1857 * with this spell.
1858 */
1859 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1860 }
1861 }
1862 free_object(large);
1863 free_object(small);
1864 /* reset this so that if player standing on a big pile of stuff,
1865 * it is redrawn properly.
1866 */
1867 op->contr->socket.look_position = 0;
1868 return 1; 1414 return 1;
1869} 1415}
1870
1871 1416
1872/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1873 * items. 1418 * items.
1874 */ 1419 */
1420int
1875int remove_curse(object *op, object *caster, object *spell) { 1421remove_curse (object *op, object *caster, object *spell)
1876 object *tmp; 1422{
1877 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1878 1424
1879 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1883 1429 {
1884 was_one++; 1430 was_one++;
1431
1885 if (tmp->level <= caster_level(caster, spell)) { 1432 if (tmp->level <= casting_level (caster, spell))
1886 success++; 1433 {
1887 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1434 success++;
1888 CLEAR_FLAG(tmp, FLAG_DAMNED); 1435 if (spell->flag [FLAG_DAMNED])
1436 tmp->clr_flag (FLAG_DAMNED);
1889 1437
1890 CLEAR_FLAG(tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1892 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1441
1442 if (object *pl = tmp->visible_to ())
1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 }
1445 }
1446
1893 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp); 1448 {
1895 } 1449 if (success)
1896 }
1897
1898 if (op->type==PLAYER) {
1899 if (success) {
1900 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1901 } else { 1451 else
1452 {
1902 if (was_one) 1453 if (was_one)
1903 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1904 else 1455 else
1905 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1906 } 1457 }
1907 } 1458 }
1459
1908 return success; 1460 return success;
1909} 1461}
1910 1462
1911/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1912 1464int
1913int cast_identify(object *op, object *caster, object *spell) { 1465cast_identify (object *op, object *caster, object *spell)
1466{
1914 object *tmp; 1467 object *tmp;
1915 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1916 1469
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1918 1471
1919 if (num_ident < 1) num_ident=1;
1920
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1473 {
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1475 {
1924 identify(tmp); 1476 identify (tmp);
1477
1925 if (op->type==PLAYER) { 1478 if (op->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, op, 1479 {
1927 "You have %s.", long_desc(tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1928 if (tmp->msg) { 1481
1929 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1482 if (tmp->msg)
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1931 } 1484 }
1485
1486 if (!--num_ident)
1487 break;
1488 }
1932 } 1489 }
1933 num_ident--; 1490
1934 success=1;
1935 if (!num_ident) break;
1936 }
1937 }
1938 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1939 * stuff on the floor. Only identify stuff on the floor if the spell 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used. 1493 * was not fully used.
1941 */ 1494 */
1942 if (num_ident) { 1495 if (num_ident)
1943 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1496 {
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1945 need_identify(tmp)) { 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1946 1499 {
1947 identify(tmp); 1500 identify (tmp);
1948 if (op->type==PLAYER) { 1501
1949 new_draw_info_format(NDI_UNIQUE, 0,op, 1502 if (object *pl = tmp->visible_to ())
1950 "On the ground is %s.", long_desc(tmp, op)); 1503 {
1951 if (tmp->msg) { 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1952 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1505
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1506 if (tmp->msg)
1954 } 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1955 esrv_send_item(op, tmp); 1508 }
1509
1510 if (!--num_ident)
1511 break;
1512 }
1956 } 1513 }
1957 num_ident--; 1514
1958 success=1; 1515 if (buf.empty ())
1959 if (!num_ident) break;
1960 }
1961 } 1516 {
1962 if (!success) 1517 op->failmsg ("You can't reach anything unidentified.");
1963 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1518 return 0;
1519 }
1964 else { 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1965 spell_effect(spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1966 } 1527 }
1967 return success;
1968} 1528}
1969 1529
1970 1530int
1971int cast_detection(object *op, object *caster, object *spell, object *skill) { 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1532{
1972 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level; 1534 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny; 1535 sint16 x, y, nx, ny;
1975 mapstruct *m; 1536 maptile *m;
1976 1537
1977 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1978 * doing it over and over again. 1539 * doing it over and over again.
1979 */ 1540 */
1980 god=find_god(determine_god(op)); 1541 god = find_god (determine_god (op));
1981 level=caster_level(caster, spell); 1542 level = casting_level (caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1983 1544
1984 if (!skill) skill=caster; 1545 if (!skill)
1546 skill = caster;
1985 1547
1986 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1987 for (y = op->y - range; y <= op->y + range; y++) { 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1988 1550 {
1989 m = op->map;
1990 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1991 if (mflags & P_OUT_OF_MAP) continue;
1992
1993 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1994 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1995 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1996 * down - that is easier than working up. 1554 * down - that is easier than working up.
1997 */ 1555 */
1998 1556
1999 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
2000 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
2001 * would happen. 1561 * would happen.
2002 */ 1562 */
2003 if (!last) continue; 1563 if (!last)
1564 continue;
2004 1565
2005 done_one=0; 1566 done_one = 0;
2006 floor=0; 1567 floor = 0;
2007 detect = NULL; 1568 detect = 0;
2008 for (tmp=last; tmp; tmp=tmp->below) { 1569 for (tmp = last; tmp; tmp = tmp->below)
2009 1570 {
2010 /* show invisible */ 1571 /* show invisible */
2011 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
2012 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
2013 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
2014 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
2015 tmp->type==CF_HANDLE || 1576 || tmp->type == T_HANDLE
2016 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1577 || tmp->type == TRAPDOOR
2017 tmp->type==BUTTON || tmp->type==TELEPORTER || 1578 || tmp->type == EXIT
2018 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1579 || tmp->type == HOLE
2019 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1580 || tmp->type == BUTTON
2020 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1581 || tmp->type == TELEPORTER
2021 tmp->type==TREASURE || tmp->type==BOOK || 1582 || tmp->type == GATE
2022 tmp->type==HOLY_ALTAR))) { 1583 || tmp->type == LOCKED_DOOR
1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1587 || tmp->type == TRIGGER_PEDESTAL
1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
2023 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)
2024 tmp->invisible=0; 1596 {
2025 done_one = 1; 1597 tmp->invisible = 0;
2026 } 1598 done_one = 1;
2027 } 1599 }
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1600 }
2029 1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
2030 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
2031 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
2032 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
2033 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
2034 */ 1609 */
2035 if (floor) continue; 1610 if (floor)
1611 continue;
2036 1612
2037 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
2038 * 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.
2039 * 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
2040 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
2041 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
2042 */ 1618 */
2043 1619
2044 /* detect magic */ 1620 /* detect magic */
2045 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
2046 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
2047 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1623 {
2048 is_magical(tmp)) { 1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2049 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
2050 /* make runes more visibile */ 1625 /* make runes more visible */
2051 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2052 tmp->stats.Cha/=4; 1627 tmp->stats.Cha /= 4;
2053 done_one = 1; 1628
2054 } 1629 done_one = 1;
1630 }
1631
2055 /* detect monster */ 1632 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1634 {
2058 done_one = 2; 1635 done_one = 2;
2059 if (!detect) detect=tmp; 1636
2060 } 1637 if (!detect)
1638 detect = tmp;
1639 }
1640
2061 /* 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
2062 * 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
2063 * race must match. 1643 * race must match.
2064 */ 1644 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
2066 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
2067 (strstr(spell->race, tmp->race)))) { 1647 spell->race.contains (tmp->race)))
2068 done_one = 2; 1648 {
2069 if (!detect) detect=tmp; 1649 done_one = 2;
2070 } 1650
2071 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1651 if (!detect)
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1652 detect = tmp;
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1653 }
2074 done_one = 1; 1654
2075 } 1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1674 done_one = 1;
1675 }
1676 }
2076 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
2077 1678
2078 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
2079 * where the magic is. 1680 * where the magic is.
2080 */ 1681 */
2081 if (done_one) { 1682 if (done_one)
2082 object *detect_ob = arch_to_object(spell->other_arch); 1683 {
2083 detect_ob->x = nx; 1684 object *detect_ob = spell->other_arch->instance ();
2084 detect_ob->y = ny; 1685
2085 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) { 1687 if (done_one == 2 && detect)
1688 {
2087 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0; 1692 detect_ob->last_anim = 0;
2091 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1694 if (!detect->flag [FLAG_ANIMATE])
2093 } 1695 detect_ob->clr_flag (FLAG_ANIMATE);
2094 insert_ob_in_map(detect_ob, m, op,0); 1696 }
2095 } 1697
1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1699 }
2096 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
2097 1701
2098 1702
2099 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
2100 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1705 {
2101 done_one = 0; 1706 done_one = 0;
1707
2102 for (tmp = op->inv; tmp; tmp = tmp->below) { 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1709 {
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2105 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1711 {
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2107 if (op->type==PLAYER) 1713 {
2108 esrv_send_item (op, tmp); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2109 } 1715
2110 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1716 if (object *pl = tmp->visible_to ())
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1718 }
2113 if (op->type==PLAYER) 1719
2114 esrv_send_item (op, tmp); 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
2115 } 1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2116 } /* if item is not identified */ 1722 {
2117 } /* for the players inventory */ 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1724
1725 if (object *pl = tmp->visible_to ())
1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1727 }
1728 } /* if item is not identified */
1729 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
2119 return 1; 1732 return 1;
2120} 1733}
2121 1734
2122 1735
2123/** 1736/**
2124 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1737 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2125 * level whos spell did cause the overcharge. 1738 * level whos spell did cause the overcharge.
2126 */ 1739 */
1740static void
2127static void charge_mana_effect(object *victim, int caster_level) 1741charge_mana_effect (object *victim, int caster_level)
2128{ 1742{
2129 1743
2130 /* Prevent explosions for objects without mana. Without this check, doors 1744 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too. 1745 * will explode, too.
2132 */ 1746 */
2133 if (victim->stats.maxsp <= 0) 1747 if (victim->stats.maxsp <= 0)
2134 return; 1748 return;
2135 1749
2136 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2137 1751
2138 if (victim->stats.sp >= victim->stats.maxsp*2) { 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2139 object *tmp; 1753 {
2140
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2142
2143 /* Explodes a fireball centered at player */
2144 tmp = get_archetype(EXPLODING_FIREBALL);
2145 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
2146 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
2147 tmp->x = victim->x;
2148 tmp->y = victim->y;
2149 insert_ob_in_map(tmp, victim->map, NULL, 0);
2150 victim->stats.sp = 2*victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2151 } 1757 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2153 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2154 }
2155 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2156 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1763 {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99); 1765 confuse_player (victim, victim, 99);
2161 } 1766 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1768 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165} 1769}
2166 1770
2167/* cast_transfer 1771/* cast_transfer
2168 * This spell transfers sp from the player to another person. 1772 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP. 1773 * We let the target go above their normal maximum SP.
2170 */ 1774 */
2171 1775
1776int
2172int cast_transfer(object *op,object *caster, object *spell, int dir) { 1777cast_transfer (object *op, object *caster, object *spell, int dir)
1778{
2173 object *plyr=NULL; 1779 object *plyr = NULL;
2174 sint16 x, y; 1780 sint16 x, y;
2175 mapstruct *m; 1781 maptile *m;
2176 int mflags; 1782 int mflags;
2177 1783
2178 m = op->map; 1784 m = op->map;
2179 x = op->x+freearr_x[dir]; 1785 x = op->x + freearr_x[dir];
2180 y = op->y+freearr_y[dir]; 1786 y = op->y + freearr_y[dir];
2181 1787
2182 mflags = get_map_flags(m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2183 1789
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2185 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above)
2186 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
2187 break;
2188 } 1791 {
1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1794 break;
1795 }
2189 1796
2190 1797
2191 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
2192 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
2193 */ 1800 */
2194 if(plyr==NULL) 1801 if (plyr == NULL)
2195 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2196 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2197 break; 1804 break;
2198 1805
2199 if (!plyr) { 1806 if (!plyr)
2200 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
2201 return 0;
2202 } 1807 {
1808 op->failmsg ("There is no one there.");
1809 return 0;
1810 }
2203 /* give sp */ 1811 /* give sp */
2204 if(spell->stats.dam > 0) { 1812 if (spell->stats.dam > 0)
1813 {
2205 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2206 charge_mana_effect(plyr, caster_level(caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2207 return 1; 1816 return 1;
2208 } 1817 }
2209 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) { 1819 else if (op != plyr)
1820 {
2211 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1821 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2212 1822
2213 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1823 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2214 1824
2215 if (rate > 95) rate=95; 1825 if (rate > 95)
1826 rate = 95;
2216 1827
2217 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1830 if (op->flag [FLAG_ALIVE])
1831 {
2220 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2223 if (sucked > 0) { 1835 if (sucked > 0)
1836 {
2224 charge_mana_effect(op, caster_level(caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
1838 }
1839 }
1840 return 1;
2225 } 1841 }
2226 }
2227 return 1;
2228 }
2229 return 0; 1842 return 0;
2230} 1843}
2231 1844
2232 1845
2233/* counterspell: nullifies spell effects. 1846/* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction 1847 * op is the counterspell object, dir is the direction
2235 * it was cast in. 1848 * it was cast in.
2236 * Basically, if the object has a magic attacktype, 1849 * Basically, if the object has a magic attacktype,
2237 * this may nullify it. 1850 * this may nullify it.
2238 */ 1851 */
1852void
2239void counterspell(object *op,int dir) 1853counterspell (object *op, int dir)
2240{ 1854{
2241 object *tmp, *head, *next; 1855 object *tmp, *head, *next;
2242 int mflags; 1856 int mflags;
2243 mapstruct *m; 1857 maptile *m;
2244 sint16 sx,sy; 1858 sint16 sx, sy;
2245 1859
2246 sx = op->x + freearr_x[dir]; 1860 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir]; 1861 sy = op->y + freearr_y[dir];
2248 m = op->map; 1862 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1863 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2250 if (mflags & P_OUT_OF_MAP) return; 1864 if (mflags & P_OUT_OF_MAP)
1865 return;
1866
1867 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2251 1868 {
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above; 1869 next = tmp->above;
2254 1870
2255 /* Need to look at the head object - otherwise, if tmp 1871 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary 1872 * points to a monster, we don't have all the necessary
2257 * info for it. 1873 * info for it.
2258 */ 1874 */
2259 if (tmp->head) head = tmp->head; 1875 if (tmp->head)
2260 else head = tmp; 1876 head = tmp->head;
1877 else
1878 head = tmp;
2261 1879
2262 /* don't attack our own spells */ 1880 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue; 1881 if (tmp->owner && tmp->owner == op->owner)
1882 continue;
2264 1883
2265 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2267 * monsters either. 1886 * monsters either.
2268 */ 1887 */
2269 1888
2270 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2271 !(head->attacktype & AT_COUNTERSPELL) && 1890 && !(head->attacktype & AT_COUNTERSPELL)
2272 !QUERY_FLAG(head,FLAG_MONSTER) && 1891 && !head->flag [FLAG_MONSTER]
2273 (op->level > head->level)) { 1892 && (op->level > head->level))
2274 remove_ob(head); 1893 head->destroy ();
2275 free_object(head); 1894 else
2276 } else switch(head->type) { 1895 switch (head->type)
1896 {
2277 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
2278 if(op->level > head->level) { 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
2279 remove_ob(head); 1899 // about sanctuary in spell_util.C
2280 free_object(head); 1900 if (tmp->flag [FLAG_IS_FLOOR])
2281 } 1901 continue;
2282 break;
2283 1902
1903 if (op->level > head->level)
1904 head->destroy ();
1905
1906 break;
1907
2284 /* I really don't get this rune code that much - that 1908 /* I really don't get this rune code that much - that
2285 * random chance seems really low. 1909 * random chance seems really low.
2286 */ 1910 */
2287 case RUNE: 1911 case RUNE:
2288 if(rndm(0, 149) == 0) { 1912 if (rndm (0, 149) == 0)
1913 {
2289 head->stats.hp--; /* weaken the rune */ 1914 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) { 1915 if (!head->stats.hp)
2291 remove_ob(head); 1916 head->destroy ();
2292 free_object(head); 1917 }
1918 break;
1919 }
2293 } 1920 }
2294 }
2295 break;
2296 }
2297 }
2298} 1921}
2299
2300
2301 1922
2302/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
1924int
2303int cast_consecrate(object *op, object *caster, object *spell) { 1925cast_consecrate (object *op, object *caster, object *spell)
1926{
2304 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2305 1928
2306 object *tmp, *god=find_god(determine_god(op)); 1929 object *tmp, *god = find_god (determine_god (op));
2307 1930
2308 if(!god) { 1931 if (!god)
2309 new_draw_info(NDI_UNIQUE, 0,op, 1932 {
2310 "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2311 return 0; 1934 return 0;
2312 }
2313
2314 for(tmp=op->below;tmp;tmp=tmp->below) {
2315 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2316 if(tmp->type==HOLY_ALTAR) {
2317
2318 if(tmp->level > caster_level(caster, spell)) {
2319 new_draw_info_format(NDI_UNIQUE, 0,op,
2320 "You are not powerful enough to reconsecrate the %s", tmp->name);
2321 return 0;
2322 } else {
2323 /* If we got here, we are consecrating an altar */
2324 if(tmp->name) free_string(tmp->name);
2325 sprintf(buf,"Altar of %s",god->name);
2326 tmp->name = add_string(buf);
2327 tmp->level = caster_level(caster, spell);
2328 tmp->other_arch = god->arch;
2329 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2330 new_draw_info_format(NDI_UNIQUE,0, op,
2331 "You consecrated the altar to %s!",god->name);
2332 return 1;
2333 } 1935 }
2334 } 1936
1937 for (tmp = op->below; tmp; tmp = tmp->below)
2335 } 1938 {
2336 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1939 if (tmp->flag [FLAG_IS_FLOOR])
1940 break;
1941 if (tmp->type == HOLY_ALTAR)
1942 {
1943
1944 if (tmp->level > casting_level (caster, spell))
1945 {
1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1947 return 0;
1948 }
1949 else
1950 {
1951 /* If we got here, we are consecrating an altar */
1952 sprintf (buf, "Altar of %s", &god->name);
1953 tmp->name = buf;
1954 tmp->level = casting_level (caster, spell);
1955 tmp->other_arch = god->arch;
1956
1957 if (op->type == PLAYER)
1958 esrv_update_item (UPD_NAME, op, tmp);
1959
1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1961 return 1;
1962 }
1963 }
1964 }
1965
1966 op->failmsg ("You are not standing over an altar!");
2337 return 0; 1967 return 0;
2338} 1968}
2339 1969
2340/* animate_weapon - 1970/* animate_weapon -
2341 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2342 * The golem is based on the archetype specified, modified by the caster's level 1972 * The golem is based on the archetype specified, modified by the caster's level
2345 * This code was very odd - code early on would only let players use the spell, 1975 * This code was very odd - code early on would only let players use the spell,
2346 * yet the code wass full of player checks. I've presumed that the code 1976 * yet the code wass full of player checks. I've presumed that the code
2347 * that only let players use it was correct, and removed all the other 1977 * that only let players use it was correct, and removed all the other
2348 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2349 */ 1979 */
2350 1980int
2351int animate_weapon(object *op,object *caster,object *spell, int dir) { 1981animate_weapon (object *op, object *caster, object *spell, int dir)
1982{
2352 object *weapon, *tmp; 1983 object *weapon, *tmp;
2353 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2354 int a, i; 1985 int a, i;
2355 sint16 x, y; 1986 sint16 x, y;
2356 mapstruct *m; 1987 maptile *m;
2357 materialtype_t *mt; 1988
2358
2359 if(!spell->other_arch){ 1989 if (!spell->other_arch)
1990 {
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2361 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1992 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2362 return 0; 1993 return 0;
2363 } 1994 }
2364 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0; 1996 if (op->type != PLAYER)
1997 return 0;
2366 1998
2367 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2368 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2000 if (object *golem = op->contr->golem)
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 } 2001 {
2002 control_golem (golem, dir);
2003 return 0;
2004 }
2372 2005
2373 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2374 if(!dir) 2007 if (!dir)
2375 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2376 2009
2377 m = op->map; 2010 m = op->map;
2378 x = op->x+freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2379 y = op->y+freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2380 2013
2381 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2382 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2383 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2384 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
2385 return 0;
2386 } 2017 {
2018 op->failmsg ("There is something in the way.");
2019 return 0;
2020 }
2387 2021
2388 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op); 2023 weapon = find_marked_object (op);
2390 2024
2391 if (!weapon) { 2025 if (!weapon)
2392 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2393 return 0;
2394 } 2026 {
2027 op->failmsg ("You must mark a weapon to use with this spell!");
2028 return 0;
2029 }
2030
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2031 if (spell->race && weapon->arch->archname != spell->race)
2396 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon.");
2397 return 0;
2398 } 2032 {
2033 op->failmsg ("The spell fails to transform your weapon.");
2034 return 0;
2035 }
2036
2399 if (weapon->type != WEAPON) { 2037 if (weapon->type != WEAPON)
2400 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it.");
2401 return 0;
2402 } 2038 {
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2039 op->failmsg ("You need to wield a weapon to animate it.");
2404 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2040 return 0;
2405 query_name(weapon)); 2041 }
2406 return 0; 2042
2043 if (weapon->flag [FLAG_APPLIED])
2407 } 2044 {
2408 2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2409 if (weapon->nrof > 1) { 2046 return 0;
2410 tmp = get_split_ob(weapon, 1);
2411 esrv_send_item(op, weapon);
2412 weapon = tmp;
2413 } 2047 }
2414 2048
2049 weapon = weapon->split ();
2050
2415 /* create the golem object */ 2051 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2417 2053
2418 /* if animated by a player, give the player control of the golem */ 2054 /* if animated by a player, give the player control of the golem */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0; 2056 tmp->stats.exp = 0;
2422 add_friendly_object(tmp); 2057 add_friendly_object (tmp);
2423 tmp->type=GOLEM; 2058 tmp->type = GOLEM;
2424 set_owner(tmp,op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2425 set_spell_skill(op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2426 op->contr->ranges[range_golem]=tmp;
2427 op->contr->shoottype=range_golem;
2428 op->contr->golem_count = tmp->count;
2429 2062
2430 /* Give the weapon to the golem now. A bit of a hack to check the 2063 /* Give the weapon to the golem now. A bit of a hack to check the
2431 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2432 * used above. 2065 * used above.
2433 */ 2066 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2435 remove_ob (weapon); 2068 weapon->remove ();
2436 insert_ob_in_ob (weapon, tmp); 2069
2437 esrv_send_item(op, weapon); 2070 tmp->insert (weapon);
2071
2438 /* To do everything necessary to let a golem use the weapon is a pain, 2072 /* To do everything necessary to let a golem use the weapon is a pain,
2439 * so instead, just set it as equipped (otherwise, we need to update 2073 * so instead, just set it as equipped (otherwise, we need to update
2440 * body_info, skills, etc) 2074 * body_info, skills, etc)
2441 */ 2075 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2444 fix_player(tmp); 2078 tmp->update_stats ();
2445 2079
2446 /* There used to be 'odd' code that basically seemed to take the absolute 2080 /* There used to be 'odd' code that basically seemed to take the absolute
2447 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2081 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2448 * if you're using a crappy weapon, it shouldn't be as good. 2082 * if you're using a crappy weapon, it shouldn't be as good.
2449 */ 2083 */
2450 2084
2451 /* modify weapon's animated wc */ 2085 /* modify weapon's animated wc */
2452 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2086 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2453 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2087 if (tmp->stats.wc < -127)
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2088 tmp->stats.wc = -127;
2455 2089
2456 /* Modify hit points for weapon */ 2090 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2091 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) + 2092 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2459 + 8 * weapon->magic + 12 * weapon->stats.Con; 2093 if (tmp->stats.maxhp < 0)
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2094 tmp->stats.maxhp = 10;
2461 tmp->stats.hp = tmp->stats.maxhp; 2095 tmp->stats.hp = tmp->stats.maxhp;
2462 2096
2463 /* Modify weapon's damage */ 2097 /* Modify weapon's damage */
2464 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2465 + weapon->stats.dam 2099 if (tmp->stats.dam < 0)
2466 + weapon->magic 2100 tmp->stats.dam = 127;
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469 2101
2470 2102
2471 /* attacktype */ 2103 /* attacktype */
2472 if ( ! tmp->attacktype) 2104 if (!tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2474 2106
2475 mt = NULL;
2476 if (op->materialname != NULL)
2477 mt = name_to_material(op->materialname);
2478 if (mt != NULL) {
2479 for (i=0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2481 a = mt->save[0]; 2109
2482 } else { 2110 a = op->material->save[0];
2483 for (i=0; i < NROFATTACKS; i++) 2111
2484 tmp->resist[i] = 5;
2485 a = 10;
2486 }
2487 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2117 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100; 2118 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100; 2119 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100; 2120 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100; 2121 tmp->resist[ATNR_BLIND] = 100;
2497 2122
2498 /* Improve weapon's armour value according to best save vs. physical of its material */ 2123 /* Improve weapon's armour value according to best save vs. physical of its material */
2499 2124
2500 if (a > 14) a = 14; 2125 if (a > 14)
2126 a = 14;
2127
2501 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2128 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2502 2129
2503 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2504 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2131 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2505 2132
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) { 2133 if (!spell->race)
2134 {
2509 sprintf(buf, "animated %s", weapon->name); 2135 sprintf (buf, "animated %s", &weapon->name);
2510 if(tmp->name) free_string(tmp->name); 2136 tmp->name = buf;
2511 tmp->name = add_string(buf);
2512 2137
2513 tmp->face = weapon->face; 2138 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id; 2139 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed; 2140 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim; 2141 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2519 SET_FLAG(tmp,FLAG_ANIMATE);
2520 } else {
2521 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2522 }
2523 update_ob_speed(tmp);
2524 } 2144 }
2525 2145
2526 /* make experience increase in proportion to the strength of the summoned creature. */ 2146 /* make experience increase in proportion to the strength of the summoned creature. */
2527 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2528 2148
2529 tmp->speed_left= -1; 2149 tmp->speed_left = -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir; 2150 tmp->direction = dir;
2533 insert_ob_in_map(tmp,m,op,0); 2151
2152 m->insert (tmp, x, y, op);
2534 return 1; 2153 return 1;
2535} 2154}
2536 2155
2537/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2538 2157
2539/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2541 */ 2160 */
2542 2161int
2543int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2163{
2544 int success; 2164 int success;
2545 2165
2546 if(!op->map) return 0; /* shouldnt happen */ 2166 if (!op->map)
2167 return 0; /* shouldnt happen */
2547 2168
2548 success=change_map_light(op->map,spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2170
2549 if(!success) { 2171 if (!success)
2172 {
2550 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2551 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2552 else 2175 else
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2554 } 2177 }
2178
2555 return success; 2179 return success;
2556} 2180}
2557
2558
2559
2560
2561 2181
2562/* create an aura spell object and put it in the player's inventory. 2182/* create an aura spell object and put it in the player's inventory.
2563 * as usual, op is player, caster is the object casting the spell, 2183 * as usual, op is player, caster is the object casting the spell,
2564 * spell is the spell object itself. 2184 * spell is the spell object itself.
2565 */ 2185 */
2186int
2566int create_aura(object *op, object *caster, object *spell) 2187create_aura (object *op, object *caster, object *spell)
2567{ 2188{
2568 int refresh=0; 2189 int refresh = 0;
2569 object *new_aura; 2190 object *new_aura;
2570 2191
2571 new_aura = present_arch_in_ob(spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2572 if (new_aura) refresh=1; 2193 if (new_aura)
2573 else new_aura = arch_to_object(spell->other_arch); 2194 refresh = 1;
2195 else
2196 new_aura = spell->other_arch->instance ();
2574 2197
2575 new_aura->duration = spell->duration + 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2576 10* SP_level_duration_adjust(caster,spell);
2577 2199
2578 new_aura->stats.dam = spell->stats.dam 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2579 +SP_level_dam_adjust(caster,spell);
2580 2201
2581 set_owner(new_aura,op);
2582 set_spell_skill(op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2584 2204
2585 new_aura->level = caster_level(caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2586 if (refresh) 2207 if (refresh)
2587 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2588 else 2209 else
2589 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2211
2590 insert_ob_in_ob(new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2591 return 1; 2215 return 1;
2592} 2216}
2593
2594 2217
2595/* move aura function. An aura is a part of someone's inventory, 2218/* move aura function. An aura is a part of someone's inventory,
2596 * which he carries with him, but which acts on the map immediately 2219 * which he carries with him, but which acts on the map immediately
2597 * around him. 2220 * around him.
2598 * Aura parameters: 2221 * Aura parameters:
2599 * duration: duration counter. 2222 * duration: duration counter.
2600 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2602 */ 2225 */
2603 2226void
2604void move_aura(object *aura) { 2227move_aura (object *aura)
2605 int i, mflags; 2228{
2606 object *env;
2607 mapstruct *m;
2608
2609 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2610 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2611 2232
2612 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2614 */ 2235 */
2615 remove_ob(aura); 2236 aura->remove ();
2616 2237
2617 /* exit if we're out of gas */ 2238 /* exit if we're out of gas */
2618 if(aura->duration--< 0) { 2239 if (aura->duration-- < 0)
2619 free_object(aura);
2620 return;
2621 } 2240 {
2241 aura->destroy ();
2242 return;
2243 }
2622 2244
2623 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) { 2246 if (!env || !env->map)
2625 free_object(aura);
2626 return;
2627 } 2247 {
2628 aura->x = env->x; 2248 aura->destroy ();
2629 aura->y = env->y; 2249 return;
2250 }
2630 2251
2631 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2633 */ 2254 */
2634 insert_ob_in_map(aura,env->map,aura,0); 2255 aura->insert_at (env, aura);
2635 2256
2636 for(i=1;i<9;i++) { 2257 for (int i = 1; i < 9; i++)
2637 sint16 nx, ny; 2258 {
2638 nx = aura->x + freearr_x[i]; 2259 mapxy pos (env);
2639 ny = aura->y + freearr_y[i]; 2260 pos.move (i);
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2641 2261
2642 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2643 * movement type of the aura. Eg, if the player is flying, the aura 2263 * movement type of the aura. Eg, if the player is flying, the aura
2644 * is flying also, if player is walking, it is on the ground, etc. 2264 * is flying also, if player is walking, it is on the ground, etc.
2645 */ 2265 */
2646 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2267 {
2647 hit_map(aura,i,aura->attacktype,0); 2268 hit_map (aura, i, aura->attacktype, 0);
2648 2269
2649 if(aura->other_arch) { 2270 if (aura->other_arch)
2650 object *new_ob; 2271 pos.insert (aura->other_arch->instance (), aura);
2651 2272 }
2652 new_ob = arch_to_object(aura->other_arch);
2653 new_ob->x = nx;
2654 new_ob->y = ny;
2655 insert_ob_in_map(new_ob,m,aura,0);
2656 } 2273 }
2657 } 2274
2658 }
2659 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2660 remove_ob(aura); 2276 env->insert (aura);
2661 insert_ob_in_ob(aura, env); 2277 aura->set_owner (owner);
2662} 2278}
2663 2279
2664/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2665 * op is the piece object. 2281 * op is the piece object.
2666 */ 2282 */
2667 2283void
2668void move_peacemaker(object *op) { 2284move_peacemaker (object *op)
2669 object *tmp; 2285{
2670 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2671 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2287 {
2672 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2673 object *victim=tmp; 2289 object *victim = tmp->head_ ();
2674 2290
2675 if (tmp->head) victim=tmp->head; 2291 if (!victim->flag [FLAG_MONSTER])
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2292 continue;
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2295 continue;
2296
2678 if (victim->stats.exp == 0) continue; 2297 if (victim->stats.exp == 0)
2298 continue;
2679 2299
2680 def_lev = MAX(1,victim->level); 2300 def_lev = max (1, victim->level);
2681 atk_lev = MAX(1,op->level); 2301 atk_lev = max (1, op->level);
2682 2302
2683 if (rndm(0, atk_lev-1) > def_lev) { 2303 if (rndm (0, atk_lev - 1) > def_lev)
2304 {
2684 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2685 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0; 2309 victim->stats.exp = 0;
2688#if 0 2310#if 0
2689 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2691 */ 2313 */
2692 victim->stats.dam = 0; 2314 victim->stats.dam = 0;
2693 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2694 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2695 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2696#endif 2318#endif
2697 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2702 if(victim->name) { 2325 if (victim->name)
2703 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2327 }
2704 } 2328 }
2705 } 2329}
2706 }
2707}
2708
2709 2330
2710/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2712 */ 2333 */
2713 2334int
2714int write_mark(object *op, object *spell, const char *msg) { 2335write_mark (object *op, object *spell, const char *msg)
2715 char rune[HUGE_BUF]; 2336{
2716 object *tmp;
2717
2718 if (!msg || msg[0] == 0) { 2337 if (!msg || msg[0] == 0)
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2720 return 0;
2721 } 2338 {
2339 op->failmsg ("Write what?");
2340 return 0;
2341 }
2722 2342
2723 if (strcasestr_local(msg, "endmsg")) { 2343 if (!msg_is_safe (msg))
2724 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2344 {
2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2725 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2347 return 0;
2348 }
2349
2350 if (!spell->other_arch)
2726 return 0; 2351 return 0;
2727 } 2352
2728 if (!spell->other_arch) return 0; 2353 object *tmp = spell->other_arch->instance ();
2729 tmp = arch_to_object(spell->other_arch); 2354
2730 strncpy(rune, msg, HUGE_BUF-2);
2731 rune[HUGE_BUF-2] = 0;
2732 strcat(rune, "\n");
2733 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2355 tmp->race = op->name; /*Save the owner of the rune */
2734 tmp->msg = add_string(rune); 2356 tmp->msg = msg;
2735 tmp->x = op->x; 2357
2736 tmp->y = op->y; 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2359
2738 return 1; 2360 return 1;
2739} 2361}
2362

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines