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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.2 by root, Thu Aug 17 20:23:32 2006 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 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)
66 object *wand, *tmp; 62{
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 object *wand = op->mark ();
66
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); 78 object *tmp = get_archetype (shstr_fireball);
80 free_object(wand);
81 tmp = get_archetype("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
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 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
719
720 if(op!=NULL && op->map) {
721 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
722 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 468 else
724 enter_exit(op,wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
725 } 470
726 remove_ob(wor); 471 op->destroy ();
727 free_object(wor);
728} 472}
729 473
730/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
732 * time delay effect. 476 * time delay effect.
733 */ 477 */
478int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
735 object *dummy; 480{
736 int time; 481 if (!op->is_player ())
737
738 if(op->type!=PLAYER)
739 return 0; 482 return 0;
740 483
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 485 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 487 return 1;
745 } 488 }
746 489
747 dummy=get_archetype(FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 491
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0;
752 }
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
754 if (time <1 ) time=1;
755 493
756 /* value of speed really doesn't make much difference, as long as it is 494 /* 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 495 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
759 */ 497 */
760 dummy->speed = 0.002; 498 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
502 dummy->slaying = op->contr->savebed_map;
503 dummy->stats.hp = op->contr->bed_x;
504 dummy->stats.sp = op->contr->bed_y;
765 505
766 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
767 * nice, but until the map load fails, we can't. 507
768 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map);
770 EXIT_X(dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y;
772
773 (void) insert_ob_in_ob(dummy,op);
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
509
775 return 1; 510 return 1;
776} 511}
777 512
778/* cast_wonder 513/* cast_wonder
779 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
780 * spell. 515 * spell.
781 */ 516 */
517int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 518cast_wonder (object *op, object *caster, int dir, object *spell_ob)
519{
783 object *newspell; 520 object *newspell;
784 521
785 if(!rndm(0, 3)) 522 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 523 return cast_cone (op, caster, dir, spell_ob);
787 524
788 if (spell_ob->randomitems) { 525 if (spell_ob->randomitems)
526 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 527 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 528 if (!newspell)
529 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 530 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
531 return 0;
532 }
533 if (newspell->type != SPELL)
534 {
535 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
536 return 0;
537 }
538 /* Prevent inifinit recursion */
539 if (newspell->subtype == SP_WONDER)
540 {
541 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
542 return 0;
543 }
544 return cast_spell (op, caster, dir, newspell, NULL);
545 }
546 return 1;
547}
548
549int
550perceive_self (object *op)
551{
552 const char *cp = describe_item (op, op);
553 archetype *at = archetype::find (shstr_depletion);
554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
792 return 0; 558 return 0;
793 } 559
794 if (newspell->type != SPELL) { 560 if (object *race = archetype::find (op->race))
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
796 newspell->type, newspell->name); 562
797 return 0; 563 if (object *god = find_god (determine_god (op)))
798 } 564 buf << " - You worship " << &god->name << ".\n";
799 /* Prevent inifinit recursion */ 565 else
800 if (newspell->subtype == SP_WONDER) { 566 buf << " - You worship no god.\n";
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 567
802 return 0; 568 object *tmp = present_arch_in_ob (at, op);
803 } 569
804 return cast_spell(op,caster,dir,newspell, NULL); 570 if (*cp == '\0' && !tmp)
571 buf << " - You feel very mundane. ";
572 else
805 } 573 {
806 return 1; 574 buf << " - You have: " << cp << ".\n";
807}
808 575
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) 576 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++) { 577 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 578 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 579 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 } 580 }
837 }
838 }
839 581
840 if (is_dragon_pl(op)) { 582 if (op->is_dragon ())
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 584 for (tmp = op->inv; tmp; tmp = tmp->below)
585 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
844 if(tmp->stats.exp == 0) { 587 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 588 if (tmp->stats.exp == 0)
846 } else { 589 buf << " - Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 590 else
848 } 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 592
850 break; 593 break;
851 } 594 }
852 }
853 } 595 }
596
597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
598
854 return 1; 599 return 1;
855} 600}
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 601
1105/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 603 * within some reason.
1107 */ 604 */
1108 605int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 606magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 607{
608 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 609 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 610 sint16 x, y;
1113 mapstruct *m; 611 maptile *m;
1114 const char *name; 612 const char *name;
1115 archetype *at; 613 archetype *at;
1116 614
1117 if(!dir) { 615 if (!dir)
616 {
1118 dir=op->facing; 617 dir = op->facing;
1119 x = op->x; 618 x = op->x;
1120 y = op->y; 619 y = op->y;
1121 } else { 620 }
621 else
622 {
1122 x = op->x+freearr_x[dir]; 623 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 624 y = op->y + freearr_y[dir];
1124 } 625 }
626
1125 m = op->map; 627 m = op->map;
1126 628
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 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) || 630 (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))) { 631 ((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 } 632 {
633 op->failmsg ("Something is in the way.");
634 return 0;
635 }
636
1133 if (spell_ob->other_arch) { 637 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
1135 } else if (spell_ob->race) { 639 else if (spell_ob->race)
640 {
1136 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
1137 642
1138 sprintf(buf1,spell_ob->race,dir); 643 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 644 at = archetype::find (buf1);
1140 if (!at) { 645 if (!at)
646 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
649 return 0;
650 }
651
652 tmp = at->instance ();
653 }
654 else
655 {
656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 657 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 } 658 }
1151 659
1152 if (tmp->type == SPELL_EFFECT) { 660 if (tmp->type == SPELL_EFFECT)
661 {
1153 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 664 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; 665 tmp->range = 0;
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 666 }
1160 tmp->stats.hp = spell_ob->duration + 667 else if (tmp->flag [FLAG_ALIVE])
1161 SP_level_duration_adjust(caster, spell_ob); 668 {
669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op); 671 }
1164 set_spell_skill(op, caster, spell_ob, tmp); 672
673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
1165 } 674 {
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1167 tmp->stats.food = spell_ob->duration + 676 tmp->set_flag (FLAG_IS_USED_UP);
1168 SP_level_duration_adjust(caster, spell_ob); 677 }
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 678
679 if (spell_ob->flag [FLAG_TEAR_DOWN])
1170 } 680 {
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
1176 } 685 }
1177 686
1178 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 688 * these fields just won't be used. Do not set the owner for
689 * earthwalls, though, so they survive restarts.
1180 */ 690 */
691 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 692 tmp->set_owner (op);
693
1182 set_spell_skill(op, caster, spell_ob, tmp); 694 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; 695 tmp->level = casting_level (caster, spell_ob) / 2;
1186 696
1187 name = tmp->name; 697 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 698 if (!(tmp = m->insert (tmp, x, y, op)))
699 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 701 return 0;
1191 } 702 }
703
1192 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
1195 707
1196 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1200 * blocked spaces. 712 * blocked spaces.
1201 */ 713 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 714 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 715 posblocked = 0;
1204 negblocked=0; 716 negblocked = 0;
1205 717
1206 for(i=1; i<=maxrange; i++) { 718 for (i = 1; i <= maxrange; i++)
1207 int dir2; 719 {
1208 720 int dir2;
721
1209 dir2 = (dir<4)?(dir+2):dir-2; 722 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 723
1211 x = tmp->x+i*freearr_x[dir2]; 724 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 725 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 726 m = tmp->map;
1214 727
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 728 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) && 729 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 730 {
1218 tmp2 = get_object(); 731 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 732 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 733
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 */ 734 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 736 tmp2->insert (tmp2->other_arch->instance ());
1226 737
1227 } else posblocked=1; 738 }
739 else
740 posblocked = 1;
1228 741
1229 x = tmp->x-i*freearr_x[dir2]; 742 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 743 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 744 m = tmp->map;
1232 745
1233 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)) &&
1234 ((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) && !negblocked)
1235 !negblocked) { 748 {
1236 tmp2 = get_object(); 749 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 750 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 751
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1243 } else negblocked=1; 754 }
755 else
756 negblocked = 1;
1244 } 757 }
1245 758
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1247 update_all_los(op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1248 761
762 return 1;
763}
764
765int
766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
767{
768 uint32 dist, maxdist;
769 int mflags;
770 maptile *m;
771 sint16 sx, sy;
772
773 if (op->type != PLAYER)
774 return 0;
775
776 if (!dir)
777 {
778 op->failmsg ("In what direction?");
779 return 0;
780 }
781
782 /* Given the new outdoor maps, can't let players dimension door for
783 * ever, so put limits in.
784 */
785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
786
787 if (spellparam)
788 {
789 int count = atoi (spellparam);
790
791 if (count > maxdist)
792 {
793 op->failmsg ("You can't dimension door that far!");
794 return 0;
795 }
796
797 for (dist = 0; dist < count; dist++)
798 {
799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
800
801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
802 break;
803
804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
805 break;
806 }
807
808 if (dist < count)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
811 return 0;
812 }
813
814 /* Remove code that puts player on random space on maps. IMO,
815 * a lot of maps probably have areas the player should not get to,
816 * but may not be marked as NO_MAGIC (as they may be bounded
817 * by such squares). Also, there are probably treasure rooms and
818 * lots of other maps that protect areas with no magic, but the
819 * areas themselves don't contain no magic spaces.
820 */
821 /* This call here is really just to normalize the coordinates */
822 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
823 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
826 return 1; /* Maybe the penalty should be more severe... */
827 }
828 }
829 else
830 {
831 /* Player didn't specify a distance, so lets see how far
832 * we can move the player. Don't know why this stopped on
833 * spaces that blocked the players view.
834 */
835
836 for (dist = 0; dist < maxdist; dist++)
837 {
838 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
839
840 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
841 break;
842
843 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
844 break;
845
846 }
847
848 /* If the destination is blocked, keep backing up until we
849 * find a place for the player.
850 */
851 for (; dist > 0; dist--)
852 {
853 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
854 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
855 continue;
856
857
858 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
859 break;
860
861 }
862 if (!dist)
863 {
864 op->failmsg ("Your spell failed!\n");
865 return 0;
866 }
867 }
868
869 /* Actually move the player now */
870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 871 return 1;
1250}
1251 872
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 */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1354 return 1; 875 return 1;
1355} 876}
1356
1357 877
1358/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1359 * op is the caster. 879 * op is the caster.
1360 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1361 * spell is the spell object. 881 * spell is the spell object.
1362 */ 882 */
883int
1363int cast_heal(object *op,object *caster, object *spell, int dir) { 884cast_heal (object *op, object *caster, object *spell, int dir)
885{
1364 object *tmp; 886 object *tmp;
1365 archetype *at; 887 archetype *at;
1366 object *poison; 888 object *poison;
1367 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1368 890
1369 tmp = find_target_for_friendly_spell(op,dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1370 892
1371 if (tmp==NULL) return 0; 893 if (!tmp)
894 return 0;
1372 895
1373 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1375 */ 898 */
1376 heal = spell->stats.dam; 899 heal = spell->stats.dam;
1377 if (spell->stats.hp) 900 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1379 spell->stats.hp;
1380 902
1381 if (heal) { 903 if (heal)
904 {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) { 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1383 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 906 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1384 } 907 else
1385 else { 908 {
1386 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1388 * on amount of damage healed. 911 * on amount of damage healed.
1389 */ 912 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1391 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1392 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1393 917
1394 if (tmp->stats.hp >= tmp->stats.maxhp) { 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1396 } else if (heal > 50) { 920 else if (heal > 50)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1398 } else if (heal > 25) { 922 else if (heal > 25)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) { 924 else if (heal > 10)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1402 } else { 926 else
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1404 } 928
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1; 929 success = 1;
930 }
931 }
1411 932
933 if (spell->attacktype & AT_DISEASE)
934 if (cure_disease (tmp, op, spell))
935 success = 1;
936
1412 if (spell->attacktype & AT_POISON) { 937 if (spell->attacktype & AT_POISON)
1413 at = find_archetype("poisoning"); 938 {
939 at = archetype::find (shstr_poisoning);
1414 poison=present_arch_in_ob(at,tmp); 940 poison = present_arch_in_ob (at, tmp);
1415 if (poison) { 941 if (poison)
942 {
1416 success = 1; 943 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1418 poison->stats.food = 1; 945 poison->stats.food = 1;
1419 } 946 }
1420 } 947 }
948
1421 if (spell->attacktype & AT_CONFUSION) { 949 if (spell->attacktype & AT_CONFUSION)
950 {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1423 if (poison) { 952 if (poison)
953 {
1424 success = 1; 954 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1426 poison->duration = 1; 956 poison->duration = 1;
1427 } 957 }
1428 } 958 }
959
1429 if (spell->attacktype & AT_BLIND) { 960 if (spell->attacktype & AT_BLIND)
1430 at=find_archetype("blindness"); 961 {
962 at = archetype::find (shstr_blindness);
1431 poison=present_arch_in_ob(at,tmp); 963 poison = present_arch_in_ob (at, tmp);
1432 if (poison) { 964 if (poison)
965 {
1433 success = 1; 966 success = 1;
1434 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1435 poison->stats.food = 1; 968 poison->stats.food = 1;
1436 } 969 }
1437 } 970 }
971
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
973 {
1439 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1440 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 975 if (tmp->stats.sp > tmp->stats.maxsp)
976 tmp->stats.sp = tmp->stats.maxsp;
1441 success = 1; 977 success = 1;
1442 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1443 } 979 }
980
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
982 {
1445 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1446 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 984 if (tmp->stats.grace > tmp->stats.maxgrace)
985 tmp->stats.grace = tmp->stats.maxgrace;
1447 success = 1; 986 success = 1;
1448 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1449 } 988 }
989
1450 if (spell->stats.food && tmp->stats.food < 999) { 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
991 {
1451 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999; 993 min_it (tmp->stats.food, MAX_FOOD);
994
1453 success = 1; 995 success = 1;
1454 /* We could do something a bit better like the messages for healing above */ 996 /* 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"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1456 } 998 }
999
1457 return success; 1000 return success;
1458} 1001}
1459
1460 1002
1461/* This is used for the spells that gain stats. There are no spells 1003/* 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 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1463 * good comments for those. 1005 * good comments for those.
1464 */ 1006 */
1465static const char* const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1466"You grow no stronger.", 1008 "You grow no stronger.",
1467"You grow no more agile.", 1009 "You grow no more agile.",
1468"You don't feel any healthier.", 1010 "You don't feel any healthier.",
1469"no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1470"You are no easier to look at.", 1014 "You are no easier to look at.",
1471"no int",
1472"no pow"
1473}; 1015};
1474 1016
1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1475int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1476 object *tmp, *tmp2=NULL; 1025{
1477 object *force=NULL; 1026 object *force = 0;
1478 int i; 1027 int i;
1479 1028
1480 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1481 if(dir!=0) { 1030 object *tmp = dir
1482 tmp=find_target_for_friendly_spell(op,dir); 1031 ? find_target_for_friendly_spell (op, dir)
1483 } else { 1032 : op;
1484 tmp = op;
1485 }
1486 1033
1487 if(tmp==NULL) return 0; 1034 if (!tmp)
1488 1035 return 0;
1036
1489 /* If we've already got a force of this type, don't add a new one. */ 1037 /* 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) { 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1039 {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1041 {
1492 if (tmp2->name == spell_ob->name) { 1042 if (tmp2->name == spell_ob->name)
1043 {
1493 force=tmp2; /* the old effect will be "refreshed" */ 1044 force = tmp2; /* the old effect will be "refreshed" */
1494 break; 1045 break;
1495 } 1046 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1048 {
1497 if ( !silent ) 1049 if (!silent)
1498 new_draw_info_format(NDI_UNIQUE, 0, op, 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1499 "You can not cast %s while %s is in effect", 1051 &spell_ob->name, &tmp2->name_pl);
1500 spell_ob->name, tmp2->name_pl); 1052
1501 return 0; 1053 return 0;
1054 }
1055 }
1502 } 1056 }
1503 } 1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1060 if (force)
1504 } 1061 {
1505 if(force==NULL) { 1062 if (duration > force->duration)
1063 {
1064 force->duration = duration;
1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1066 }
1067 else
1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1069
1070 return 1;
1071 }
1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1506 force=get_archetype(FORCE_NAME); 1077 force = get_archetype (FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY; 1078 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; 1079 force->duration = duration;
1523 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1080
1524 } else { 1081 if (spell_ob->race)
1525 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1082 force->name = spell_ob->race;
1526 } 1083 else
1527 return 1; 1084 force->name = spell_ob->name;
1528 } 1085
1529 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1086 force->name_pl = spell_ob->name;
1087
1530 force->speed = 1.0; 1088 force->speed = 1.0;
1531 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1533 1091
1534 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) { 1093 for (i = 0; i < NROFATTACKS; i++)
1094 {
1536 if (spell_ob->resist[i]) { 1095 if (spell_ob->resist[i])
1096 {
1537 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1538 if (force->resist[i] > 100) force->resist[i] = 100; 1098 if (force->resist[i] > 100)
1539 } 1099 force->resist[i] = 100;
1100 }
1540 } 1101 }
1102
1541 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1542 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1543 1105
1544 if (tmp->type == PLAYER) { 1106 if (tmp->type == PLAYER)
1107 {
1545 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) { 1109 for (i = 0; i < NUM_STATS; i++)
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1110 {
1548 if (stat) { 1111 if (sint8 stat = spell_ob->stats.stat (i))
1549 sm=0; 1112 {
1550 for (k=0; k<stat; k++) 1113 sint8 sm = 0;
1551 sm += rndm(1, 3); 1114 for (sint8 k = 0; k < stat; k++)
1115 sm += rndm (1, 3);
1552 1116
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1555 if (sm<0) sm = 0; 1119
1556 } 1120 force->stats.stat (i) = sm;
1557 set_attr_value(&force->stats, i, sm); 1121
1558 if (!sm) 1122 if (!sm)
1559 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1124 }
1125 }
1560 } 1126 }
1561 }
1562 }
1563 1127
1564 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1565 1129
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1567 SET_FLAG(force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1568 1132
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1570 SET_FLAG(force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1571 1135
1572 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) { 1137 if (spell_ob->stats.exp)
1138 {
1139 if (op->speed > 0.5f)
1574 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1140 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1575 else 1141 else
1576 force->stats.exp = spell_ob->stats.exp; 1142 force->stats.exp = spell_ob->stats.exp;
1577 } 1143 }
1578 1144
1579 force->stats.wc = spell_ob->stats.wc; 1145 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac; 1146 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1582 1148
1583 insert_ob_in_ob(force,tmp); 1149 insert_ob_in_ob (force, tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1585 fix_player(tmp); 1151 tmp->update_stats ();
1152
1586 return 1; 1153 return 1;
1587} 1154}
1588 1155
1589/* This used to be part of cast_change_ability, but it really didn't make 1156/* 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 1157 * a lot of sense, since most of the values it derives are from the god
1591 * of the caster. 1158 * of the caster.
1592 */ 1159 */
1593 1160int
1594int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1162{
1595 int i; 1163 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1597 1165
1598 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1599 if(dir!=0) { 1167 if (dir != 0)
1168 {
1600 tmp=find_target_for_friendly_spell(op,dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1601 } else { 1170
1171 if (!tmp)
1172 return 0;
1173 }
1174 else
1602 tmp = op; 1175 tmp = op;
1603 }
1604 1176
1605 /* If we've already got a force of this type, don't add a new one. */ 1177 /* 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) { 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1179 {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1181 {
1608 if (tmp2->name == spell_ob->name) { 1182 if (tmp2->name == spell_ob->name)
1183 {
1609 force=tmp2; /* the old effect will be "refreshed" */ 1184 force = tmp2; /* the old effect will be "refreshed" */
1610 break; 1185 break;
1611 } 1186 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1187 else if (spell_ob->race && spell_ob->race == tmp2->name)
1613 new_draw_info_format(NDI_UNIQUE, 0, op, 1188 {
1614 "You can not cast %s while %s is in effect", 1189 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); 1190 return 0;
1616 return 0; 1191 }
1192 }
1617 } 1193 }
1618 } 1194
1619 }
1620 if(force==NULL) { 1195 if (force == NULL)
1196 {
1621 force=get_archetype(FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race) 1199 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race); 1200 force->name = spell_ob->race;
1626 else 1201 else
1627 force->name = add_refcount(spell_ob->name); 1202 force->name = spell_ob->name;
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name); 1203 force->name_pl = spell_ob->name;
1630 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1631 } else { 1205 }
1206 else
1207 {
1632 int duration; 1208 int duration;
1633 1209
1634 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1210 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1635 if (duration > force->duration) { 1211 if (duration > force->duration)
1212 {
1636 force->duration = duration; 1213 force->duration = duration;
1637 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1638 } else { 1215 }
1216 else
1217 {
1639 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1218 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1640 } 1219 }
1641 return 0; 1220 return 0;
1642 } 1221 }
1643 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1644 force->speed = 1.0; 1223 force->speed = 1.0;
1645 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1647 1226
1648 if(!god) { 1227 if (!god)
1228 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1650 } else { 1230 }
1231 else
1232 {
1651 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) { 1234 for (i = 0; i < NROFATTACKS; i++)
1653 if (god->resist[i]>0) { 1235 if (god->resist[i] > 0)
1654 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1655 } 1237
1656 }
1657 force->path_attuned|=god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1239
1658 if (spell_ob->attacktype) { 1240 if (spell_ob->attacktype)
1659 force->attacktype|=god->attacktype | AT_PHYSICAL; 1241 force->slaying = god->slaying;
1660 if(god->slaying) force->slaying = add_string(god->slaying); 1242
1661 }
1662 if (tmp != op) { 1243 if (tmp != op)
1244 {
1663 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1245 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); 1246 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1665 } else { 1247 }
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1248 else
1667 "You are blessed by %s!",god->name); 1249 {
1668 } 1250 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1251 }
1669 1252
1670 } 1253 }
1671 force->stats.wc = spell_ob->stats.wc; 1254 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac; 1255 force->stats.ac = spell_ob->stats.ac;
1673 1256
1674 change_abil(tmp,force); /* Mostly to display any messages */ 1257 change_abil (tmp, force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp); 1258 insert_ob_in_ob (force, tmp);
1676 fix_player(tmp); 1259 tmp->update_stats ();
1677 return 1; 1260 return 1;
1678} 1261}
1679
1680
1681 1262
1682/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1683 * 1264 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being 1266 * 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 * 1267 *
1690 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1691 * the maximum number of large nuggets you could get. 1269 * 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 1270 * because the nuggets themselves will be will be adjusted by charisma
1693 * to the max amount of small nuggets as you could get. 1271 * 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 * 1272 *
1698 * There is also a chance (1:30) that you will get nothing at all 1273 * 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 1274 * for the object. There is also a maximum weight that will be
1700 * alchemied. 1275 * alchemised.
1701 */ 1276 */
1702 1277static void
1703/* I didn't feel like passing these as arguements to the 1278alchemy_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{ 1279{
1713 uint64 value=query_cost(obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1714 1281
1715 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1716 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1717 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1720 * the stuff back to town. 1287 * the stuff back to town.
1721 */ 1288 */
1722 1289 if (obj->flag [FLAG_UNPAID])
1723 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1290 value = 0;
1724 value=0;
1725 else if (obj->type==MONEY || obj->type==GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1726 value /=3; 1292 value /= 3;
1727 else 1293 else
1728 value = (value*9)/10; 1294 value = value * 9 / 10;
1729 1295
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) { 1296 if (obj->value > 0 && rndm (0, 29))
1733 int count; 1297 total_value += value;
1734 1298
1735 count = value / large->value; 1299 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 1300
1742 /* Turn 25 small nuggets into 1 large nugget. If the value 1301 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} 1302}
1756 1303
1757static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1304int
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) 1305alchemy (object *op, object *caster, object *spell_ob)
1787{ 1306{
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) 1307 if (op->type != PLAYER)
1794 return 0; 1308 return 0;
1795 1309
1310 archetype *nugget[3];
1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1315
1796 /* Put a maximum weight of items that can be alchemied. Limits the power 1316 /* 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 1317 * some, and also prevents people from alchemising every table/chair/clock
1798 * in sight 1318 * in sight
1799 */ 1319 */
1800 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1320 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1801 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1802 small=get_archetype("smallnugget"), 1322 uint64 value_max = duration * 1000;
1803 large=get_archetype("largenugget");
1804 1323
1324 int weight = 0;
1325
1805 for(y= op->y-1;y<=op->y+1;y++) { 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1806 for(x= op->x-1;x<=op->x+1;x++) { 1327 {
1807 nx = x; 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1808 ny = y; 1329 {
1330 uint64 value = 0;
1809 1331
1810 mp = op->map; 1332 sint16 nx = x;
1333 sint16 ny = y;
1811 1334
1335 maptile *mp = op->map;
1336
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1813 1338
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue; 1340 continue;
1816 1341
1817 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it 1343 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect. 1344 * ground level effect.
1820 */ 1345 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1822 continue; 1347 continue;
1823 1348
1824 small_nuggets=0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1825 large_nuggets=0; 1350 {
1351 next = tmp->above;
1826 1352
1827 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1828 next=tmp->above; 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1829 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1355 {
1830 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1356 if (tmp->inv)
1831 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1357 {
1358 object *next1, *tmp1;
1832 1359
1833 if (tmp->inv) { 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1834 object *next1, *tmp1; 1361 {
1835 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1362 next1 = tmp1->below;
1836 next1 = tmp1->below; 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1837 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1365 alchemy_object (tmp1, value, weight);
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1366 }
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1367 }
1841 &weight); 1368
1842 } 1369 alchemy_object (tmp, value, weight);
1370
1371 if (weight > weight_max)
1372 break;
1373 }
1374 }
1375
1376 value -= rndm (value >> 4);
1377 value = min (value, value_max);
1378
1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1380 if (int nrof = value / nugget [i]->value)
1381 {
1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1388 }
1389
1390 if (weight > weight_max)
1391 goto bailout;
1392 }
1843 } 1393 }
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 1394
1855 /* Insert all the nuggets at one time. This probably saves time, but 1395bailout:
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; 1396 return 1;
1869} 1397}
1870
1871 1398
1872/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1873 * items. 1400 * items.
1874 */ 1401 */
1402int
1875int remove_curse(object *op, object *caster, object *spell) { 1403remove_curse (object *op, object *caster, object *spell)
1876 object *tmp; 1404{
1877 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1878 1406
1879 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1883 1411 {
1884 was_one++; 1412 was_one++;
1413
1885 if (tmp->level <= caster_level(caster, spell)) { 1414 if (tmp->level <= casting_level (caster, spell))
1886 success++; 1415 {
1887 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1416 success++;
1888 CLEAR_FLAG(tmp, FLAG_DAMNED); 1417 if (spell->flag [FLAG_DAMNED])
1418 tmp->clr_flag (FLAG_DAMNED);
1889 1419
1890 CLEAR_FLAG(tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1892 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1423
1424 if (object *pl = tmp->visible_to ())
1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1426 }
1427 }
1428
1893 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp); 1430 {
1895 } 1431 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."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1901 } else { 1433 else
1434 {
1902 if (was_one) 1435 if (was_one)
1903 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1904 else 1437 else
1905 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1906 } 1439 }
1907 } 1440 }
1441
1908 return success; 1442 return success;
1909} 1443}
1910 1444
1911/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1912 1446int
1913int cast_identify(object *op, object *caster, object *spell) { 1447cast_identify (object *op, object *caster, object *spell)
1448{
1914 object *tmp; 1449 object *tmp;
1915 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1916 1451
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1918 1453
1919 if (num_ident < 1) num_ident=1;
1920
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1455 {
1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1457 {
1924 identify(tmp); 1458 identify (tmp);
1459
1925 if (op->type==PLAYER) { 1460 if (op->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, op, 1461 {
1927 "You have %s.", long_desc(tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1928 if (tmp->msg) { 1463
1929 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1464 if (tmp->msg)
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1931 } 1466 }
1467
1468 if (!--num_ident)
1469 break;
1470 }
1932 } 1471 }
1933 num_ident--; 1472
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 1473 /* 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 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used. 1475 * was not fully used.
1941 */ 1476 */
1942 if (num_ident) { 1477 if (num_ident)
1943 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1478 {
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1945 need_identify(tmp)) { 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1946 1481 {
1947 identify(tmp); 1482 identify (tmp);
1948 if (op->type==PLAYER) { 1483
1949 new_draw_info_format(NDI_UNIQUE, 0,op, 1484 if (object *pl = tmp->visible_to ())
1950 "On the ground is %s.", long_desc(tmp, op)); 1485 {
1951 if (tmp->msg) { 1486 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:"); 1487
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1488 if (tmp->msg)
1954 } 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1955 esrv_send_item(op, tmp); 1490 }
1491
1492 if (!--num_ident)
1493 break;
1494 }
1956 } 1495 }
1957 num_ident--; 1496
1958 success=1; 1497 if (buf.empty ())
1959 if (!num_ident) break;
1960 }
1961 } 1498 {
1962 if (!success) 1499 op->failmsg ("You can't reach anything unidentified.");
1963 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1500 return 0;
1501 }
1964 else { 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1965 spell_effect(spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1508 return 1;
1966 } 1509 }
1967 return success;
1968} 1510}
1969 1511
1970 1512int
1971int cast_detection(object *op, object *caster, object *spell, object *skill) { 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1514{
1972 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level; 1516 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1975 mapstruct *m; 1518 maptile *m;
1976 1519
1977 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1978 * doing it over and over again. 1521 * doing it over and over again.
1979 */ 1522 */
1980 god=find_god(determine_god(op)); 1523 god = find_god (determine_god (op));
1981 level=caster_level(caster, spell); 1524 level = casting_level (caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1983 1526
1984 if (!skill) skill=caster; 1527 if (!skill)
1528 skill = caster;
1985 1529
1986 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1987 for (y = op->y - range; y <= op->y + range; y++) { 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1988 1532 {
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 1533 /* For most of the detections, we only detect objects above the
1994 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1995 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1996 * down - that is easier than working up. 1536 * down - that is easier than working up.
1997 */ 1537 */
1998 1538
1999 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1540 last = tmp;
1541
2000 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
2001 * would happen. 1543 * would happen.
2002 */ 1544 */
2003 if (!last) continue; 1545 if (!last)
1546 continue;
2004 1547
2005 done_one=0; 1548 done_one = 0;
2006 floor=0; 1549 floor = 0;
2007 detect = NULL; 1550 detect = 0;
2008 for (tmp=last; tmp; tmp=tmp->below) { 1551 for (tmp = last; tmp; tmp = tmp->below)
2009 1552 {
2010 /* show invisible */ 1553 /* show invisible */
2011 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
2012 /* Might there be other objects that we can make visibile? */ 1555 /* Might there be other objects that we can make visible? */
2013 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
2014 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
2015 tmp->type==CF_HANDLE || 1558 || tmp->type == T_HANDLE
2016 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1559 || tmp->type == TRAPDOOR
2017 tmp->type==BUTTON || tmp->type==TELEPORTER || 1560 || tmp->type == EXIT
2018 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1561 || tmp->type == HOLE
2019 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1562 || tmp->type == BUTTON
2020 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1563 || tmp->type == TELEPORTER
2021 tmp->type==TREASURE || tmp->type==BOOK || 1564 || tmp->type == GATE
2022 tmp->type==HOLY_ALTAR))) { 1565 || tmp->type == LOCKED_DOOR
1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1569 || tmp->type == TRIGGER_PEDESTAL
1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
2023 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2024 tmp->invisible=0; 1578 {
2025 done_one = 1; 1579 tmp->invisible = 0;
2026 } 1580 done_one = 1;
2027 } 1581 }
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1582 }
2029 1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
2030 /* All detections below this point don't descend beneath the floor, 1587 /* 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 1588 * 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 1589 * 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. 1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
2034 */ 1591 */
2035 if (floor) continue; 1592 if (floor)
1593 continue;
2036 1594
2037 /* I had thought about making detect magic and detect curse 1595 /* I had thought about making detect magic and detect curse
2038 * show the flash the magic item like it does for detect monster. 1596 * 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 1597 * however, if the object is within sight, this would then make it
2040 * difficult to see what object is magical/cursed, so the 1598 * difficult to see what object is magical/cursed, so the
2041 * effect wouldn't be as apparant. 1599 * effect wouldn't be as apparent.
2042 */ 1600 */
2043 1601
2044 /* detect magic */ 1602 /* detect magic */
2045 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
2046 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
2047 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1605 && !tmp->flag [FLAG_IDENTIFIED]
2048 is_magical(tmp)) { 1606 && tmp->need_identify ()
2049 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2050 /* make runes more visibile */ 1610 /* make runes more visible */
2051 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2052 tmp->stats.Cha/=4; 1612 tmp->stats.Cha /= 4;
2053 done_one = 1; 1613
2054 } 1614 done_one = 1;
1615 }
1616
2055 /* detect monster */ 1617 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1619 {
2058 done_one = 2; 1620 done_one = 2;
2059 if (!detect) detect=tmp; 1621
2060 } 1622 if (!detect)
1623 detect = tmp;
1624 }
1625
2061 /* Basically, if race is set in the spell, then the creatures race must 1626 /* 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 1627 * match that. if the spell race is set to GOD, then the gods opposing
2063 * race must match. 1628 * race must match.
2064 */ 1629 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
2066 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
2067 (strstr(spell->race, tmp->race)))) { 1632 spell->race.contains (tmp->race)))
2068 done_one = 2; 1633 {
2069 if (!detect) detect=tmp; 1634 done_one = 2;
2070 } 1635
2071 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1636 if (!detect)
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1637 detect = tmp;
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1638 }
2074 done_one = 1; 1639
2075 } 1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1661 done_one = 1;
1662 }
1663 }
2076 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
2077 1665
2078 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
2079 * where the magic is. 1667 * where the magic is.
2080 */ 1668 */
2081 if (done_one) { 1669 if (done_one)
2082 object *detect_ob = arch_to_object(spell->other_arch); 1670 {
2083 detect_ob->x = nx; 1671 object *detect_ob = spell->other_arch->instance ();
2084 detect_ob->y = ny; 1672
2085 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) { 1674 if (done_one == 2 && detect)
1675 {
2087 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0; 1679 detect_ob->last_anim = 0;
2091 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1681 if (!detect->flag [FLAG_ANIMATE])
2093 } 1682 detect_ob->clr_flag (FLAG_ANIMATE);
2094 insert_ob_in_map(detect_ob, m, op,0); 1683 }
2095 } 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1686 }
2096 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2097 1688
2098 1689
2099 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* 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)) { 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1692 {
2101 done_one = 0; 1693 done_one = 0;
1694
2102 for (tmp = op->inv; tmp; tmp = tmp->below) { 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1696 {
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2105 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1698 {
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2107 if (op->type==PLAYER) 1700 {
2108 esrv_send_item (op, tmp); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2109 } 1702
2110 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1703 if (object *pl = tmp->visible_to ())
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1705 }
2113 if (op->type==PLAYER) 1706
2114 esrv_send_item (op, tmp); 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
2115 } 1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2116 } /* if item is not identified */ 1709 {
2117 } /* for the players inventory */ 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1711
1712 if (object *pl = tmp->visible_to ())
1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1714 }
1715 } /* if item is not identified */
1716 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2119 return 1; 1719 return 1;
2120} 1720}
2121 1721
2122 1722
2123/** 1723/**
2124 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1724 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2125 * level whos spell did cause the overcharge. 1725 * level whos spell did cause the overcharge.
2126 */ 1726 */
1727static void
2127static void charge_mana_effect(object *victim, int caster_level) 1728charge_mana_effect (object *victim, int caster_level)
2128{ 1729{
2129 1730
2130 /* Prevent explosions for objects without mana. Without this check, doors 1731 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too. 1732 * will explode, too.
2132 */ 1733 */
2133 if (victim->stats.maxsp <= 0) 1734 if (victim->stats.maxsp <= 0)
2134 return; 1735 return;
2135 1736
2136 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2137 1738
2138 if (victim->stats.sp >= victim->stats.maxsp*2) { 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2139 object *tmp; 1740 {
2140
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 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; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2151 } 1744 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1745 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."); 1746 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) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2156 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1750 {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99); 1752 confuse_player (victim, victim, 99);
2161 } 1753 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165} 1756}
2166 1757
2167/* cast_transfer 1758/* cast_transfer
2168 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
2170 */ 1761 */
2171 1762
1763int
2172int cast_transfer(object *op,object *caster, object *spell, int dir) { 1764cast_transfer (object *op, object *caster, object *spell, int dir)
1765{
2173 object *plyr=NULL; 1766 object *plyr = NULL;
2174 sint16 x, y; 1767 sint16 x, y;
2175 mapstruct *m; 1768 maptile *m;
2176 int mflags; 1769 int mflags;
2177 1770
2178 m = op->map; 1771 m = op->map;
2179 x = op->x+freearr_x[dir]; 1772 x = op->x + freearr_x[dir];
2180 y = op->y+freearr_y[dir]; 1773 y = op->y + freearr_y[dir];
2181 1774
2182 mflags = get_map_flags(m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2183 1776
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1777 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 } 1778 {
1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1781 break;
1782 }
2189 1783
2190 1784
2191 /* If we did not find a player in the specified direction, transfer 1785 /* 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. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
2193 */ 1787 */
2194 if(plyr==NULL) 1788 if (plyr == NULL)
2195 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1789 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)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2197 break; 1791 break;
2198 1792
2199 if (!plyr) { 1793 if (!plyr)
2200 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
2201 return 0;
2202 } 1794 {
1795 op->failmsg ("There is no one there.");
1796 return 0;
1797 }
2203 /* give sp */ 1798 /* give sp */
2204 if(spell->stats.dam > 0) { 1799 if (spell->stats.dam > 0)
1800 {
2205 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2206 charge_mana_effect(plyr, caster_level(caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2207 return 1; 1803 return 1;
2208 } 1804 }
2209 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) { 1806 else if (op != plyr)
1807 {
2211 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1808 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2212 1809
2213 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1810 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2214 1811
2215 if (rate > 95) rate=95; 1812 if (rate > 95)
1813 rate = 95;
2216 1814
2217 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1817 if (op->flag [FLAG_ALIVE])
1818 {
2220 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2223 if (sucked > 0) { 1822 if (sucked > 0)
1823 {
2224 charge_mana_effect(op, caster_level(caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1825 }
1826 }
1827 return 1;
2225 } 1828 }
2226 }
2227 return 1;
2228 }
2229 return 0; 1829 return 0;
2230} 1830}
2231 1831
2232 1832
2233/* counterspell: nullifies spell effects. 1833/* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction 1834 * op is the counterspell object, dir is the direction
2235 * it was cast in. 1835 * it was cast in.
2236 * Basically, if the object has a magic attacktype, 1836 * Basically, if the object has a magic attacktype,
2237 * this may nullify it. 1837 * this may nullify it.
2238 */ 1838 */
1839void
2239void counterspell(object *op,int dir) 1840counterspell (object *op, int dir)
2240{ 1841{
2241 object *tmp, *head, *next; 1842 object *tmp, *head, *next;
2242 int mflags; 1843 int mflags;
2243 mapstruct *m; 1844 maptile *m;
2244 sint16 sx,sy; 1845 sint16 sx, sy;
2245 1846
2246 sx = op->x + freearr_x[dir]; 1847 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir]; 1848 sy = op->y + freearr_y[dir];
2248 m = op->map; 1849 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2250 if (mflags & P_OUT_OF_MAP) return; 1851 if (mflags & P_OUT_OF_MAP)
1852 return;
1853
1854 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2251 1855 {
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above; 1856 next = tmp->above;
2254 1857
2255 /* Need to look at the head object - otherwise, if tmp 1858 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary 1859 * points to a monster, we don't have all the necessary
2257 * info for it. 1860 * info for it.
2258 */ 1861 */
2259 if (tmp->head) head = tmp->head; 1862 if (tmp->head)
2260 else head = tmp; 1863 head = tmp->head;
1864 else
1865 head = tmp;
2261 1866
2262 /* don't attack our own spells */ 1867 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue; 1868 if (tmp->owner && tmp->owner == op->owner)
1869 continue;
2264 1870
2265 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2267 * monsters either. 1873 * monsters either.
2268 */ 1874 */
2269 1875
2270 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2271 !(head->attacktype & AT_COUNTERSPELL) && 1877 && !(head->attacktype & AT_COUNTERSPELL)
2272 !QUERY_FLAG(head,FLAG_MONSTER) && 1878 && !head->flag [FLAG_MONSTER]
2273 (op->level > head->level)) { 1879 && (op->level > head->level))
2274 remove_ob(head); 1880 head->destroy ();
2275 free_object(head); 1881 else
2276 } else switch(head->type) { 1882 switch (head->type)
1883 {
2277 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
2278 if(op->level > head->level) { 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
2279 remove_ob(head); 1886 // about sanctuary in spell_util.C
2280 free_object(head); 1887 if (tmp->flag [FLAG_IS_FLOOR])
2281 } 1888 continue;
2282 break;
2283 1889
1890 if (op->level > head->level)
1891 head->destroy ();
1892
1893 break;
1894
2284 /* I really don't get this rune code that much - that 1895 /* I really don't get this rune code that much - that
2285 * random chance seems really low. 1896 * random chance seems really low.
2286 */ 1897 */
2287 case RUNE: 1898 case RUNE:
2288 if(rndm(0, 149) == 0) { 1899 if (rndm (0, 149) == 0)
1900 {
2289 head->stats.hp--; /* weaken the rune */ 1901 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) { 1902 if (!head->stats.hp)
2291 remove_ob(head); 1903 head->destroy ();
2292 free_object(head); 1904 }
1905 break;
1906 }
2293 } 1907 }
2294 }
2295 break;
2296 }
2297 }
2298} 1908}
2299
2300
2301 1909
2302/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1911int
2303int cast_consecrate(object *op, object *caster, object *spell) { 1912cast_consecrate (object *op, object *caster, object *spell)
1913{
2304 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2305 1915
2306 object *tmp, *god=find_god(determine_god(op)); 1916 object *tmp, *god = find_god (determine_god (op));
2307 1917
2308 if(!god) { 1918 if (!god)
2309 new_draw_info(NDI_UNIQUE, 0,op, 1919 {
2310 "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2311 return 0; 1921 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 } 1922 }
2334 } 1923
1924 for (tmp = op->below; tmp; tmp = tmp->below)
2335 } 1925 {
2336 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1926 if (tmp->flag [FLAG_IS_FLOOR])
1927 break;
1928 if (tmp->type == HOLY_ALTAR)
1929 {
1930
1931 if (tmp->level > casting_level (caster, spell))
1932 {
1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1934 return 0;
1935 }
1936 else
1937 {
1938 /* If we got here, we are consecrating an altar */
1939 sprintf (buf, "Altar of %s", &god->name);
1940 tmp->name = buf;
1941 tmp->level = casting_level (caster, spell);
1942 tmp->other_arch = god->arch;
1943
1944 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1948 return 1;
1949 }
1950 }
1951 }
1952
1953 op->failmsg ("You are not standing over an altar!");
2337 return 0; 1954 return 0;
2338} 1955}
2339 1956
2340/* animate_weapon - 1957/* animate_weapon -
2341 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * 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 1959 * 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, 1962 * 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 1963 * 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 1964 * that only let players use it was correct, and removed all the other
2348 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2349 */ 1966 */
2350 1967int
2351int animate_weapon(object *op,object *caster,object *spell, int dir) { 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2352 object *weapon, *tmp; 1969{
2353 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2354 int a, i; 1971 int a, i;
2355 sint16 x, y; 1972 sint16 x, y;
2356 mapstruct *m; 1973 maptile *m;
2357 materialtype_t *mt; 1974
2358
2359 if(!spell->other_arch){ 1975 if (!spell->other_arch)
1976 {
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2361 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2362 return 0; 1979 return 0;
2363 } 1980 }
2364 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0; 1982 if (op->type != PLAYER)
1983 return 0;
2366 1984
2367 /* if player already has a golem, abort */ 1985 /* 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) { 1986 if (object *golem = op->contr->golem)
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 } 1987 {
1988 control_golem (golem, dir);
1989 return 0;
1990 }
2372 1991
2373 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2374 if(!dir) 1993 if (!dir)
2375 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2376 1995
2377 m = op->map; 1996 m = op->map;
2378 x = op->x+freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2379 y = op->y+freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2380 1999
2381 /* if there's no place to put the golem, abort */ 2000 /* 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) || 2001 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)) { 2002 || ((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 } 2003 {
2004 op->failmsg ("There is something in the way.");
2005 return 0;
2006 }
2387 2007
2388 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op); 2009 object *weapon = op->mark ();
2390 2010
2391 if (!weapon) { 2011 if (!weapon)
2392 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2393 return 0;
2394 } 2012 {
2013 op->failmsg ("You must mark a weapon to use with this spell!");
2014 return 0;
2015 }
2016
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2017 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 } 2018 {
2019 op->failmsg ("The spell fails to transform your weapon.");
2020 return 0;
2021 }
2022
2399 if (weapon->type != WEAPON) { 2023 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 } 2024 {
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2025 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", 2026 return 0;
2405 query_name(weapon)); 2027 }
2406 return 0; 2028
2029 if (weapon->flag [FLAG_APPLIED])
2407 } 2030 {
2408 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2409 if (weapon->nrof > 1) { 2032 return 0;
2410 tmp = get_split_ob(weapon, 1);
2411 esrv_send_item(op, weapon);
2412 weapon = tmp;
2413 } 2033 }
2414 2034
2035 weapon = weapon->split ();
2036
2415 /* create the golem object */ 2037 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2417 2039
2418 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0; 2042 tmp->stats.exp = 0;
2422 add_friendly_object(tmp); 2043 add_friendly_object (tmp);
2423 tmp->type=GOLEM; 2044 tmp->type = GOLEM;
2424 set_owner(tmp,op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2425 set_spell_skill(op, caster, spell, tmp); 2047 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 2048
2430 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* 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 2050 * removed flag - it should only be set if weapon->split was
2432 * used above. 2051 * used above.
2433 */ 2052 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2435 remove_ob (weapon); 2054 weapon->remove ();
2436 insert_ob_in_ob (weapon, tmp); 2055
2437 esrv_send_item(op, weapon); 2056 tmp->insert (weapon);
2057
2438 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* 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 2059 * so instead, just set it as equipped (otherwise, we need to update
2440 * body_info, skills, etc) 2060 * body_info, skills, etc)
2441 */ 2061 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2444 fix_player(tmp); 2064 tmp->update_stats ();
2445 2065
2446 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* 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 - 2067 * 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. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2449 */ 2069 */
2450 2070
2451 /* modify weapon's animated wc */ 2071 /* modify weapon's animated wc */
2452 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2072 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; 2073 if (tmp->stats.wc < -127)
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2074 tmp->stats.wc = -127;
2455 2075
2456 /* Modify hit points for weapon */ 2076 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2077 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) + 2078 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2459 + 8 * weapon->magic + 12 * weapon->stats.Con; 2079 if (tmp->stats.maxhp < 0)
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2080 tmp->stats.maxhp = 10;
2461 tmp->stats.hp = tmp->stats.maxhp; 2081 tmp->stats.hp = tmp->stats.maxhp;
2462 2082
2463 /* Modify weapon's damage */ 2083 /* Modify weapon's damage */
2464 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2084 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 2085 if (tmp->stats.dam < 0)
2466 + weapon->magic 2086 tmp->stats.dam = 127;
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469 2087
2470 2088
2471 /* attacktype */ 2089 /* attacktype */
2472 if ( ! tmp->attacktype) 2090 if (!tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2474 2092
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++) 2093 for (i = 0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2481 a = mt->save[0]; 2095
2482 } else { 2096 a = op->material->save[0];
2483 for (i=0; i < NROFATTACKS; i++) 2097
2484 tmp->resist[i] = 5;
2485 a = 10;
2486 }
2487 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2103 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100; 2104 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100; 2105 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100; 2106 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100; 2107 tmp->resist[ATNR_BLIND] = 100;
2497 2108
2498 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2499 2110
2500 if (a > 14) a = 14; 2111 if (a > 14)
2112 a = 14;
2113
2501 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2502 2115
2503 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2504 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2505 2118
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) { 2119 if (!spell->race)
2120 {
2509 sprintf(buf, "animated %s", weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2510 if(tmp->name) free_string(tmp->name); 2122 tmp->name = buf;
2511 tmp->name = add_string(buf);
2512 2123
2513 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2129 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 } 2130 }
2525 2131
2526 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* 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)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2528 2134
2529 tmp->speed_left= -1; 2135 tmp->speed_left = -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir; 2136 tmp->direction = dir;
2533 insert_ob_in_map(tmp,m,op,0); 2137
2138 m->insert (tmp, x, y, op);
2534 return 1; 2139 return 1;
2535} 2140}
2536 2141
2537/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2538 2143
2539/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2541 */ 2146 */
2542 2147int
2543int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2149{
2544 int success; 2150 int success;
2545 2151
2546 if(!op->map) return 0; /* shouldnt happen */ 2152 if (!op->map)
2153 return 0; /* shouldnt happen */
2547 2154
2548 success=change_map_light(op->map,spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2549 if(!success) { 2157 if (!success)
2158 {
2550 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2551 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2552 else 2161 else
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2554 } 2163 }
2164
2555 return success; 2165 return success;
2556} 2166}
2557
2558
2559
2560
2561 2167
2562/* create an aura spell object and put it in the player's inventory. 2168/* 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, 2169 * as usual, op is player, caster is the object casting the spell,
2564 * spell is the spell object itself. 2170 * spell is the spell object itself.
2565 */ 2171 */
2172int
2566int create_aura(object *op, object *caster, object *spell) 2173create_aura (object *op, object *caster, object *spell)
2567{ 2174{
2568 int refresh=0; 2175 int refresh = 0;
2569 object *new_aura; 2176 object *new_aura;
2570 2177
2571 new_aura = present_arch_in_ob(spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2572 if (new_aura) refresh=1; 2179 if (new_aura)
2573 else new_aura = arch_to_object(spell->other_arch); 2180 refresh = 1;
2181 else
2182 new_aura = spell->other_arch->instance ();
2574 2183
2575 new_aura->duration = spell->duration + 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2576 10* SP_level_duration_adjust(caster,spell);
2577 2185
2578 new_aura->stats.dam = spell->stats.dam 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2579 +SP_level_dam_adjust(caster,spell);
2580 2187
2581 set_owner(new_aura,op);
2582 set_spell_skill(op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2584 2190
2585 new_aura->level = caster_level(caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2586 if (refresh) 2193 if (refresh)
2587 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2588 else 2195 else
2589 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2590 insert_ob_in_ob(new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2591 return 1; 2201 return 1;
2592} 2202}
2593
2594 2203
2595/* move aura function. An aura is a part of someone's inventory, 2204/* 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 2205 * which he carries with him, but which acts on the map immediately
2597 * around him. 2206 * around him.
2598 * Aura parameters: 2207 * Aura parameters:
2599 * duration: duration counter. 2208 * duration: duration counter.
2600 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2602 */ 2211 */
2603 2212void
2604void move_aura(object *aura) { 2213move_aura (object *aura)
2605 int i, mflags; 2214{
2606 object *env;
2607 mapstruct *m;
2608
2609 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2610 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2611 2218
2612 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2614 */ 2221 */
2615 remove_ob(aura); 2222 aura->remove ();
2616 2223
2617 /* exit if we're out of gas */ 2224 /* exit if we're out of gas */
2618 if(aura->duration--< 0) { 2225 if (aura->duration-- < 0)
2619 free_object(aura);
2620 return;
2621 } 2226 {
2227 aura->destroy ();
2228 return;
2229 }
2622 2230
2623 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) { 2232 if (!env || !env->map)
2625 free_object(aura);
2626 return;
2627 } 2233 {
2628 aura->x = env->x; 2234 aura->destroy ();
2629 aura->y = env->y; 2235 return;
2236 }
2630 2237
2631 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2633 */ 2240 */
2634 insert_ob_in_map(aura,env->map,aura,0); 2241 aura->insert_at (env, aura);
2635 2242
2636 for(i=1;i<9;i++) { 2243 for (int i = 1; i < 9; i++)
2637 sint16 nx, ny; 2244 {
2638 nx = aura->x + freearr_x[i]; 2245 mapxy pos (env);
2639 ny = aura->y + freearr_y[i]; 2246 pos.move (i);
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2641 2247
2642 /* Consider the movement tyep of the person with the aura as 2248 /* 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 2249 * 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. 2250 * is flying also, if player is walking, it is on the ground, etc.
2645 */ 2251 */
2646 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2253 {
2647 hit_map(aura,i,aura->attacktype,0); 2254 hit_map (aura, i, aura->attacktype, 0);
2648 2255
2649 if(aura->other_arch) { 2256 if (aura->other_arch)
2650 object *new_ob; 2257 pos.insert (aura->other_arch->instance (), aura);
2651 2258 }
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 } 2259 }
2657 } 2260
2658 }
2659 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2660 remove_ob(aura); 2262 env->insert (aura);
2661 insert_ob_in_ob(aura, env); 2263 aura->set_owner (owner);
2662} 2264}
2663 2265
2664/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2665 * op is the piece object. 2267 * op is the piece object.
2666 */ 2268 */
2667 2269void
2668void move_peacemaker(object *op) { 2270move_peacemaker (object *op)
2669 object *tmp; 2271{
2670 2272 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) { 2273 {
2672 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2673 object *victim=tmp; 2275 object *victim = tmp->head_ ();
2674 2276
2675 if (tmp->head) victim=tmp->head; 2277 if (!victim->flag [FLAG_MONSTER])
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2278 continue;
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2281 continue;
2282
2678 if (victim->stats.exp == 0) continue; 2283 if (victim->stats.exp == 0)
2284 continue;
2679 2285
2680 def_lev = MAX(1,victim->level); 2286 def_lev = max (1, victim->level);
2681 atk_lev = MAX(1,op->level); 2287 atk_lev = max (1, op->level);
2682 2288
2683 if (rndm(0, atk_lev-1) > def_lev) { 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 {
2684 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2685 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0; 2295 victim->stats.exp = 0;
2688#if 0 2296#if 0
2689 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2691 */ 2299 */
2692 victim->stats.dam = 0; 2300 victim->stats.dam = 0;
2693 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2694 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2695 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2696#endif 2304#endif
2697 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2702 if(victim->name) { 2311 if (victim->name)
2703 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2313 }
2704 } 2314 }
2705 } 2315}
2706 }
2707}
2708
2709 2316
2710/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2712 */ 2319 */
2713 2320int
2714int write_mark(object *op, object *spell, const char *msg) { 2321write_mark (object *op, object *spell, const char *msg)
2715 char rune[HUGE_BUF]; 2322{
2716 object *tmp;
2717
2718 if (!msg || msg[0] == 0) { 2323 if (!msg || msg[0] == 0)
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2720 return 0;
2721 } 2324 {
2325 op->failmsg ("Write what?");
2326 return 0;
2327 }
2722 2328
2723 if (strcasestr_local(msg, "endmsg")) { 2329 if (!msg_is_safe (msg))
2724 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 {
2331 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); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2333 return 0;
2334 }
2335
2336 if (!spell->other_arch)
2726 return 0; 2337 return 0;
2727 } 2338
2728 if (!spell->other_arch) return 0; 2339 object *tmp = spell->other_arch->instance ();
2729 tmp = arch_to_object(spell->other_arch); 2340
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*/ 2341 tmp->race = op->name; /*Save the owner of the rune */
2734 tmp->msg = add_string(rune); 2342 tmp->msg = msg;
2735 tmp->x = op->x; 2343
2736 tmp->y = op->y; 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2345
2738 return 1; 2346 return 1;
2739} 2347}
2348

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