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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_effect.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 = archetype::get (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);
394
651 /* max duration */ 395 /* limit duration */
652 if(op->invisible>1000) op->invisible = 1000; 396 min_it (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 = archetype::get (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 if (op->type == PLAYER)
1354 MapNewmapCmd(op->contr);
1355 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
1356 return 1; 875 return 1;
1357} 876}
1358
1359 877
1360/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1361 * op is the caster. 879 * op is the caster.
1362 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1363 * spell is the spell object. 881 * spell is the spell object.
1364 */ 882 */
883int
1365int cast_heal(object *op,object *caster, object *spell, int dir) { 884cast_heal (object *op, object *caster, object *spell, int dir)
885{
1366 object *tmp; 886 object *tmp;
1367 archetype *at; 887 archetype *at;
1368 object *poison; 888 object *poison;
1369 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1370 890
1371 tmp = find_target_for_friendly_spell(op,dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1372 892
1373 if (tmp==NULL) return 0; 893 if (!tmp)
894 return 0;
1374 895
1375 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1376 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1377 */ 898 */
1378 heal = spell->stats.dam; 899 heal = spell->stats.dam;
1379 if (spell->stats.hp) 900 if (spell->stats.hp)
1380 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1381 spell->stats.hp;
1382 902
1383 if (heal) { 903 if (heal)
904 {
1384 if (tmp->stats.hp >= tmp->stats.maxhp) { 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1385 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.");
1386 } 907 else
1387 else { 908 {
1388 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1389 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1390 * on amount of damage healed. 911 * on amount of damage healed.
1391 */ 912 */
1392 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1393 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1394 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1395 917
1396 if (tmp->stats.hp >= tmp->stats.maxhp) { 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1398 } else if (heal > 50) { 920 else if (heal > 50)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1400 } else if (heal > 25) { 922 else if (heal > 25)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1402 } else if (heal > 10) { 924 else if (heal > 10)
1403 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.");
1404 } else { 926 else
1405 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.");
1406 } 928
1407 success=1;
1408 }
1409 }
1410 if (spell->attacktype & AT_DISEASE)
1411 if (cure_disease (tmp, op))
1412 success = 1; 929 success = 1;
930 }
931 }
1413 932
933 if (spell->attacktype & AT_DISEASE)
934 if (cure_disease (tmp, op, spell))
935 success = 1;
936
1414 if (spell->attacktype & AT_POISON) { 937 if (spell->attacktype & AT_POISON)
1415 at = find_archetype("poisoning"); 938 {
939 at = archetype::find (shstr_poisoning);
1416 poison=present_arch_in_ob(at,tmp); 940 poison = present_arch_in_ob (at, tmp);
1417 if (poison) { 941 if (poison)
942 {
1418 success = 1; 943 success = 1;
1419 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1420 poison->stats.food = 1; 945 poison->stats.food = 1;
1421 } 946 }
1422 } 947 }
948
1423 if (spell->attacktype & AT_CONFUSION) { 949 if (spell->attacktype & AT_CONFUSION)
950 {
1424 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1425 if (poison) { 952 if (poison)
953 {
1426 success = 1; 954 success = 1;
1427 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1428 poison->duration = 1; 956 poison->duration = 1;
1429 } 957 }
1430 } 958 }
959
1431 if (spell->attacktype & AT_BLIND) { 960 if (spell->attacktype & AT_BLIND)
1432 at=find_archetype("blindness"); 961 {
962 at = archetype::find (shstr_blindness);
1433 poison=present_arch_in_ob(at,tmp); 963 poison = present_arch_in_ob (at, tmp);
1434 if (poison) { 964 if (poison)
965 {
1435 success = 1; 966 success = 1;
1436 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.");
1437 poison->stats.food = 1; 968 poison->stats.food = 1;
1438 } 969 }
1439 } 970 }
971
1440 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
973 {
1441 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1442 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;
1443 success = 1; 977 success = 1;
1444 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!");
1445 } 979 }
980
1446 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
982 {
1447 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1448 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;
1449 success = 1; 986 success = 1;
1450 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!");
1451 } 988 }
989
1452 if (spell->stats.food && tmp->stats.food < 999) { 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
991 {
1453 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1454 if (tmp->stats.food > 999) tmp->stats.food=999; 993 min_it (tmp->stats.food, MAX_FOOD);
994
1455 success = 1; 995 success = 1;
1456 /* 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 */
1457 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");
1458 } 998 }
999
1459 return success; 1000 return success;
1460} 1001}
1461
1462 1002
1463/* 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
1464 * 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
1465 * good comments for those. 1005 * good comments for those.
1466 */ 1006 */
1467static const char* const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1468"You grow no stronger.", 1008 "You grow no stronger.",
1469"You grow no more agile.", 1009 "You grow no more agile.",
1470"You don't feel any healthier.", 1010 "You don't feel any healthier.",
1471"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."
1472"You are no easier to look at.", 1014 "You are no easier to look at.",
1473"no int",
1474"no pow"
1475}; 1015};
1476 1016
1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1477int 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)
1478 object *tmp, *tmp2=NULL; 1025{
1479 object *force=NULL; 1026 object *force = 0;
1480 int i; 1027 int i;
1481 1028
1482 /* 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. */
1483 if(dir!=0) { 1030 object *tmp = dir
1484 tmp=find_target_for_friendly_spell(op,dir); 1031 ? find_target_for_friendly_spell (op, dir)
1485 } else { 1032 : op;
1486 tmp = op;
1487 }
1488 1033
1489 if(tmp==NULL) return 0; 1034 if (!tmp)
1490 1035 return 0;
1036
1491 /* 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. */
1492 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1039 {
1493 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1041 {
1494 if (tmp2->name == spell_ob->name) { 1042 if (tmp2->name == spell_ob->name)
1043 {
1495 force=tmp2; /* the old effect will be "refreshed" */ 1044 force = tmp2; /* the old effect will be "refreshed" */
1496 break; 1045 break;
1497 } 1046 }
1498 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1048 {
1499 if ( !silent ) 1049 if (!silent)
1500 new_draw_info_format(NDI_UNIQUE, 0, op, 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1501 "You can not cast %s while %s is in effect", 1051 &spell_ob->name, &tmp2->name_pl);
1502 spell_ob->name, tmp2->name_pl); 1052
1503 return 0; 1053 return 0;
1054 }
1055 }
1504 } 1056 }
1505 } 1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1060 if (force)
1506 } 1061 {
1507 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
1508 force=get_archetype(FORCE_NAME); 1077 force = archetype::get (FORCE_NAME);
1509 force->subtype = FORCE_CHANGE_ABILITY; 1078 force->subtype = FORCE_CHANGE_ABILITY;
1510 free_string(force->name);
1511 if (spell_ob->race)
1512 force->name = add_refcount(spell_ob->race);
1513 else
1514 force->name = add_refcount(spell_ob->name);
1515 free_string(force->name_pl);
1516 force->name_pl = add_refcount(spell_ob->name);
1517 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1518
1519 } else {
1520 int duration;
1521
1522 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1523 if (duration > force->duration) {
1524 force->duration = duration; 1079 force->duration = duration;
1525 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1080
1526 } else { 1081 if (spell_ob->race)
1527 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1082 force->name = spell_ob->race;
1528 } 1083 else
1529 return 1; 1084 force->name = spell_ob->name;
1530 } 1085
1531 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1086 force->name_pl = spell_ob->name;
1087
1532 force->speed = 1.0; 1088 force->speed = 1.0;
1533 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1534 SET_FLAG(force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1535 1091
1536 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1537 for (i=0; i < NROFATTACKS; i++) { 1093 for (i = 0; i < NROFATTACKS; i++)
1538 if (spell_ob->resist[i]) { 1094 if (spell_ob->resist[i])
1539 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1540 if (force->resist[i] > 100) force->resist[i] = 100; 1096
1541 }
1542 }
1543 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1544 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1545 1099
1546 if (tmp->type == PLAYER) { 1100 if (tmp->type == PLAYER)
1101 {
1547 /* Stat adjustment spells */ 1102 /* Stat adjustment spells */
1548 for (i=0; i < NUM_STATS; i++) { 1103 for (i = 0; i < NUM_STATS; i++)
1549 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1104 {
1550 if (stat) { 1105 if (sint8 stat = spell_ob->stats.stat (i))
1551 sm=0; 1106 {
1552 for (k=0; k<stat; k++) 1107 sint8 sm = 0;
1553 sm += rndm(1, 3); 1108 for (sint8 k = 0; k < stat; k++)
1109 sm += rndm (1, 3);
1554 1110
1555 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1111 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1556 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1112 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1557 if (sm<0) sm = 0; 1113
1558 } 1114 force->stats.stat (i) = sm;
1559 set_attr_value(&force->stats, i, sm); 1115
1560 if (!sm) 1116 if (!sm)
1561 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1117 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1118 }
1119 }
1562 } 1120 }
1563 }
1564 }
1565 1121
1566 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1567 1123
1568 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1569 SET_FLAG(force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1570 1126
1571 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1572 SET_FLAG(force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1573 1129
1574 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1575 if (spell_ob->stats.exp) { 1131 if (spell_ob->stats.exp)
1132 {
1133 if (op->speed > 0.5f)
1576 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1134 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1577 else 1135 else
1578 force->stats.exp = spell_ob->stats.exp; 1136 force->stats.exp = spell_ob->stats.exp;
1579 } 1137 }
1580 1138
1581 force->stats.wc = spell_ob->stats.wc; 1139 force->stats.wc = spell_ob->stats.wc;
1582 force->stats.ac = spell_ob->stats.ac; 1140 force->stats.ac = spell_ob->stats.ac;
1583 force->attacktype = spell_ob->attacktype; 1141 force->attacktype = spell_ob->attacktype;
1584 1142
1585 insert_ob_in_ob(force,tmp); 1143 insert_ob_in_ob (force, tmp);
1586 change_abil(tmp,force); /* Mostly to display any messages */ 1144 change_abil (tmp, force); /* Mostly to display any messages */
1587 fix_player(tmp); 1145 tmp->update_stats ();
1146
1588 return 1; 1147 return 1;
1589} 1148}
1590 1149
1591/* This used to be part of cast_change_ability, but it really didn't make 1150/* This used to be part of cast_change_ability, but it really didn't make
1592 * a lot of sense, since most of the values it derives are from the god 1151 * a lot of sense, since most of the values it derives are from the god
1593 * of the caster. 1152 * of the caster.
1594 */ 1153 */
1595 1154int
1596int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1156{
1597 int i; 1157 int i;
1598 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1599 1159
1600 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1160 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1601 if(dir!=0) { 1161 if (dir != 0)
1162 {
1602 tmp=find_target_for_friendly_spell(op,dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1603 } else { 1164
1165 if (!tmp)
1166 return 0;
1167 }
1168 else
1604 tmp = op; 1169 tmp = op;
1605 }
1606 1170
1607 /* If we've already got a force of this type, don't add a new one. */ 1171 /* If we've already got a force of this type, don't add a new one. */
1608 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1173 {
1609 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1175 {
1610 if (tmp2->name == spell_ob->name) { 1176 if (tmp2->name == spell_ob->name)
1177 {
1611 force=tmp2; /* the old effect will be "refreshed" */ 1178 force = tmp2; /* the old effect will be "refreshed" */
1612 break; 1179 break;
1613 } 1180 }
1614 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1181 else if (spell_ob->race && spell_ob->race == tmp2->name)
1615 new_draw_info_format(NDI_UNIQUE, 0, op, 1182 {
1616 "You can not cast %s while %s is in effect", 1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1617 spell_ob->name, tmp2->name_pl); 1184 return 0;
1618 return 0; 1185 }
1186 }
1619 } 1187 }
1620 } 1188
1621 }
1622 if(force==NULL) { 1189 if (force == NULL)
1623 force=get_archetype(FORCE_NAME); 1190 {
1191 force = archetype::get (FORCE_NAME);
1624 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1625 free_string(force->name);
1626 if (spell_ob->race) 1193 if (spell_ob->race)
1627 force->name = add_refcount(spell_ob->race); 1194 force->name = spell_ob->race;
1628 else 1195 else
1629 force->name = add_refcount(spell_ob->name); 1196 force->name = spell_ob->name;
1630 free_string(force->name_pl);
1631 force->name_pl = add_refcount(spell_ob->name); 1197 force->name_pl = spell_ob->name;
1632 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1633 } else { 1199 }
1200 else
1201 {
1634 int duration; 1202 int duration;
1635 1203
1636 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1204 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1637 if (duration > force->duration) { 1205 if (duration > force->duration)
1206 {
1638 force->duration = duration; 1207 force->duration = duration;
1639 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1640 } else { 1209 }
1210 else
1211 {
1641 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1642 } 1213 }
1643 return 0; 1214 return 0;
1644 } 1215 }
1216
1645 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1646 force->speed = 1.0; 1218 force->speed = 1.0;
1647 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1648 SET_FLAG(force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1649 1221
1650 if(!god) { 1222 if (!god)
1223 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1652 } else { 1225 }
1226 else
1227 {
1653 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1654 for (i=0; i<NROFATTACKS; i++) { 1229 for (i = 0; i < NROFATTACKS; i++)
1655 if (god->resist[i]>0) { 1230 if (god->resist[i] > 0)
1656 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1657 } 1232
1658 }
1659 force->path_attuned|=god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1234
1660 if (spell_ob->attacktype) { 1235 if (spell_ob->attacktype)
1661 force->attacktype|=god->attacktype | AT_PHYSICAL; 1236 force->slaying = god->slaying;
1662 if(god->slaying) force->slaying = add_string(god->slaying); 1237
1663 }
1664 if (tmp != op) { 1238 if (tmp != op)
1239 {
1665 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1240 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1666 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1241 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1667 } else { 1242 }
1668 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1243 else
1669 "You are blessed by %s!",god->name); 1244 {
1670 } 1245 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1246 }
1671 1247
1672 } 1248 }
1673 force->stats.wc = spell_ob->stats.wc; 1249 force->stats.wc = spell_ob->stats.wc;
1674 force->stats.ac = spell_ob->stats.ac; 1250 force->stats.ac = spell_ob->stats.ac;
1675 1251
1676 change_abil(tmp,force); /* Mostly to display any messages */ 1252 change_abil (tmp, force); /* Mostly to display any messages */
1677 insert_ob_in_ob(force,tmp); 1253 insert_ob_in_ob (force, tmp);
1678 fix_player(tmp); 1254 tmp->update_stats ();
1679 return 1; 1255 return 1;
1680} 1256}
1681
1682
1683 1257
1684/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1685 * 1259 *
1686 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1687 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1688 * about 90% of that of the item itself. It uses the value of the
1689 * object before charisma adjustments, because the nuggets themselves
1690 * will be will be adjusted by charisma when sold.
1691 * 1262 *
1692 * Large nuggets are worth 25 gp each (base). You will always get 1263 * The value of the gold nuggets being about 90% of that of the item
1693 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1694 * Small nuggets are worth 1 gp each (base). You will get from 0 1265 * because the nuggets themselves will be will be adjusted by charisma
1695 * to the max amount of small nuggets as you could get. 1266 * when sold.
1696 *
1697 * For example, if an item is worth 110 gold, you will get
1698 * 4 large nuggets, and from 0-10 small nuggets.
1699 * 1267 *
1700 * There is also a chance (1:30) that you will get nothing at all 1268 * There is also a chance (1:30) that you will get nothing at all
1701 * for the object. There is also a maximum weight that will be 1269 * for the object. There is also a maximum weight that will be
1702 * alchemied. 1270 * alchemised.
1703 */ 1271 */
1704 1272static void
1705/* I didn't feel like passing these as arguements to the 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1706 * two functions that need them. Real values are put in them
1707 * when the spell is cast, and these are freed when the spell
1708 * is finished.
1709 */
1710static object *small, *large;
1711
1712static void alchemy_object(object *obj, int *small_nuggets,
1713 int *large_nuggets, int *weight)
1714{ 1274{
1715 uint64 value=query_cost(obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1716 1276
1717 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1718 * make it so that it isn't worth it to alchemy money, sell 1278 * make it so that it isn't worth it to alchemy money, sell
1719 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1720 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1721 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1722 * the stuff back to town. 1282 * the stuff back to town.
1723 */ 1283 */
1724 1284 if (obj->flag [FLAG_UNPAID])
1725 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1285 value = 0;
1726 value=0;
1727 else if (obj->type==MONEY || obj->type==GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1728 value /=3; 1287 value /= 3;
1729 else 1288 else
1730 value = (value*9)/10; 1289 value = value * 9 / 10;
1731 1290
1732 value /= 4; // fix by GHJ, don't understand, pcg
1733
1734 if ((obj->value>0) && rndm(0, 29)) { 1291 if (obj->value > 0 && rndm (0, 29))
1735 int count; 1292 total_value += value;
1736 1293
1737 count = value / large->value; 1294 total_weight += obj->total_weight ();
1738 *large_nuggets += count;
1739 value -= (uint64)count * (uint64)large->value;
1740 count = value / small->value;
1741 *small_nuggets += count;
1742 }
1743 1295
1744 /* Turn 25 small nuggets into 1 large nugget. If the value 1296 obj->destroy ();
1745 * of large nuggets is not evenly divisable by the small nugget
1746 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1747 */
1748 if (*small_nuggets * small->value >= large->value) {
1749 (*large_nuggets)++;
1750 *small_nuggets -= large->value / small->value;
1751 if (*small_nuggets && large->value % small->value)
1752 (*small_nuggets)--;
1753 }
1754 weight += obj->weight;
1755 remove_ob(obj);
1756 free_object(obj);
1757} 1297}
1758 1298
1759static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1299int
1760 int x, int y)
1761{
1762 object *tmp;
1763 int flag=0;
1764
1765 /* Put any nuggets below the player, but we can only pass this
1766 * flag if we are on the same space as the player
1767 */
1768 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1769
1770 if (small_nuggets) {
1771 tmp = get_object();
1772 copy_object(small, tmp);
1773 tmp-> nrof = small_nuggets;
1774 tmp->x = x;
1775 tmp->y = y;
1776 insert_ob_in_map(tmp, m, op, flag);
1777 }
1778 if (large_nuggets) {
1779 tmp = get_object();
1780 copy_object(large, tmp);
1781 tmp-> nrof = large_nuggets;
1782 tmp->x = x;
1783 tmp->y = y;
1784 insert_ob_in_map(tmp, m, op, flag);
1785 }
1786}
1787
1788int alchemy(object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1789{ 1301{
1790 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1791 sint16 nx, ny;
1792 object *next,*tmp;
1793 mapstruct *mp;
1794
1795 if(op->type!=PLAYER) 1302 if (op->type != PLAYER)
1796 return 0; 1303 return 0;
1797 1304
1305 archetype *nugget[3];
1306
1307 nugget[0] = archetype::find (shstr_pyrite3);
1308 nugget[1] = archetype::find (shstr_pyrite2);
1309 nugget[2] = archetype::find (shstr_pyrite);
1310
1798 /* Put a maximum weight of items that can be alchemied. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1799 * some, and also prevents people from alcheming every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1800 * in sight 1313 * in sight
1801 */ 1314 */
1802 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1315 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1803 weight_max *= 1000; 1316 int weight_max = duration * 1000;
1804 small=get_archetype("smallnugget"), 1317 uint64 value_max = duration * 1000;
1805 large=get_archetype("largenugget");
1806 1318
1319 int weight = 0;
1320
1807 for(y= op->y-1;y<=op->y+1;y++) { 1321 for (int y = op->y - 1; y <= op->y + 1; y++)
1808 for(x= op->x-1;x<=op->x+1;x++) { 1322 {
1809 nx = x; 1323 for (int x = op->x - 1; x <= op->x + 1; x++)
1810 ny = y; 1324 {
1325 uint64 value = 0;
1811 1326
1812 mp = op->map; 1327 sint16 nx = x;
1328 sint16 ny = y;
1813 1329
1330 maptile *mp = op->map;
1331
1814 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1332 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1815 1333
1816 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1334 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1817 continue; 1335 continue;
1818 1336
1819 /* Treat alchemy a little differently - most spell effects 1337 /* Treat alchemy a little differently - most spell effects
1820 * use fly as the movement type - for alchemy, consider it 1338 * use fly as the movement type - for alchemy, consider it
1821 * ground level effect. 1339 * ground level effect.
1822 */ 1340 */
1823 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1341 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1824 continue; 1342 continue;
1825 1343
1826 small_nuggets=0; 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1827 large_nuggets=0; 1345 {
1346 next = tmp->above;
1828 1347
1829 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1830 next=tmp->above; 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1831 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1350 {
1832 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1351 if (tmp->inv)
1833 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1352 {
1353 object *next1, *tmp1;
1834 1354
1835 if (tmp->inv) { 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1836 object *next1, *tmp1; 1356 {
1837 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1357 next1 = tmp1->below;
1838 next1 = tmp1->below; 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1839 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1840 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1360 alchemy_object (tmp1, value, weight);
1841 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1361 }
1842 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1362 }
1843 &weight); 1363
1844 } 1364 alchemy_object (tmp, value, weight);
1365
1366 if (weight > weight_max)
1367 break;
1368 }
1369 }
1370
1371 value -= rndm (value >> 4);
1372 value = min (value, value_max);
1373
1374 for (int i = 0; i < array_length (nugget); ++i)
1375 if (int nrof = value / nugget [i]->value)
1376 {
1377 value -= nrof * nugget[i]->value;
1378
1379 object *tmp = nugget[i]->instance ();
1380 tmp->nrof = nrof;
1381 tmp->flag [FLAG_IDENTIFIED] = true;
1382 op->map->insert (tmp, x, y, op, 0);
1383 }
1384
1385 if (weight > weight_max)
1386 goto bailout;
1387 }
1845 } 1388 }
1846 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1847
1848 if (weight>weight_max) {
1849 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1850 free_object(large);
1851 free_object(small);
1852 return 1;
1853 }
1854 } /* is alchemable object */
1855 } /* process all objects on this space */
1856 1389
1857 /* Insert all the nuggets at one time. This probably saves time, but 1390bailout:
1858 * it also prevents us from alcheming nuggets that were just created
1859 * with this spell.
1860 */
1861 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1862 }
1863 }
1864 free_object(large);
1865 free_object(small);
1866 /* reset this so that if player standing on a big pile of stuff,
1867 * it is redrawn properly.
1868 */
1869 op->contr->socket.look_position = 0;
1870 return 1; 1391 return 1;
1871} 1392}
1872
1873 1393
1874/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1875 * items. 1395 * items.
1876 */ 1396 */
1397int
1877int remove_curse(object *op, object *caster, object *spell) { 1398remove_curse (object *op, object *caster, object *spell)
1878 object *tmp; 1399{
1879 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1880 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1881 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1882 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1883 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1410 {
1884 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1411 ++was_one;
1885 1412
1886 was_one++;
1887 if (tmp->level <= caster_level(caster, spell)) { 1413 if (tmp->level <= casting_level (caster, spell))
1888 success++; 1414 {
1889 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1415 ++success;
1890 CLEAR_FLAG(tmp, FLAG_DAMNED); 1416 --num_uncurse;
1891 1417
1892 CLEAR_FLAG(tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1893 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1894 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1422
1423 if (object *pl = tmp->visible_to ())
1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1425 }
1426 }
1427
1895 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1896 esrv_send_item(op, tmp); 1429 {
1430 if (success)
1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1432 else
1433 {
1434 if (was_one)
1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1436 else
1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1438 }
1897 } 1439 }
1898 }
1899 1440
1900 if (op->type==PLAYER) {
1901 if (success) {
1902 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1903 } else {
1904 if (was_one)
1905 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1906 else
1907 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1908 }
1909 }
1910 return success; 1441 return success;
1911} 1442}
1912 1443
1913/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1914 1445int
1915int cast_identify(object *op, object *caster, object *spell) { 1446cast_identify (object *op, object *caster, object *spell)
1916 object *tmp; 1447{
1917 int success = 0, num_ident; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1918 1449
1919 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1920 1451
1921 if (num_ident < 1) num_ident=1; 1452 op->splay_marked ();
1922 1453
1923
1924 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1455 {
1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1457 {
1926 identify(tmp); 1458 identify (tmp);
1459
1927 if (op->type==PLAYER) { 1460 if (op->type == PLAYER)
1928 new_draw_info_format(NDI_UNIQUE, 0, op, 1461 {
1929 "You have %s.", long_desc(tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1930 if (tmp->msg) { 1463
1931 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1464 if (tmp->msg)
1932 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1933 } 1466 }
1467
1468 if (!--num_ident)
1469 break;
1470 }
1934 } 1471 }
1935 num_ident--; 1472
1936 success=1;
1937 if (!num_ident) break;
1938 }
1939 }
1940 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1941 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1942 * was not fully used. 1475 * was not fully used.
1943 */ 1476 */
1944 if (num_ident) { 1477 if (num_ident)
1945 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1478 {
1946 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1947 need_identify(tmp)) { 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1948 1481 {
1949 identify(tmp); 1482 identify (tmp);
1950 if (op->type==PLAYER) { 1483
1951 new_draw_info_format(NDI_UNIQUE, 0,op, 1484 if (object *pl = tmp->visible_to ())
1952 "On the ground is %s.", long_desc(tmp, op)); 1485 {
1953 if (tmp->msg) { 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1954 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1487
1955 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1488 if (tmp->msg)
1956 } 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1957 esrv_send_item(op, tmp); 1490 }
1491
1492 if (!--num_ident)
1493 break;
1494 }
1958 } 1495 }
1959 num_ident--; 1496
1960 success=1; 1497 if (buf.empty ())
1961 if (!num_ident) break;
1962 }
1963 } 1498 {
1964 if (!success) 1499 op->failmsg ("You can't reach anything unidentified.");
1965 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1500 return 0;
1501 }
1966 else { 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1967 spell_effect(spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1508 return 1;
1968 } 1509 }
1969 return success;
1970} 1510}
1971 1511
1972 1512int
1973int cast_detection(object *op, object *caster, object *spell, object *skill) { 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1514{
1974 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1975 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1976 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1977 mapstruct *m; 1518 maptile *m;
1978 1519
1979 /* 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
1980 * doing it over and over again. 1521 * doing it over and over again.
1981 */ 1522 */
1982 god=find_god(determine_god(op)); 1523 god = find_god (determine_god (op));
1983 level=caster_level(caster, spell); 1524 level = casting_level (caster, spell);
1984 range = spell->range + SP_level_range_adjust(caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1985 1526
1986 if (!skill) skill=caster; 1527 if (!skill)
1528 skill = caster;
1987 1529
1988 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1989 for (y = op->y - range; y <= op->y + range; y++) { 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1990 1532 {
1991 m = op->map;
1992 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1993 if (mflags & P_OUT_OF_MAP) continue;
1994
1995 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1996 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1997 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1998 * down - that is easier than working up. 1536 * down - that is easier than working up.
1999 */ 1537 */
2000 1538
2001 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
2002 /* 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
2003 * would happen. 1543 * would happen.
2004 */ 1544 */
2005 if (!last) continue; 1545 if (!last)
1546 continue;
2006 1547
2007 done_one=0; 1548 done_one = 0;
2008 floor=0; 1549 floor = 0;
2009 detect = NULL; 1550 detect = 0;
2010 for (tmp=last; tmp; tmp=tmp->below) { 1551 for (tmp = last; tmp; tmp = tmp->below)
2011 1552 {
2012 /* show invisible */ 1553 /* show invisible */
2013 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
2014 /* Might there be other objects that we can make visibile? */ 1555 /* Might there be other objects that we can make visible? */
2015 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
2016 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
2017 tmp->type==CF_HANDLE || 1558 || tmp->type == T_HANDLE
2018 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1559 || tmp->type == TRAPDOOR
2019 tmp->type==BUTTON || tmp->type==TELEPORTER || 1560 || tmp->type == EXIT
2020 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1561 || tmp->type == HOLE
2021 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1562 || tmp->type == BUTTON
2022 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1563 || tmp->type == TELEPORTER
2023 tmp->type==TREASURE || tmp->type==BOOK || 1564 || tmp->type == GATE
2024 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
2025 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)
2026 tmp->invisible=0; 1578 {
2027 done_one = 1; 1579 tmp->invisible = 0;
2028 } 1580 done_one = 1;
2029 } 1581 }
2030 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1582 }
2031 1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
2032 /* All detections below this point don't descend beneath the floor, 1587 /* All detections below this point don't descend beneath the floor,
2033 * so just continue on. We could be clever and look at the type of 1588 * so just continue on. We could be clever and look at the type of
2034 * detection to completely break out if we don't care about objects beneath 1589 * detection to completely break out if we don't care about objects beneath
2035 * the floor, but once we get to the floor, not likely a very big issue anyways. 1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
2036 */ 1591 */
2037 if (floor) continue; 1592 if (floor)
1593 continue;
2038 1594
2039 /* I had thought about making detect magic and detect curse 1595 /* I had thought about making detect magic and detect curse
2040 * 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.
2041 * 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
2042 * difficult to see what object is magical/cursed, so the 1598 * difficult to see what object is magical/cursed, so the
2043 * effect wouldn't be as apparant. 1599 * effect wouldn't be as apparent.
2044 */ 1600 */
2045 1601
2046 /* detect magic */ 1602 /* detect magic */
2047 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
2048 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
2049 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1605 && !tmp->flag [FLAG_IDENTIFIED]
2050 is_magical(tmp)) { 1606 && tmp->need_identify ()
2051 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2052 /* make runes more visibile */ 1610 /* make runes more visible */
2053 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2054 tmp->stats.Cha/=4; 1612 tmp->stats.Cha /= 4;
2055 done_one = 1; 1613
2056 } 1614 done_one = 1;
1615 }
1616
2057 /* detect monster */ 1617 /* detect monster */
2058 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
2059 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1619 {
2060 done_one = 2; 1620 done_one = 2;
2061 if (!detect) detect=tmp; 1621
2062 } 1622 if (!detect)
1623 detect = tmp;
1624 }
1625
2063 /* 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
2064 * 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
2065 * race must match. 1628 * race must match.
2066 */ 1629 */
2067 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
2068 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
2069 (strstr(spell->race, tmp->race)))) { 1632 spell->race.contains (tmp->race)))
2070 done_one = 2; 1633 {
2071 if (!detect) detect=tmp; 1634 done_one = 2;
2072 } 1635
2073 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1636 if (!detect)
2074 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1637 detect = tmp;
2075 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1638 }
2076 done_one = 1; 1639
2077 } 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 }
2078 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
2079 1665
2080 /* 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
2081 * where the magic is. 1667 * where the magic is.
2082 */ 1668 */
2083 if (done_one) { 1669 if (done_one)
2084 object *detect_ob = arch_to_object(spell->other_arch); 1670 {
2085 detect_ob->x = nx; 1671 object *detect_ob = spell->other_arch->instance ();
2086 detect_ob->y = ny; 1672
2087 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
2088 if (done_one == 2 && detect) { 1674 if (done_one == 2 && detect)
1675 {
2089 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
2090 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
2091 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
2092 detect_ob->last_anim=0; 1679 detect_ob->last_anim = 0;
2093 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
2094 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1681 if (!detect->flag [FLAG_ANIMATE])
2095 } 1682 detect_ob->clr_flag (FLAG_ANIMATE);
2096 insert_ob_in_map(detect_ob, m, op,0); 1683 }
2097 } 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1686 }
2098 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2099 1688
2100 1689
2101 /* 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 */
2102 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 {
2103 done_one = 0; 1693 done_one = 0;
1694
2104 for (tmp = op->inv; tmp; tmp = tmp->below) { 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2105 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1696 {
2106 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2107 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1698 {
2108 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2109 if (op->type==PLAYER) 1700 {
2110 esrv_send_item (op, tmp); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2111 } 1702
2112 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1703 if (object *pl = tmp->visible_to ())
2113 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2114 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1705 }
2115 if (op->type==PLAYER) 1706
2116 esrv_send_item (op, tmp); 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
2117 } 1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2118 } /* if item is not identified */ 1709 {
2119 } /* 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 */
2120 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2121 return 1; 1719 return 1;
2122} 1720}
2123 1721
2124 1722
2125/** 1723/**
2126 * 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)
2127 * level whos spell did cause the overcharge. 1725 * level whos spell did cause the overcharge.
2128 */ 1726 */
1727static void
2129static void charge_mana_effect(object *victim, int caster_level) 1728charge_mana_effect (object *victim, int caster_level)
2130{ 1729{
2131 1730
2132 /* Prevent explosions for objects without mana. Without this check, doors 1731 /* Prevent explosions for objects without mana. Without this check, doors
2133 * will explode, too. 1732 * will explode, too.
2134 */ 1733 */
2135 if (victim->stats.maxsp <= 0) 1734 if (victim->stats.maxsp <= 0)
2136 return; 1735 return;
2137 1736
2138 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.");
2139 1738
2140 if (victim->stats.sp >= victim->stats.maxsp*2) { 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2141 object *tmp; 1740 {
2142
2143 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2144
2145 /* Explodes a fireball centered at player */
2146 tmp = get_archetype(EXPLODING_FIREBALL);
2147 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
2148 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
2149 tmp->x = victim->x;
2150 tmp->y = victim->y;
2151 insert_ob_in_map(tmp, victim->map, NULL, 0);
2152 victim->stats.sp = 2*victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2153 } 1744 }
2154 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2155 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2156 }
2157 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2158 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!");
2159 }
2160 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1750 {
2161 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2162 confuse_player(victim, victim, 99); 1752 confuse_player (victim, victim, 99);
2163 } 1753 }
2164 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2165 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2166 }
2167} 1756}
2168 1757
2169/* cast_transfer 1758/* cast_transfer
2170 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
2171 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
2172 */ 1761 */
2173 1762
1763int
2174int cast_transfer(object *op,object *caster, object *spell, int dir) { 1764cast_transfer (object *op, object *caster, object *spell, int dir)
1765{
2175 object *plyr=NULL; 1766 object *plyr = NULL;
2176 sint16 x, y; 1767 sint16 x, y;
2177 mapstruct *m; 1768 maptile *m;
2178 int mflags; 1769 int mflags;
2179 1770
2180 m = op->map; 1771 m = op->map;
2181 x = op->x+freearr_x[dir]; 1772 x = op->x + freearr_x[dir];
2182 y = op->y+freearr_y[dir]; 1773 y = op->y + freearr_y[dir];
2183 1774
2184 mflags = get_map_flags(m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2185 1776
2186 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2187 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above)
2188 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
2189 break;
2190 } 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 }
2191 1783
2192 1784
2193 /* 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
2194 * 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.
2195 */ 1787 */
2196 if(plyr==NULL) 1788 if (plyr == NULL)
2197 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)
2198 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2199 break; 1791 break;
2200 1792
2201 if (!plyr) { 1793 if (!plyr)
2202 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
2203 return 0;
2204 } 1794 {
1795 op->failmsg ("There is no one there.");
1796 return 0;
1797 }
2205 /* give sp */ 1798 /* give sp */
2206 if(spell->stats.dam > 0) { 1799 if (spell->stats.dam > 0)
1800 {
2207 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);
2208 charge_mana_effect(plyr, caster_level(caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2209 return 1; 1803 return 1;
2210 } 1804 }
2211 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2212 else if (op != plyr) { 1806 else if (op != plyr)
1807 {
2213 /* 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 */
2214 1809
2215 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;
2216 1811
2217 if (rate > 95) rate=95; 1812 if (rate > 95)
1813 rate = 95;
2218 1814
2219 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2220 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2221 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1817 if (op->flag [FLAG_ALIVE])
1818 {
2222 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2223 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2224 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2225 if (sucked > 0) { 1822 if (sucked > 0)
1823 {
2226 charge_mana_effect(op, caster_level(caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1825 }
1826 }
1827 return 1;
2227 } 1828 }
2228 }
2229 return 1;
2230 }
2231 return 0; 1829 return 0;
2232} 1830}
2233 1831
2234 1832
2235/* counterspell: nullifies spell effects. 1833/* counterspell: nullifies spell effects.
2236 * op is the counterspell object, dir is the direction 1834 * op is the counterspell object, dir is the direction
2237 * it was cast in. 1835 * it was cast in.
2238 * Basically, if the object has a magic attacktype, 1836 * Basically, if the object has a magic attacktype,
2239 * this may nullify it. 1837 * this may nullify it.
2240 */ 1838 */
1839void
2241void counterspell(object *op,int dir) 1840counterspell (object *op, int dir)
2242{ 1841{
2243 object *tmp, *head, *next; 1842 object *tmp, *head, *next;
2244 int mflags; 1843 int mflags;
2245 mapstruct *m; 1844 maptile *m;
2246 sint16 sx,sy; 1845 sint16 sx, sy;
2247 1846
2248 sx = op->x + freearr_x[dir]; 1847 sx = op->x + freearr_x[dir];
2249 sy = op->y + freearr_y[dir]; 1848 sy = op->y + freearr_y[dir];
2250 m = op->map; 1849 m = op->map;
2251 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2252 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)
2253 1855 {
2254 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2255 next = tmp->above; 1856 next = tmp->above;
2256 1857
2257 /* Need to look at the head object - otherwise, if tmp 1858 /* Need to look at the head object - otherwise, if tmp
2258 * points to a monster, we don't have all the necessary 1859 * points to a monster, we don't have all the necessary
2259 * info for it. 1860 * info for it.
2260 */ 1861 */
2261 if (tmp->head) head = tmp->head; 1862 if (tmp->head)
2262 else head = tmp; 1863 head = tmp->head;
1864 else
1865 head = tmp;
2263 1866
2264 /* don't attack our own spells */ 1867 /* don't attack our own spells */
2265 if(tmp->owner && tmp->owner == op->owner) continue; 1868 if (tmp->owner && tmp->owner == op->owner)
1869 continue;
2266 1870
2267 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2268 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2269 * monsters either. 1873 * monsters either.
2270 */ 1874 */
2271 1875
2272 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2273 !(head->attacktype & AT_COUNTERSPELL) && 1877 && !(head->attacktype & AT_COUNTERSPELL)
2274 !QUERY_FLAG(head,FLAG_MONSTER) && 1878 && !head->flag [FLAG_MONSTER]
2275 (op->level > head->level)) { 1879 && (op->level > head->level))
2276 remove_ob(head); 1880 head->destroy ();
2277 free_object(head); 1881 else
2278 } else switch(head->type) { 1882 switch (head->type)
1883 {
2279 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
2280 if(op->level > head->level) { 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
2281 remove_ob(head); 1886 // about sanctuary in spell_util.C
2282 free_object(head); 1887 if (tmp->flag [FLAG_IS_FLOOR])
2283 } 1888 continue;
2284 break;
2285 1889
1890 if (op->level > head->level)
1891 head->destroy ();
1892
1893 break;
1894
2286 /* I really don't get this rune code that much - that 1895 /* I really don't get this rune code that much - that
2287 * random chance seems really low. 1896 * random chance seems really low.
2288 */ 1897 */
2289 case RUNE: 1898 case RUNE:
2290 if(rndm(0, 149) == 0) { 1899 if (rndm (0, 149) == 0)
1900 {
2291 head->stats.hp--; /* weaken the rune */ 1901 head->stats.hp--; /* weaken the rune */
2292 if(!head->stats.hp) { 1902 if (!head->stats.hp)
2293 remove_ob(head); 1903 head->destroy ();
2294 free_object(head); 1904 }
1905 break;
1906 }
2295 } 1907 }
2296 }
2297 break;
2298 }
2299 }
2300} 1908}
2301
2302
2303 1909
2304/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1911int
2305int cast_consecrate(object *op, object *caster, object *spell) { 1912cast_consecrate (object *op, object *caster, object *spell)
1913{
2306 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2307 1915
2308 object *tmp, *god=find_god(determine_god(op)); 1916 object *tmp, *god = find_god (determine_god (op));
2309 1917
2310 if(!god) { 1918 if (!god)
2311 new_draw_info(NDI_UNIQUE, 0,op, 1919 {
2312 "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!");
2313 return 0; 1921 return 0;
2314 }
2315
2316 for(tmp=op->below;tmp;tmp=tmp->below) {
2317 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2318 if(tmp->type==HOLY_ALTAR) {
2319
2320 if(tmp->level > caster_level(caster, spell)) {
2321 new_draw_info_format(NDI_UNIQUE, 0,op,
2322 "You are not powerful enough to reconsecrate the %s", tmp->name);
2323 return 0;
2324 } else {
2325 /* If we got here, we are consecrating an altar */
2326 if(tmp->name) free_string(tmp->name);
2327 sprintf(buf,"Altar of %s",god->name);
2328 tmp->name = add_string(buf);
2329 tmp->level = caster_level(caster, spell);
2330 tmp->other_arch = god->arch;
2331 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2332 new_draw_info_format(NDI_UNIQUE,0, op,
2333 "You consecrated the altar to %s!",god->name);
2334 return 1;
2335 } 1922 }
2336 } 1923
1924 for (tmp = op->below; tmp; tmp = tmp->below)
2337 } 1925 {
2338 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!");
2339 return 0; 1954 return 0;
2340} 1955}
2341 1956
2342/* animate_weapon - 1957/* animate_weapon -
2343 * 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.
2344 * 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
2347 * 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,
2348 * 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
2349 * 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
2350 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2351 */ 1966 */
2352 1967int
2353int animate_weapon(object *op,object *caster,object *spell, int dir) { 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2354 object *weapon, *tmp; 1969{
2355 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2356 int a, i; 1971 int a, i;
2357 sint16 x, y; 1972 sint16 x, y;
2358 mapstruct *m; 1973 maptile *m;
2359 materialtype_t *mt; 1974
2360
2361 if(!spell->other_arch){ 1975 if (!spell->other_arch)
1976 {
2362 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2363 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);
2364 return 0; 1979 return 0;
2365 } 1980 }
2366 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2367 if(op->type!=PLAYER) return 0; 1982 if (op->type != PLAYER)
1983 return 0;
2368 1984
2369 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2370 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1986 if (object *golem = op->contr->golem)
2371 control_golem(op->contr->ranges[range_golem],dir);
2372 return 0;
2373 } 1987 {
1988 control_golem (golem, dir);
1989 return 0;
1990 }
2374 1991
2375 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2376 if(!dir) 1993 if (!dir)
2377 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);
2378 1995
2379 m = op->map; 1996 m = op->map;
2380 x = op->x+freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2381 y = op->y+freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2382 1999
2383 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2384 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2385 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2386 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
2387 return 0;
2388 } 2003 {
2004 op->failmsg ("There is something in the way.");
2005 return 0;
2006 }
2389 2007
2390 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2391 weapon = find_marked_object(op); 2009 object *weapon = op->mark ();
2392 2010
2393 if (!weapon) { 2011 if (!weapon)
2394 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2395 return 0;
2396 } 2012 {
2013 op->failmsg ("You must mark a weapon to use with this spell!");
2014 return 0;
2015 }
2016
2397 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2017 if (spell->race && weapon->arch->archname != spell->race)
2398 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon.");
2399 return 0;
2400 } 2018 {
2019 op->failmsg ("The spell fails to transform your weapon.");
2020 return 0;
2021 }
2022
2401 if (weapon->type != WEAPON) { 2023 if (weapon->type != WEAPON)
2402 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it.");
2403 return 0;
2404 } 2024 {
2405 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2025 op->failmsg ("You need to wield a weapon to animate it.");
2406 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2026 return 0;
2407 query_name(weapon)); 2027 }
2408 return 0; 2028
2029 if (weapon->flag [FLAG_APPLIED])
2409 } 2030 {
2410 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2411 if (weapon->nrof > 1) { 2032 return 0;
2412 tmp = get_split_ob(weapon, 1);
2413 esrv_send_item(op, weapon);
2414 weapon = tmp;
2415 } 2033 }
2416 2034
2035 weapon = weapon->split ();
2036
2417 /* create the golem object */ 2037 /* create the golem object */
2418 tmp=arch_to_object(spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2419 2039
2420 /* 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 */
2421 CLEAR_FLAG(tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2422 SET_FLAG(tmp, FLAG_FRIENDLY);
2423 tmp->stats.exp=0; 2042 tmp->stats.exp = 0;
2424 add_friendly_object(tmp); 2043 add_friendly_object (tmp);
2425 tmp->type=GOLEM; 2044 tmp->type = GOLEM;
2426 set_owner(tmp,op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2427 set_spell_skill(op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2428 op->contr->ranges[range_golem]=tmp;
2429 op->contr->shoottype=range_golem;
2430 op->contr->golem_count = tmp->count;
2431 2048
2432 /* 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
2433 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2434 * used above. 2051 * used above.
2435 */ 2052 */
2436 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2437 remove_ob (weapon); 2054 weapon->remove ();
2438 insert_ob_in_ob (weapon, tmp); 2055
2439 esrv_send_item(op, weapon); 2056 tmp->insert (weapon);
2057
2440 /* 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,
2441 * 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
2442 * body_info, skills, etc) 2060 * body_info, skills, etc)
2443 */ 2061 */
2444 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2445 SET_FLAG(weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2446 fix_player(tmp); 2064 tmp->update_stats ();
2447 2065
2448 /* 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
2449 * 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 -
2450 * 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.
2451 */ 2069 */
2452 2070
2453 /* modify weapon's animated wc */ 2071 /* modify weapon's animated wc */
2454 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;
2455 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2073 if (tmp->stats.wc < -127)
2456 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2074 tmp->stats.wc = -127;
2457 2075
2458 /* Modify hit points for weapon */ 2076 /* Modify hit points for weapon */
2459 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2077 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2460 SP_level_duration_adjust(caster, spell) + 2078 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2461 + 8 * weapon->magic + 12 * weapon->stats.Con; 2079 if (tmp->stats.maxhp < 0)
2462 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2080 tmp->stats.maxhp = 10;
2463 tmp->stats.hp = tmp->stats.maxhp; 2081 tmp->stats.hp = tmp->stats.maxhp;
2464 2082
2465 /* Modify weapon's damage */ 2083 /* Modify weapon's damage */
2466 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;
2467 + weapon->stats.dam 2085 if (tmp->stats.dam < 0)
2468 + weapon->magic 2086 tmp->stats.dam = 127;
2469 + 5 * weapon->stats.Str;
2470 if(tmp->stats.dam<0) tmp->stats.dam=127;
2471 2087
2472 2088
2473 /* attacktype */ 2089 /* attacktype */
2474 if ( ! tmp->attacktype) 2090 if (!tmp->attacktype)
2475 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2476 2092
2477 mt = NULL;
2478 if (op->materialname != NULL)
2479 mt = name_to_material(op->materialname);
2480 if (mt != NULL) {
2481 for (i=0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2482 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2483 a = mt->save[0]; 2095
2484 } else { 2096 a = op->material->save[0];
2485 for (i=0; i < NROFATTACKS; i++) 2097
2486 tmp->resist[i] = 5;
2487 a = 10;
2488 }
2489 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2490 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2491 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2492 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2493 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2494 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2103 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2495 tmp->resist[ATNR_FEAR] = 100; 2104 tmp->resist[ATNR_FEAR] = 100;
2496 tmp->resist[ATNR_DEPLETE] = 100; 2105 tmp->resist[ATNR_DEPLETE] = 100;
2497 tmp->resist[ATNR_DEATH] = 100; 2106 tmp->resist[ATNR_DEATH] = 100;
2498 tmp->resist[ATNR_BLIND] = 100; 2107 tmp->resist[ATNR_BLIND] = 100;
2499 2108
2500 /* 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 */
2501 2110
2502 if (a > 14) a = 14; 2111 if (a > 14)
2112 a = 14;
2113
2503 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.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2504 2115
2505 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2506 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2507 2118
2508 if(tmp->speed > 3.33) tmp->speed = 3.33;
2509
2510 if (!spell->race) { 2119 if (!spell->race)
2120 {
2511 sprintf(buf, "animated %s", weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2512 if(tmp->name) free_string(tmp->name); 2122 tmp->name = buf;
2513 tmp->name = add_string(buf);
2514 2123
2515 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2516 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2517 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2518 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2519 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2520 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2521 SET_FLAG(tmp,FLAG_ANIMATE);
2522 } else {
2523 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2524 }
2525 update_ob_speed(tmp);
2526 } 2130 }
2527 2131
2528 /* 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. */
2529 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));
2530 2134
2531 tmp->speed_left= -1; 2135 tmp->speed_left = -1;
2532 tmp->x=x;
2533 tmp->y=y;
2534 tmp->direction=dir; 2136 tmp->direction = dir;
2535 insert_ob_in_map(tmp,m,op,0); 2137
2138 m->insert (tmp, x, y, op);
2536 return 1; 2139 return 1;
2537} 2140}
2538 2141
2539/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2540 2143
2541/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2542 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2543 */ 2146 */
2544 2147int
2545int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2149{
2546 int success; 2150 int success;
2547 2151
2548 if(!op->map) return 0; /* shouldnt happen */ 2152 if (!op->map)
2153 return 0; /* shouldnt happen */
2549 2154
2550 success=change_map_light(op->map,spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2551 if(!success) { 2157 if (!success)
2158 {
2552 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2554 else 2161 else
2555 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2556 } 2163 }
2164
2557 return success; 2165 return success;
2558} 2166}
2559
2560
2561
2562
2563 2167
2564/* 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.
2565 * 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,
2566 * spell is the spell object itself. 2170 * spell is the spell object itself.
2567 */ 2171 */
2172int
2568int create_aura(object *op, object *caster, object *spell) 2173create_aura (object *op, object *caster, object *spell)
2569{ 2174{
2570 int refresh=0; 2175 int refresh = 0;
2571 object *new_aura; 2176 object *new_aura;
2572 2177
2573 new_aura = present_arch_in_ob(spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2574 if (new_aura) refresh=1; 2179 if (new_aura)
2575 else new_aura = arch_to_object(spell->other_arch); 2180 refresh = 1;
2181 else
2182 new_aura = spell->other_arch->instance ();
2576 2183
2577 new_aura->duration = spell->duration + 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2578 10* SP_level_duration_adjust(caster,spell);
2579 2185
2580 new_aura->stats.dam = spell->stats.dam 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2581 +SP_level_dam_adjust(caster,spell);
2582 2187
2583 set_owner(new_aura,op);
2584 set_spell_skill(op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2585 new_aura->attacktype= spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2586 2190
2587 new_aura->level = caster_level(caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2588 if (refresh) 2193 if (refresh)
2589 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.");
2590 else 2195 else
2591 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
2592 insert_ob_in_ob(new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2593 return 1; 2201 return 1;
2594} 2202}
2595
2596 2203
2597/* 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,
2598 * 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
2599 * around him. 2206 * around him.
2600 * Aura parameters: 2207 * Aura parameters:
2601 * duration: duration counter. 2208 * duration: duration counter.
2602 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2603 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2604 */ 2211 */
2605 2212void
2606void move_aura(object *aura) { 2213move_aura (object *aura)
2607 int i, mflags; 2214{
2608 object *env;
2609 mapstruct *m;
2610
2611 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2612 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2613 2218
2614 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2615 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2616 */ 2221 */
2617 remove_ob(aura); 2222 aura->remove ();
2618 2223
2619 /* exit if we're out of gas */ 2224 /* exit if we're out of gas */
2620 if(aura->duration--< 0) { 2225 if (aura->duration-- < 0)
2621 free_object(aura);
2622 return;
2623 } 2226 {
2227 aura->destroy ();
2228 return;
2229 }
2624 2230
2625 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2626 if(env == NULL || env->map==NULL) { 2232 if (!env || !env->map)
2627 free_object(aura);
2628 return;
2629 } 2233 {
2630 aura->x = env->x; 2234 aura->destroy ();
2631 aura->y = env->y; 2235 return;
2236 }
2632 2237
2633 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2634 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2635 */ 2240 */
2636 insert_ob_in_map(aura,env->map,aura,0); 2241 aura->insert_at (env, aura);
2637 2242
2638 for(i=1;i<9;i++) { 2243 for (int i = 1; i < 9; i++)
2639 sint16 nx, ny; 2244 {
2640 nx = aura->x + freearr_x[i]; 2245 mapxy pos (env);
2641 ny = aura->y + freearr_y[i]; 2246 pos.move (i);
2642 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2643 2247
2644 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2645 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2646 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2647 */ 2251 */
2648 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 {
2649 hit_map(aura,i,aura->attacktype,0); 2254 hit_map (aura, i, aura->attacktype, 0);
2650 2255
2651 if(aura->other_arch) { 2256 if (aura->other_arch)
2652 object *new_ob; 2257 pos.insert (aura->other_arch->instance (), aura);
2653 2258 }
2654 new_ob = arch_to_object(aura->other_arch);
2655 new_ob->x = nx;
2656 new_ob->y = ny;
2657 insert_ob_in_map(new_ob,m,aura,0);
2658 } 2259 }
2659 } 2260
2660 }
2661 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2662 remove_ob(aura); 2262 env->insert (aura);
2663 insert_ob_in_ob(aura, env); 2263 aura->set_owner (owner);
2664} 2264}
2665 2265
2666/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2667 * op is the piece object. 2267 * op is the piece object.
2668 */ 2268 */
2669 2269void
2670void move_peacemaker(object *op) { 2270move_peacemaker (object *op)
2671 object *tmp; 2271{
2672 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2673 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2273 {
2674 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2675 object *victim=tmp; 2275 object *victim = tmp->head_ ();
2676 2276
2677 if (tmp->head) victim=tmp->head; 2277 if (!victim->flag [FLAG_MONSTER])
2678 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2278 continue;
2679 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2281 continue;
2282
2680 if (victim->stats.exp == 0) continue; 2283 if (victim->stats.exp == 0)
2284 continue;
2681 2285
2682 def_lev = MAX(1,victim->level); 2286 def_lev = max (1, victim->level);
2683 atk_lev = MAX(1,op->level); 2287 atk_lev = max (1, op->level);
2684 2288
2685 if (rndm(0, atk_lev-1) > def_lev) { 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 {
2686 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2687 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2688 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2689 victim->stats.exp=0; 2295 victim->stats.exp = 0;
2690#if 0 2296#if 0
2691 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2692 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2693 */ 2299 */
2694 victim->stats.dam = 0; 2300 victim->stats.dam = 0;
2695 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2696 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2697 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2698#endif 2304#endif
2699 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2700 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2701 SET_FLAG(victim,FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2702 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2703 CLEAR_FLAG(victim,FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2704 if(victim->name) { 2311 if (victim->name)
2705 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 }
2706 } 2314 }
2707 } 2315}
2708 }
2709}
2710
2711 2316
2712/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2713 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2714 */ 2319 */
2715 2320int
2716int write_mark(object *op, object *spell, const char *msg) { 2321write_mark (object *op, object *spell, const char *msg)
2717 char rune[HUGE_BUF]; 2322{
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) { 2323 if (!msg || msg[0] == 0)
2721 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2722 return 0;
2723 } 2324 {
2325 op->failmsg ("Write what?");
2326 return 0;
2327 }
2724 2328
2725 if (strcasestr_local(msg, "endmsg")) { 2329 if (!msg_is_safe (msg))
2726 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.>");
2727 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)
2728 return 0; 2337 return 0;
2729 } 2338
2730 if (!spell->other_arch) return 0; 2339 object *tmp = spell->other_arch->instance ();
2731 tmp = arch_to_object(spell->other_arch); 2340
2732 strncpy(rune, msg, HUGE_BUF-2);
2733 rune[HUGE_BUF-2] = 0;
2734 strcat(rune, "\n");
2735 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2341 tmp->race = op->name; /*Save the owner of the rune */
2736 tmp->msg = add_string(rune); 2342 tmp->msg = msg;
2737 tmp->x = op->x; 2343
2738 tmp->y = op->y; 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2739 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2345
2740 return 1; 2346 return 1;
2741} 2347}
2348

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