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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 1.65 by root, Wed Aug 1 00:26:04 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_effect.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (wand == NULL || wand->type != WAND)
67 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 72 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 76 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 77 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 84
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87
88 tmp->insert_at (op);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 99 return 0;
98 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1;
101 101
102 if (!ncharges)
103 ncharges = 1;
104
102 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 107
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
106 SET_FLAG(wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 112 }
113
110 return 1; 114 return 1;
111} 115}
112
113/******************************************************************************
114 * Start of polymorph related functions.
115 *
116 * Changed around for 0.94.3 - it will now look through and use all the
117 * possible choices for objects/monsters (before it was teh first 80 -
118 * arbitrary hardcoded limit in this file.) Doing this will be a bit
119 * slower however - while before, it traversed the archetypes once and
120 * stored them into an array, it will now potentially traverse it
121 * an average of 1.5 times. This is probably more costly on the polymorph
122 * item function, since it is possible a couple lookups might be needed before
123 * an item of proper value is generated.
124 */
125
126/* polymorph_living - takes a living object (op) and turns it into
127 * another monster of some sort. Currently, we only deal with single
128 * space monsters.
129 */
130
131void polymorph_living(object *op) {
132 archetype *at;
133 int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly;
134 mapstruct *map = op->map;
135 object *tmp, *next, *owner;
136
137 if(op->head != NULL || op->more != NULL)
138 return;
139
140 /* High level creatures are immune, as are creatures immune to magic. Otherwise,
141 * give the creature a saving throw.
142 */
143 if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) ||
144 (op->resist[ATNR_MAGIC]==100))
145 return;
146
147 /* First, count up the number of legal matches */
148 for(at = first_archetype ; at != NULL; at = at->next)
149 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
150 at->more == NULL && EDITABLE((&at->clone)))
151 {
152 numat++;
153 }
154 if (!numat) return; /* no valid matches? if so, return */
155
156 /* Next make a choice, and loop through until we get to it */
157 choice = rndm(0, numat-1);
158 for(at = first_archetype ; at != NULL; at = at->next)
159 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
160 at->more == NULL && EDITABLE((&at->clone)))
161 {
162 if (!choice) break;
163 else choice--;
164 }
165
166 /* Look through the monster. Unapply anything they have applied,
167 * and remove any spells. Note that if this is extended
168 * to players, that would need to get fixed somehow.
169 */
170 for(tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below;
172 if(QUERY_FLAG(tmp, FLAG_APPLIED))
173 manual_apply(op,tmp,0);
174 if(tmp->type == SPELL) {
175 remove_ob(tmp);
176 free_object(tmp);
177 }
178 }
179
180 /* Remove the object, preserve some values for the new object */
181 remove_ob(op);
182 owner = get_owner(op);
183 friendly = QUERY_FLAG(op, FLAG_FRIENDLY);
184 if (friendly)
185 remove_friendly_object(op);
186
187 copy_object(&(at->clone),op);
188 if (owner != NULL)
189 set_owner(op,owner);
190 if (friendly) {
191 SET_FLAG(op, FLAG_FRIENDLY);
192 op->attack_movement = PETMOVE;
193 add_friendly_object(op);
194 }
195
196 /* Put the new creature on the map */
197 op->x = x; op->y = y;
198 if ((op = insert_ob_in_map (op, map, owner,0)) == NULL)
199 return;
200
201 if (HAS_RANDOM_ITEMS(op))
202 /* No GT_APPLY here because we'll do it manually. */
203 create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0);
204
205 /* Apply any objects. This limits it to the first 20 items, which
206 * I guess is reasonable.
207 */
208 for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) {
209 next = tmp->below;
210 (void) monster_check_apply(op,tmp);
211 }
212}
213
214
215/* polymorph_melt Destroys item from polymorph failure
216 * who is the caster of the polymorph, op is the
217 * object destroyed. We should probably do something
218 * more clever ala nethack - create an iron golem or
219 * something.
220 */
221void polymorph_melt(object *who, object *op)
222{
223 /* Not unique */
224 new_draw_info_format(NDI_GREY, 0, who,
225 "%s%s glows red, melts and evaporates!",
226 op->nrof?"":"The ",query_name(op));
227 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
228 remove_ob(op);
229 free_object(op);
230 return;
231}
232
233/* polymorph_item - changes an item to another item of similar type.
234 * who is the caster of spell, op is the object to be changed.
235 */
236void polymorph_item(object *who, object *op) {
237 archetype *at;
238 int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0;
239 object *new_ob;
240
241 /* We try and limit the maximum value of the changd object. */
242 max_value = op->value * 2;
243 if(max_value > 20000)
244 max_value = 20000 + (max_value - 20000) / 3;
245
246 /* Look through and try to find matching items. Can't turn into something
247 * invisible. Also, if the value is too high now, it would almost
248 * certainly be too high below.
249 */
250 for(at = first_archetype ; at != NULL; at = at->next) {
251 if(at->clone.type == op->type && !at->clone.invisible &&
252 at->clone.value > 0 && at->clone.value < max_value &&
253 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
254 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP))
255 numat++;
256 }
257
258 if(!numat)
259 return;
260
261 difficulty = op->magic * 5;
262 if (difficulty<0) difficulty=0;
263 new_ob = get_object();
264 do {
265 choice = rndm(0, numat-1);
266 for(at = first_archetype ; at != NULL; at = at->next) {
267 if(at->clone.type == op->type && !at->clone.invisible &&
268 at->clone.value > 0 && at->clone.value < max_value &&
269 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
270 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) {
271 if (!choice) break;
272 else choice--;
273 }
274 }
275 copy_object(&(at->clone),new_ob);
276 fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT);
277 ++tries;
278 } while (new_ob->value > max_value && tries<10);
279 if (new_ob->invisible) {
280 LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name);
281 free_object(new_ob);
282 }
283
284 /* Unable to generate an acceptable item? Melt it */
285 if (tries==10) {
286 polymorph_melt(who, op);
287 free_object(new_ob);
288 return;
289 }
290
291 if(op->nrof && new_ob->nrof) {
292 new_ob->nrof = op->nrof;
293 /* decrease the number of items */
294 if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1);
295 }
296
297 /* We don't want rings to keep sustenance/hungry status. There are propably
298 * other cases too that should be checked.
299 */
300 if(charges && op->type != RING && op->type != FOOD)
301 op->stats.food = charges;
302
303 new_ob->x = op->x;
304 new_ob->y = op->y;
305 remove_ob(op);
306 free_object(op);
307 /*
308 * Don't want objects merged or re-arranged, as it then messes up the
309 * order
310 */
311 insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON);
312}
313
314/* polymorh - caster who has hit object op. */
315void polymorph(object *op, object *who) {
316
317 int tmp;
318
319 /* Can't polymorph players right now */
320 /* polymorphing generators opens up all sorts of abuses */
321 if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR))
322 return;
323
324 if(QUERY_FLAG(op, FLAG_MONSTER)) {
325 polymorph_living(op);
326 return;
327 }
328 /* If it is a living object of some other type, don't handle
329 * it now.
330 */
331 if(QUERY_FLAG(op, FLAG_ALIVE))
332 return;
333
334 /* Don't want to morph flying arrows, etc... */
335 if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE))
336 return;
337
338 /* Do some sanity checking here. type=0 is unknown, objects
339 * without archetypes are not good. As are a few other
340 * cases.
341 */
342 if(op->type == 0 || op->arch == NULL ||
343 QUERY_FLAG(op,FLAG_NO_PICK)
344 || op->move_block || op->type == TREASURE)
345 return;
346
347 tmp = rndm(0, 7);
348 if (tmp) polymorph_item(who, op);
349 else polymorph_melt(who, op);
350}
351
352
353/* cast_polymorph -
354 * object *op is the player/monster
355 * caster is object that cast it.
356 * spell_ob is the actually spell object.
357 * dir is the direction.
358 * Returns 0 on illegal cast, otherwise 1.
359 */
360
361int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) {
362 object *tmp, *next;
363 int range, mflags, maxrange;
364 mapstruct *m;
365
366 if(dir == 0)
367 return 0;
368
369 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
370 for(range = 1;range < maxrange; range++) {
371 sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range;
372 object *image;
373
374 m = op->map;
375 mflags = get_map_flags(m, &m, x, y, &x, &y);
376
377 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
378 break;
379
380 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW)
381 break;
382
383 /* Get the top most object */
384 for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL;
385 tmp = tmp->above);
386
387 /* Now start polymorphing the objects, top down */
388 while (tmp!=NULL) {
389 /* Once we find the floor, no need to go further */
390 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
391 next = tmp->below;
392 polymorph(tmp, op);
393 tmp = next;
394 }
395 image = arch_to_object(spell_ob->other_arch);
396 image->x = x;
397 image->y = y;
398 image->stats.food = 5;
399 image->speed_left = 0.1;
400 insert_ob_in_map(image,m,op,0);
401 }
402 return 1;
403}
404
405
406 116
407/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
408 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows. 119 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the 120 * Sets the plus based on the casters level. It is also settable with the
412 * great a plus, the default is used. 122 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
414 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
416 */ 126 */
417 127int
418int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
419{ 129{
420 int missile_plus=0, bonus_plus=0; 130 int missile_plus = 0, bonus_plus = 0;
421 const char *missile_name; 131 const char *missile_name;
422 object *tmp, *missile; 132 object *tmp, *missile;
423 tag_t tag;
424 133
425 missile_name = "arrow"; 134 missile_name = "arrow";
426 135
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
429 missile_name=tmp->race; 138 missile_name = tmp->race;
430 }
431 139
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
433 141
434 if (find_archetype(missile_name)==NULL) { 142 if (archetype::find (missile_name) == NULL)
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;
438 } 146 }
147
439 missile = get_archetype(missile_name); 148 missile = get_archetype (missile_name);
440 149
441 if (stringarg) { 150 if (stringarg)
151 {
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 (*stringarg))
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, stringarg))
159 break;
448 160
449 if (!al) { 161 if (!al)
450 free_object(missile); 162 {
163 missile->destroy ();
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
452 stringarg); 165 return 0;
453 return 0; 166 }
454 } 167
455 if (al->item->slaying) { 168 if (al->item->slaying)
456 free_object(missile); 169 {
170 missile->destroy ();
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
458 missile_name, stringarg); 172 return 0;
459 return 0; 173 }
460 } 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 (stringarg) < missile_plus)
470 missile_plus = atoi(stringarg); 184 missile_plus = atoi (stringarg);
471 } 185 }
186
472 if (missile_plus > 4) 187 if (missile_plus > 4)
473 missile_plus = 4; 188 missile_plus = 4;
474 else if (missile_plus < -4) 189 else if (missile_plus < -4)
475 missile_plus = -4; 190 missile_plus = -4;
476 191
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus); 193 missile->nrof -= 3 * (missile_plus + bonus_plus);
194
479 if (missile->nrof < 1) 195 if (missile->nrof < 1)
480 missile->nrof=1; 196 missile->nrof = 1;
481 197
482 missile->magic = missile_plus; 198 missile->magic = missile_plus;
483 /* Can't get any money for these objects */ 199 /* Can't get any money for these objects */
484 missile->value=0; 200 missile->value = 0;
485 201
486 SET_FLAG(missile, FLAG_IDENTIFIED); 202 SET_FLAG (missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488 203
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile); 205 pick_up (op, missile);
493 } 206
494 return 1; 207 return 1;
495} 208}
496 209
497 210
498/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If stringarg is NULL, it will create food dependent on level --PeterM*/
213int
500int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
501{ 215{
502 int food_value; 216 int food_value;
503 archetype *at=NULL; 217 archetype *at = NULL;
504 object *new_op; 218 object *new_op;
505 219
506 food_value=spell_ob->stats.food + 220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508 221
509 if(stringarg) { 222 if (stringarg)
223 {
510 at = find_archetype_by_object_type_name(FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
511 if (at == NULL) 225 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
513 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
514 stringarg = NULL; 228 stringarg = NULL;
515 } 229 }
516 230
517 if(!stringarg) { 231 if (!stringarg)
232 {
518 archetype *at_tmp; 233 archetype *at_tmp;
519 234
520 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added. 237 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor. 239 * to be altered from the donor.
525 */ 240 */
526 241
527 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 243 for_all_archetypes (at_tmp)
244 {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 {
530 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead. 249 * the item we have now, take it instead.
533 */ 250 */
534 if (at_tmp->clone.stats.food<=food_value && 251 if (at_tmp->stats.food <= food_value
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 252 && (!at
536 at=at_tmp; 253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
256 at = at_tmp;
257 }
258 }
537 } 259 }
538 } 260
539 }
540 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
541 * know 262 * know
542 */ 263 */
543 if (!at) { 264 if (!at)
265 {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0; 267 return 0;
546 } 268 }
547 269
548 food_value/=at->clone.stats.food; 270 food_value /= at->stats.food;
549 new_op = get_object(); 271 new_op = arch_to_object (at);
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value; 272 new_op->nrof = food_value;
552 273
553 new_op->value = 0; 274 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1; 275 if (new_op->nrof < 1)
276 new_op->nrof = 1;
555 277
556 cast_create_obj(op, caster,new_op, dir); 278 cast_create_obj (op, caster, new_op, dir);
557 return 1; 279 return 1;
558} 280}
559 281
282int
560int probe(object *op, object *caster, object *spell_ob, int dir) { 283probe (object *op, object *caster, object *spell_ob, int dir)
284{
561 int r, mflags, maxrange; 285 int r, mflags, maxrange;
562 object *tmp; 286 object *tmp;
563 mapstruct *m; 287 maptile *m;
564 288
565 289
566 if(!dir) { 290 if (!dir)
291 {
567 examine_monster(op,op); 292 examine_monster (op, op);
568 return 1; 293 return 1;
569 } 294 }
295
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
571 for(r=1;r < maxrange; r++) { 297 for (r = 1; r < maxrange; r++)
298 {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
573 300
574 m = op->map; 301 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 303
577 if (mflags & P_OUT_OF_MAP) break; 304 if (mflags & P_OUT_OF_MAP)
305 break;
578 306
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
581 return 0; 310 return 0;
582 } 311 }
583 if (mflags & P_IS_ALIVE) { 312 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 313 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 318 if (tmp->head != NULL)
588 tmp=tmp->head; 319 tmp = tmp->head;
589 examine_monster(op,tmp); 320 examine_monster (op, tmp);
590 return 1; 321 return 1;
591 } 322 }
592 } 323 }
593 } 324 }
325
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
595 return 1; 327 return 1;
596} 328}
597
598 329
599/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 331 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 334 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 335 * pl is invisible.
605 */ 336 */
337int
606int makes_invisible_to(object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
607{ 339{
608 340
609 if (!pl->invisible) return 0; 341 if (!pl->invisible)
342 return 0;
610 if (pl->type == PLAYER ) { 343 if (pl->type == PLAYER)
344 {
611 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) { 346 if (!pl->contr->invis_race)
347 {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0;
614 return 1; 350 return 1;
615 } 351 }
616 /* invis_race is set if we get here */ 352 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
618 return 1; 354 return 1;
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)
357 return 0;
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 358 if (strstr (mon->race, pl->contr->invis_race))
359 return 1;
622 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
623 return 0; 361 return 0;
624 } else { 362 }
363 else
364 {
625 /* monsters are invisible to everything */ 365 /* monsters are invisible to everything */
626 return 1; 366 return 1;
627 } 367 }
628} 368}
629 369
630/* Makes the player or character invisible. 370/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 371 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 374 * will determine if you are invisible to undead or normal monsters.
635 * For improved invis, if you cast it with a one of the others, you 375 * For improved invis, if you cast it with a one of the others, you
636 * lose the improved part of it, and the above statement about undead/ 376 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 377 * normal applies.
638 */ 378 */
379int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 380cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 381{
641
642 if(op->invisible>1000) { 382 if (op->invisible > 1000)
383 {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
644 return 0; 385 return 0;
645 } 386 }
646 387
647 /* Remove the switch with 90% duplicate code - just handle the differences with 388 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 389 * and if statement or two.
649 */ 390 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 392 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 393 if (op->invisible > 1000)
394 op->invisible = 1000;
653 395
654 if (op->type == PLAYER) { 396 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 397 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 398 op->contr->invis_race = spell_ob->race;
399
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0; 401 op->contr->tmp_invis = 0;
660 else 402 else
661 op->contr->tmp_invis=1; 403 op->contr->tmp_invis = 1;
662 404
663 op->contr->hidden = 0; 405 op->contr->hidden = 0;
664 } 406 }
407
665 if (makes_invisible_to(op, op)) 408 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 410 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 412
670 update_object(op,UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
671 414
672 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
673 * harm to the player. 416 * harm to the player.
674 */ 417 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
676 if (tmp->enemy == op) 419 if (tmp->enemy == op)
677 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
678 return 1; 422 return 1;
679} 423}
680 424
681/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 426 */
427int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{
684 object *tmp, *next; 430 object *tmp, *next;
685 int range,i,j, mflags; 431 int range, i, j, mflags;
686 sint16 sx, sy; 432 sint16 sx, sy;
687 mapstruct *m; 433 maptile *m;
688 434
689 if(op->type!=PLAYER) 435 if (op->type != PLAYER)
690 return 0; 436 return 0;
691 437
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
693 439
694 for(i= -range;i<=range;i++) 440 for (i = -range; i <= range; i++)
695 for(j= -range;j<=range;j++) { 441 for (j = -range; j <= range; j++)
442 {
696 sx = op->x + i; 443 sx = op->x + i;
697 sy = op->y + j; 444 sy = op->y + j;
698 m = op->map; 445 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
700 447
701 if (mflags & P_OUT_OF_MAP) continue; 448 if (mflags & P_OUT_OF_MAP)
449 continue;
702 450
703 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
705 { 453 {
706 next = tmp->above; 454 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 457 }
710 } 458 }
459
711 return 1; 460 return 1;
712} 461}
713 462
714 463void
715void execute_word_of_recall(object *op) { 464execute_word_of_recall (object *op)
716 object *wor=op; 465{
717 while(op!=NULL && op->type!=PLAYER) 466 if (object *pl = op->in_player ())
718 op=op->env; 467 {
719 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
720 if(op!=NULL && op->map) {
721 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
722 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 470 else
724 enter_exit(op,wor); 471 {
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
725 } 476 }
726 remove_ob(wor); 477
727 free_object(wor); 478 op->destroy ();
728} 479}
729 480
730/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
732 * time delay effect. 483 * time delay effect.
733 */ 484 */
485int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 486cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{
735 object *dummy; 488 object *dummy;
736 int time; 489 int time;
737 490
738 if(op->type!=PLAYER) 491 if (op->type != PLAYER)
739 return 0; 492 return 0;
740 493
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 494 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 495 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 497 return 1;
745 } 498 }
746 499
747 dummy=get_archetype(FORCE_NAME); 500 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 501 if (dummy == NULL)
502 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 505 return 0;
752 } 506 }
507
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 509 if (time < 1)
510 time = 1;
755 511
756 /* value of speed really doesn't make much difference, as long as it is 512 /* 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 513 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
759 */ 515 */
760 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
765 520
766 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
768 */ 523 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 524 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
772 527
773 (void) insert_ob_in_ob(dummy,op); 528 op->insert (dummy);
529
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
775 return 1; 532 return 1;
776} 533}
777 534
778/* cast_wonder 535/* cast_wonder
779 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
780 * spell. 537 * spell.
781 */ 538 */
539int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 540cast_wonder (object *op, object *caster, int dir, object *spell_ob)
541{
783 object *newspell; 542 object *newspell;
784 543
785 if(!rndm(0, 3)) 544 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 545 return cast_cone (op, caster, dir, spell_ob);
787 546
788 if (spell_ob->randomitems) { 547 if (spell_ob->randomitems)
548 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 549 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 550 if (!newspell)
551 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 552 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
792 return 0; 553 return 0;
793 } 554 }
794 if (newspell->type != SPELL) { 555 if (newspell->type != SPELL)
556 {
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 557 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
796 newspell->type, newspell->name);
797 return 0; 558 return 0;
798 } 559 }
799 /* Prevent inifinit recursion */ 560 /* Prevent inifinit recursion */
800 if (newspell->subtype == SP_WONDER) { 561 if (newspell->subtype == SP_WONDER)
562 {
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 563 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
802 return 0; 564 return 0;
803 } 565 }
804 return cast_spell(op,caster,dir,newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
805 } 567 }
806 return 1; 568 return 1;
807} 569}
808 570
809 571int
810int perceive_self(object *op) { 572perceive_self (object *op)
811 char *cp=describe_item(op, op), buf[MAX_BUF]; 573{
574 const char *cp = describe_item (op, op);
812 archetype *at=find_archetype(ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
813 object *tmp;
814 int i;
815 576
816 tmp=find_god(determine_god(op)); 577 dynbuf_text buf;
817 if (tmp) 578
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
583 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n";
819 else 585 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 586 buf << "You worship no god.\n";
821 587
822 tmp=present_arch_in_ob(at,op); 588 object *tmp = present_arch_in_ob (at, op);
823 589
824 if(*cp=='\0' && tmp==NULL) 590 if (*cp == '\0' && tmp == NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 591 buf << "You feel very mundane. ";
826 else { 592 else
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 593 {
828 new_draw_info(NDI_UNIQUE, 0,op,cp); 594 buf << "You have: " << cp << ".\n";
829 if (tmp!=NULL) { 595
596 if (tmp)
830 for (i=0; i<NUM_STATS; i++) { 597 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 598 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 599 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 } 600 }
837 }
838 }
839 601
840 if (is_dragon_pl(op)) { 602 if (is_dragon_pl (op))
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 604 for (tmp = op->inv; tmp; tmp = tmp->below)
605 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
844 if(tmp->stats.exp == 0) { 607 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 608 if (tmp->stats.exp == 0)
846 } else { 609 buf << "Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 else
848 } 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 612
850 break; 613 break;
851 } 614 }
852 }
853 } 615 }
616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
854 return 1; 621 return 1;
855} 622}
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 623
1105/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 625 * within some reason.
1107 */ 626 */
1108 627int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 629{
630 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 632 sint16 x, y;
1113 mapstruct *m; 633 maptile *m;
1114 const char *name; 634 const char *name;
1115 archetype *at; 635 archetype *at;
1116 636
1117 if(!dir) { 637 if (!dir)
638 {
1118 dir=op->facing; 639 dir = op->facing;
1119 x = op->x; 640 x = op->x;
1120 y = op->y; 641 y = op->y;
1121 } else { 642 }
643 else
644 {
1122 x = op->x+freearr_x[dir]; 645 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 646 y = op->y + freearr_y[dir];
1124 } 647 }
648
1125 m = op->map; 649 m = op->map;
1126 650
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 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) || 652 (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))) { 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
654 {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1131 return 0; 656 return 0;
1132 } 657 }
658
1133 if (spell_ob->other_arch) { 659 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
1135 } else if (spell_ob->race) { 661 else if (spell_ob->race)
662 {
1136 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
1137 664
1138 sprintf(buf1,spell_ob->race,dir); 665 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 666 at = archetype::find (buf1);
1140 if (!at) { 667 if (!at)
668 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0;
672 }
673
674 tmp = arch_to_object (at);
675 }
676 else
677 {
678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 679 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 } 680 }
1151 681
1152 if (tmp->type == SPELL_EFFECT) { 682 if (tmp->type == SPELL_EFFECT)
683 {
1153 tmp->attacktype = spell_ob->attacktype; 684 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 685 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 686 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; 687 tmp->range = 0;
688 }
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
1160 tmp->stats.hp = spell_ob->duration + 690 {
1161 SP_level_duration_adjust(caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 } 693 }
694
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
1167 tmp->stats.food = spell_ob->duration + 696 {
1168 SP_level_duration_adjust(caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
1170 } 699 }
700
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
702 {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
1176 } 707 }
1177 708
1178 /* This can't really hurt - if the object doesn't kill anything, 709 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 710 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts.
1180 */ 712 */
713 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 714 tmp->set_owner (op);
715
1182 set_spell_skill(op, caster, spell_ob, tmp); 716 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; 717 tmp->level = caster_level (caster, spell_ob) / 2;
1186 718
1187 name = tmp->name; 719 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 720 if (!(tmp = m->insert (tmp, x, y, op)))
721 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 723 return 0;
1191 } 724 }
725
1192 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
1195 729
1196 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 733 * created wall can extend, it won't go extend through
1200 * blocked spaces. 734 * blocked spaces.
1201 */ 735 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 736 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 737 posblocked = 0;
1204 negblocked=0; 738 negblocked = 0;
1205 739
1206 for(i=1; i<=maxrange; i++) { 740 for (i = 1; i <= maxrange; i++)
1207 int dir2; 741 {
1208 742 int dir2;
743
1209 dir2 = (dir<4)?(dir+2):dir-2; 744 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 745
1211 x = tmp->x+i*freearr_x[dir2]; 746 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 747 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 748 m = tmp->map;
1214 749
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 750 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) && 751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 752 {
1218 tmp2 = get_object(); 753 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 754 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 755
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 */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1226 759
1227 } else posblocked=1; 760 }
761 else
762 posblocked = 1;
1228 763
1229 x = tmp->x-i*freearr_x[dir2]; 764 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 765 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 766 m = tmp->map;
1232 767
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 768 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) && 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 770 {
1236 tmp2 = get_object(); 771 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 772 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 773
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1243 } else negblocked=1; 776 }
777 else
778 negblocked = 1;
1244 } 779 }
1245 780
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y); 782 update_all_los (op->map, op->x, op->y);
1248 783
784 return 1;
785}
786
787int
788dimension_door (object *op, object *caster, object *spob, int dir)
789{
790 uint32 dist, maxdist;
791 int mflags;
792 maptile *m;
793 sint16 sx, sy;
794
795 if (op->type != PLAYER)
796 return 0;
797
798 if (!dir)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
801 return 0;
802 }
803
804 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in.
806 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808
809 if (op->contr->count)
810 {
811 if (op->contr->count > maxdist)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
814 return 0;
815 }
816
817 for (dist = 0; dist < op->contr->count; dist++)
818 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break;
823
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break;
826 }
827
828 if (dist < op->contr->count)
829 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0;
833 }
834
835 op->contr->count = 0;
836
837 /* Remove code that puts player on random space on maps. IMO,
838 * a lot of maps probably have areas the player should not get to,
839 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and
841 * lots of other maps that protect areas with no magic, but the
842 * areas themselves don't contain no magic spaces.
843 */
844 /* This call here is really just to normalize the coordinates */
845 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
846 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
847 {
848 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
849 return 1; /* Maybe the penalty should be more severe... */
850 }
851 }
852 else
853 {
854 /* Player didn't specify a distance, so lets see how far
855 * we can move the player. Don't know why this stopped on
856 * spaces that blocked the players view.
857 */
858
859 for (dist = 0; dist < maxdist; dist++)
860 {
861 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
862
863 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
864 break;
865
866 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
867 break;
868
869 }
870
871 /* If the destination is blocked, keep backing up until we
872 * find a place for the player.
873 */
874 for (; dist > 0; dist--)
875 {
876 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
877 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
878 continue;
879
880
881 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
882 break;
883
884 }
885 if (!dist)
886 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
888 return 0;
889 }
890 }
891
892 /* Actually move the player now */
893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 894 return 1;
1250}
1251 895
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 */ 896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1356 return 1; 897 return 1;
1357} 898}
1358 899
1359 900
1360/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1361 * op is the caster. 902 * op is the caster.
1362 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1363 * spell is the spell object. 904 * spell is the spell object.
1364 */ 905 */
906int
1365int cast_heal(object *op,object *caster, object *spell, int dir) { 907cast_heal (object *op, object *caster, object *spell, int dir)
908{
1366 object *tmp; 909 object *tmp;
1367 archetype *at; 910 archetype *at;
1368 object *poison; 911 object *poison;
1369 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1370 913
1371 tmp = find_target_for_friendly_spell(op,dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1372 915
1373 if (tmp==NULL) return 0; 916 if (!tmp)
917 return 0;
1374 918
1375 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1376 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1377 */ 921 */
1378 heal = spell->stats.dam; 922 heal = spell->stats.dam;
1379 if (spell->stats.hp) 923 if (spell->stats.hp)
1380 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1381 spell->stats.hp;
1382 925
1383 if (heal) { 926 if (heal)
927 {
1384 if (tmp->stats.hp >= tmp->stats.maxhp) { 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1385 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1386 } 930 else
1387 else { 931 {
1388 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1389 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1390 * on amount of damage healed. 934 * on amount of damage healed.
1391 */ 935 */
1392 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1393 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1394 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1395 939
1396 if (tmp->stats.hp >= tmp->stats.maxhp) { 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1398 } else if (heal > 50) { 942 else if (heal > 50)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1400 } else if (heal > 25) { 944 else if (heal > 25)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1402 } else if (heal > 10) { 946 else if (heal > 10)
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1404 } else { 948 else
1405 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1406 } 950
1407 success=1;
1408 }
1409 }
1410 if (spell->attacktype & AT_DISEASE)
1411 if (cure_disease (tmp, op))
1412 success = 1; 951 success = 1;
952 }
953 }
1413 954
955 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op))
957 success = 1;
958
1414 if (spell->attacktype & AT_POISON) { 959 if (spell->attacktype & AT_POISON)
1415 at = find_archetype("poisoning"); 960 {
961 at = archetype::find ("poisoning");
1416 poison=present_arch_in_ob(at,tmp); 962 poison = present_arch_in_ob (at, tmp);
1417 if (poison) { 963 if (poison)
964 {
1418 success = 1; 965 success = 1;
1419 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1420 poison->stats.food = 1; 967 poison->stats.food = 1;
1421 } 968 }
1422 } 969 }
970
1423 if (spell->attacktype & AT_CONFUSION) { 971 if (spell->attacktype & AT_CONFUSION)
972 {
1424 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1425 if (poison) { 974 if (poison)
975 {
1426 success = 1; 976 success = 1;
1427 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1428 poison->duration = 1; 978 poison->duration = 1;
1429 } 979 }
1430 } 980 }
981
1431 if (spell->attacktype & AT_BLIND) { 982 if (spell->attacktype & AT_BLIND)
1432 at=find_archetype("blindness"); 983 {
984 at = archetype::find ("blindness");
1433 poison=present_arch_in_ob(at,tmp); 985 poison = present_arch_in_ob (at, tmp);
1434 if (poison) { 986 if (poison)
987 {
1435 success = 1; 988 success = 1;
1436 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1437 poison->stats.food = 1; 990 poison->stats.food = 1;
1438 } 991 }
1439 } 992 }
993
1440 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
995 {
1441 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1442 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 997 if (tmp->stats.sp > tmp->stats.maxsp)
998 tmp->stats.sp = tmp->stats.maxsp;
1443 success = 1; 999 success = 1;
1444 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1445 } 1001 }
1002
1446 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1004 {
1447 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1448 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1007 tmp->stats.grace = tmp->stats.maxgrace;
1449 success = 1; 1008 success = 1;
1450 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1451 } 1010 }
1011
1452 if (spell->stats.food && tmp->stats.food < 999) { 1012 if (spell->stats.food && tmp->stats.food < 999)
1013 {
1453 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1454 if (tmp->stats.food > 999) tmp->stats.food=999; 1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1455 success = 1; 1017 success = 1;
1456 /* We could do something a bit better like the messages for healing above */ 1018 /* 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"); 1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1458 } 1020 }
1021
1459 return success; 1022 return success;
1460} 1023}
1461
1462 1024
1463/* This is used for the spells that gain stats. There are no spells 1025/* 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 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1465 * good comments for those. 1027 * good comments for those.
1466 */ 1028 */
1467static const char* const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1468"You grow no stronger.", 1030 "You grow no stronger.",
1469"You grow no more agile.", 1031 "You grow no more agile.",
1470"You don't feel any healthier.", 1032 "You don't feel any healthier.",
1471"no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1472"You are no easier to look at.", 1036 "You are no easier to look at.",
1473"no int",
1474"no pow"
1475}; 1037};
1476 1038
1039int
1477int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1478 object *tmp, *tmp2=NULL; 1041{
1479 object *force=NULL; 1042 object *force = NULL;
1480 int i; 1043 int i;
1481 1044
1482 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1483 if(dir!=0) { 1046 object *tmp = dir
1484 tmp=find_target_for_friendly_spell(op,dir); 1047 ? find_target_for_friendly_spell (op, dir)
1485 } else { 1048 : op;
1486 tmp = op;
1487 }
1488 1049
1489 if(tmp==NULL) return 0; 1050 if (!tmp)
1490 1051 return 0;
1052
1491 /* If we've already got a force of this type, don't add a new one. */ 1053 /* 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) { 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1055 {
1493 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1057 {
1494 if (tmp2->name == spell_ob->name) { 1058 if (tmp2->name == spell_ob->name)
1059 {
1495 force=tmp2; /* the old effect will be "refreshed" */ 1060 force = tmp2; /* the old effect will be "refreshed" */
1496 break; 1061 break;
1497 } 1062 }
1498 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1063 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 {
1499 if ( !silent ) 1065 if (!silent)
1500 new_draw_info_format(NDI_UNIQUE, 0, op, 1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1501 "You can not cast %s while %s is in effect", 1067 return 0;
1502 spell_ob->name, tmp2->name_pl); 1068 }
1503 return 0; 1069 }
1504 } 1070 }
1505 }
1506 }
1507 if(force==NULL) { 1071 if (force == NULL)
1072 {
1508 force=get_archetype(FORCE_NAME); 1073 force = get_archetype (FORCE_NAME);
1509 force->subtype = FORCE_CHANGE_ABILITY; 1074 force->subtype = FORCE_CHANGE_ABILITY;
1510 free_string(force->name);
1511 if (spell_ob->race) 1075 if (spell_ob->race)
1512 force->name = add_refcount(spell_ob->race); 1076 force->name = spell_ob->race;
1513 else 1077 else
1514 force->name = add_refcount(spell_ob->name); 1078 force->name = spell_ob->name;
1515 free_string(force->name_pl);
1516 force->name_pl = add_refcount(spell_ob->name); 1079 force->name_pl = spell_ob->name;
1517 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1518 1081
1519 } else { 1082 }
1083 else
1084 {
1520 int duration; 1085 int duration;
1521 1086
1522 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1523 if (duration > force->duration) { 1088 if (duration > force->duration)
1089 {
1524 force->duration = duration; 1090 force->duration = duration;
1525 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1526 } else { 1092 }
1093 else
1094 {
1527 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1528 } 1096 }
1529 return 1; 1097
1098 return 1;
1530 } 1099 }
1100
1531 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1532 force->speed = 1.0; 1102 force->speed = 1.0;
1533 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1534 SET_FLAG(force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1535 1105
1536 /* Now start processing the effects. First, protections */ 1106 /* Now start processing the effects. First, protections */
1537 for (i=0; i < NROFATTACKS; i++) { 1107 for (i = 0; i < NROFATTACKS; i++)
1108 {
1538 if (spell_ob->resist[i]) { 1109 if (spell_ob->resist[i])
1110 {
1539 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1540 if (force->resist[i] > 100) force->resist[i] = 100; 1112 if (force->resist[i] > 100)
1541 } 1113 force->resist[i] = 100;
1114 }
1542 } 1115 }
1116
1543 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1544 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1545 1119
1546 if (tmp->type == PLAYER) { 1120 if (tmp->type == PLAYER)
1121 {
1547 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1548 for (i=0; i < NUM_STATS; i++) { 1123 for (i = 0; i < NUM_STATS; i++)
1549 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1124 {
1550 if (stat) { 1125 if (sint8 stat = spell_ob->stats.stat (i))
1551 sm=0; 1126 {
1552 for (k=0; k<stat; k++) 1127 sint8 sm = 0;
1553 sm += rndm(1, 3); 1128 for (sint8 k = 0; k < stat; k++)
1129 sm += rndm (1, 3);
1554 1130
1555 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1556 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1557 if (sm<0) sm = 0; 1133
1558 } 1134 force->stats.stat (i) = sm;
1559 set_attr_value(&force->stats, i, sm); 1135
1560 if (!sm) 1136 if (!sm)
1561 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1138 }
1139 }
1562 } 1140 }
1563 }
1564 }
1565 1141
1566 force->move_type = spell_ob->move_type; 1142 force->move_type = spell_ob->move_type;
1567 1143
1568 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1569 SET_FLAG(force, FLAG_SEE_IN_DARK); 1145 SET_FLAG (force, FLAG_SEE_IN_DARK);
1570 1146
1571 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1572 SET_FLAG(force, FLAG_XRAYS); 1148 SET_FLAG (force, FLAG_XRAYS);
1573 1149
1574 /* Haste/bonus speed */ 1150 /* Haste/bonus speed */
1575 if (spell_ob->stats.exp) { 1151 if (spell_ob->stats.exp)
1152 {
1153 if (op->speed > 0.5f)
1576 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1154 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1577 else 1155 else
1578 force->stats.exp = spell_ob->stats.exp; 1156 force->stats.exp = spell_ob->stats.exp;
1579 } 1157 }
1580 1158
1581 force->stats.wc = spell_ob->stats.wc; 1159 force->stats.wc = spell_ob->stats.wc;
1582 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1583 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1584 1162
1585 insert_ob_in_ob(force,tmp); 1163 insert_ob_in_ob (force, tmp);
1586 change_abil(tmp,force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1587 fix_player(tmp); 1165 tmp->update_stats ();
1166
1588 return 1; 1167 return 1;
1589} 1168}
1590 1169
1591/* This used to be part of cast_change_ability, but it really didn't make 1170/* 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 1171 * a lot of sense, since most of the values it derives are from the god
1593 * of the caster. 1172 * of the caster.
1594 */ 1173 */
1595 1174int
1596int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{
1597 int i; 1177 int i;
1598 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1599 1179
1600 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1601 if(dir!=0) { 1181 if (dir != 0)
1182 {
1602 tmp=find_target_for_friendly_spell(op,dir); 1183 tmp = find_target_for_friendly_spell (op, dir);
1603 } else { 1184 }
1604 tmp = op; 1185 else
1605 } 1186 {
1187 tmp = op;
1188 }
1606 1189
1607 /* If we've already got a force of this type, don't add a new one. */ 1190 /* 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) { 1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1192 {
1609 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 {
1610 if (tmp2->name == spell_ob->name) { 1195 if (tmp2->name == spell_ob->name)
1196 {
1611 force=tmp2; /* the old effect will be "refreshed" */ 1197 force = tmp2; /* the old effect will be "refreshed" */
1612 break; 1198 break;
1613 } 1199 }
1614 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1200 else if (spell_ob->race && spell_ob->race == tmp2->name)
1615 new_draw_info_format(NDI_UNIQUE, 0, op, 1201 {
1616 "You can not cast %s while %s is in effect", 1202 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); 1203 return 0;
1618 return 0; 1204 }
1205 }
1619 } 1206 }
1620 }
1621 }
1622 if(force==NULL) { 1207 if (force == NULL)
1208 {
1623 force=get_archetype(FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1624 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1625 free_string(force->name);
1626 if (spell_ob->race) 1211 if (spell_ob->race)
1627 force->name = add_refcount(spell_ob->race); 1212 force->name = spell_ob->race;
1628 else 1213 else
1629 force->name = add_refcount(spell_ob->name); 1214 force->name = spell_ob->name;
1630 free_string(force->name_pl);
1631 force->name_pl = add_refcount(spell_ob->name); 1215 force->name_pl = spell_ob->name;
1632 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1216 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1633 } else { 1217 }
1218 else
1219 {
1634 int duration; 1220 int duration;
1635 1221
1636 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1222 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1637 if (duration > force->duration) { 1223 if (duration > force->duration)
1224 {
1638 force->duration = duration; 1225 force->duration = duration;
1639 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1640 } else { 1227 }
1228 else
1229 {
1641 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1230 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1642 } 1231 }
1643 return 0; 1232 return 0;
1644 } 1233 }
1645 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1646 force->speed = 1.0; 1235 force->speed = 1.0;
1647 force->speed_left = -1.0; 1236 force->speed_left = -1.0;
1648 SET_FLAG(force, FLAG_APPLIED); 1237 SET_FLAG (force, FLAG_APPLIED);
1649 1238
1650 if(!god) { 1239 if (!god)
1240 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1652 } else { 1242 }
1243 else
1244 {
1653 /* Only give out good benefits, and put a max on it */ 1245 /* Only give out good benefits, and put a max on it */
1654 for (i=0; i<NROFATTACKS; i++) { 1246 for (i = 0; i < NROFATTACKS; i++)
1247 {
1655 if (god->resist[i]>0) { 1248 if (god->resist[i] > 0)
1249 {
1656 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1657 } 1251 }
1658 } 1252 }
1659 force->path_attuned|=god->path_attuned; 1253 force->path_attuned |= god->path_attuned;
1254
1660 if (spell_ob->attacktype) { 1255 if (spell_ob->attacktype)
1661 force->attacktype|=god->attacktype | AT_PHYSICAL; 1256 force->slaying = god->slaying;
1662 if(god->slaying) force->slaying = add_string(god->slaying); 1257
1663 }
1664 if (tmp != op) { 1258 if (tmp != op)
1259 {
1665 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1260 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); 1261 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1667 } else { 1262 }
1668 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1263 else
1669 "You are blessed by %s!",god->name); 1264 {
1670 } 1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1266 }
1671 1267
1672 } 1268 }
1673 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1674 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1675 1271
1676 change_abil(tmp,force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1677 insert_ob_in_ob(force,tmp); 1273 insert_ob_in_ob (force, tmp);
1678 fix_player(tmp); 1274 tmp->update_stats ();
1679 return 1; 1275 return 1;
1680} 1276}
1681
1682
1683 1277
1684/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1685 * 1279 *
1686 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1687 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to gold nuggets, the value of the gold nuggets being
1697 * For example, if an item is worth 110 gold, you will get 1291 * For example, if an item is worth 110 gold, you will get
1698 * 4 large nuggets, and from 0-10 small nuggets. 1292 * 4 large nuggets, and from 0-10 small nuggets.
1699 * 1293 *
1700 * There is also a chance (1:30) that you will get nothing at all 1294 * 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 1295 * for the object. There is also a maximum weight that will be
1702 * alchemied. 1296 * alchemised.
1703 */ 1297 */
1704 1298static void
1705/* I didn't feel like passing these as arguements to the 1299alchemy_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{ 1300{
1715 uint64 value=query_cost(obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1716 1302
1717 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (This should hopefully
1718 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1719 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1720 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1721 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1722 * the stuff back to town. 1308 * the stuff back to town.
1723 */ 1309 */
1724
1725 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1726 value=0; 1311 value = 0;
1727 else if (obj->type==MONEY || obj->type==GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1728 value /=3; 1313 value /= 3;
1729 else 1314 else
1730 value = (value*9)/10; 1315 value = value * 9 / 10;
1731 1316
1732 value /= 4; // fix by GHJ, don't understand, pcg
1733
1734 if ((obj->value>0) && rndm(0, 29)) { 1317 if (obj->value > 0 && rndm (0, 29))
1735 int count; 1318 total_value += value;
1736 1319
1737 count = value / large->value; 1320 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 1321
1744 /* Turn 25 small nuggets into 1 large nugget. If the value 1322 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} 1323}
1758 1324
1759static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1325static void
1760 int x, int y) 1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1761{ 1327{
1762 object *tmp;
1763 int flag=0; 1328 int flag = 0;
1764 1329
1765 /* Put any nuggets below the player, but we can only pass this 1330 /* Put any nuggets below the player, but we can only pass this
1766 * flag if we are on the same space as the player 1331 * flag if we are on the same space as the player
1767 */ 1332 */
1768 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1769 1335
1770 if (small_nuggets) { 1336 if (small_nuggets)
1771 tmp = get_object(); 1337 {
1772 copy_object(small, tmp); 1338 object *tmp = small->clone ();
1773 tmp-> nrof = small_nuggets; 1339 tmp->nrof = small_nuggets;
1774 tmp->x = x; 1340 m->insert (tmp, x, y, op, flag);
1775 tmp->y = y;
1776 insert_ob_in_map(tmp, m, op, flag);
1777 } 1341 }
1342
1778 if (large_nuggets) { 1343 if (large_nuggets)
1779 tmp = get_object(); 1344 {
1780 copy_object(large, tmp); 1345 object *tmp = large->clone ();
1781 tmp-> nrof = large_nuggets; 1346 tmp->nrof = large_nuggets;
1782 tmp->x = x; 1347 m->insert (tmp, x, y, op, flag);
1783 tmp->y = y;
1784 insert_ob_in_map(tmp, m, op, flag);
1785 } 1348 }
1786}
1787 1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int
1788int alchemy(object *op, object *caster, object *spell_ob) 1356alchemy (object *op, object *caster, object *spell_ob)
1789{ 1357{
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) 1358 if (op->type != PLAYER)
1796 return 0; 1359 return 0;
1797 1360
1361 object *large = get_archetype ("largenugget");
1362 object *small = get_archetype ("smallnugget");
1363
1798 /* Put a maximum weight of items that can be alchemied. Limits the power 1364 /* 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 1365 * some, and also prevents people from alchemising every table/chair/clock
1800 * in sight 1366 * in sight
1801 */ 1367 */
1802 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1368 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1803 weight_max *= 1000; 1369 int weight_max = duration * 1000;
1804 small=get_archetype("smallnugget"), 1370 uint64 value_max = duration * 1000;
1805 large=get_archetype("largenugget");
1806 1371
1372 int weight = 0;
1373
1807 for(y= op->y-1;y<=op->y+1;y++) { 1374 for (int y = op->y - 1; y <= op->y + 1; y++)
1808 for(x= op->x-1;x<=op->x+1;x++) { 1375 {
1809 nx = x; 1376 for (int x = op->x - 1; x <= op->x + 1; x++)
1810 ny = y; 1377 {
1378 uint64 value = 0;
1811 1379
1812 mp = op->map; 1380 sint16 nx = x;
1381 sint16 ny = y;
1813 1382
1383 maptile *mp = op->map;
1384
1814 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1385 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1815 1386
1816 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1387 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1817 continue; 1388 continue;
1818 1389
1819 /* Treat alchemy a little differently - most spell effects 1390 /* Treat alchemy a little differently - most spell effects
1820 * use fly as the movement type - for alchemy, consider it 1391 * use fly as the movement type - for alchemy, consider it
1821 * ground level effect. 1392 * ground level effect.
1822 */ 1393 */
1823 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1394 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1824 continue; 1395 continue;
1825 1396
1826 small_nuggets=0; 1397 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1827 large_nuggets=0; 1398 {
1399 next = tmp->above;
1828 1400
1829 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1830 next=tmp->above;
1831 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1832 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1833 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1834
1835 if (tmp->inv) {
1836 object *next1, *tmp1;
1837 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1838 next1 = tmp1->below;
1839 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1840 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1841 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1403 {
1842 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1404 if (tmp->inv)
1843 &weight); 1405 {
1844 } 1406 object *next1, *tmp1;
1845 }
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 1407
1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1409 {
1410 next1 = tmp1->below;
1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1413 alchemy_object (tmp1, value, weight);
1414 }
1415 }
1416
1417 alchemy_object (tmp, value, weight);
1418
1419 if (weight > weight_max)
1420 break;
1421 }
1422 }
1423
1424 value = min (value, value_max);
1425
1426 uint64 count = value / large->value;
1427 int large_nuggets = count;
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1857 /* Insert all the nuggets at one time. This probably saves time, but 1433 /* Insert all the nuggets at one time. This probably saves time, but
1858 * it also prevents us from alcheming nuggets that were just created 1434 * it also prevents us from alcheming nuggets that were just created
1859 * with this spell. 1435 * with this spell.
1860 */ 1436 */
1861 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1862 } 1438
1439 if (weight > weight_max)
1440 goto bailout;
1441 }
1863 } 1442 }
1864 free_object(large); 1443
1865 free_object(small); 1444bailout:
1866 /* reset this so that if player standing on a big pile of stuff, 1445 large->destroy ();
1867 * it is redrawn properly. 1446 small->destroy ();
1868 */
1869 op->contr->socket.look_position = 0;
1870 return 1; 1447 return 1;
1871} 1448}
1872 1449
1873 1450
1874/* This function removes the cursed/damned status on equipped 1451/* This function removes the cursed/damned status on equipped
1875 * items. 1452 * items.
1876 */ 1453 */
1454int
1877int remove_curse(object *op, object *caster, object *spell) { 1455remove_curse (object *op, object *caster, object *spell)
1456{
1878 object *tmp; 1457 object *tmp;
1879 int success = 0, was_one = 0; 1458 int success = 0, was_one = 0;
1880 1459
1881 for (tmp = op->inv; tmp; tmp = tmp->below) 1460 for (tmp = op->inv; tmp; tmp = tmp->below)
1882 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1883 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1884 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1885 1464 {
1886 was_one++; 1465 was_one++;
1887 if (tmp->level <= caster_level(caster, spell)) { 1466 if (tmp->level <= caster_level (caster, spell))
1888 success++; 1467 {
1468 success++;
1889 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1469 if (QUERY_FLAG (spell, FLAG_DAMNED))
1890 CLEAR_FLAG(tmp, FLAG_DAMNED); 1470 CLEAR_FLAG (tmp, FLAG_DAMNED);
1891 1471
1892 CLEAR_FLAG(tmp, FLAG_CURSED); 1472 CLEAR_FLAG (tmp, FLAG_CURSED);
1893 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1894 tmp->value = 0; /* Still can't sell it */ 1474 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER)
1476 esrv_send_item (op, tmp);
1477 }
1478 }
1479
1895 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1896 esrv_send_item(op, tmp); 1481 {
1897 } 1482 if (success)
1898 }
1899
1900 if (op->type==PLAYER) {
1901 if (success) {
1902 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1903 } else { 1484 else
1485 {
1904 if (was_one) 1486 if (was_one)
1905 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1906 else 1488 else
1907 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1489 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1908 } 1490 }
1909 } 1491 }
1492
1910 return success; 1493 return success;
1911} 1494}
1912 1495
1913/* Identifies objects in the players inventory/on the ground */ 1496/* Identifies objects in the players inventory/on the ground */
1914 1497
1498int
1915int cast_identify(object *op, object *caster, object *spell) { 1499cast_identify (object *op, object *caster, object *spell)
1500{
1916 object *tmp; 1501 object *tmp;
1917 int success = 0, num_ident; 1502 int success = 0, num_ident;
1918 1503
1919 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1920 1505
1921 if (num_ident < 1) num_ident=1; 1506 if (num_ident < 1)
1507 num_ident = 1;
1922 1508
1923
1924 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1509 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 {
1925 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 {
1926 identify(tmp); 1513 identify (tmp);
1514
1927 if (op->type==PLAYER) { 1515 if (op->type == PLAYER)
1928 new_draw_info_format(NDI_UNIQUE, 0, op, 1516 {
1929 "You have %s.", long_desc(tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1930 if (tmp->msg) { 1518
1519 if (tmp->msg)
1520 {
1931 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1932 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1933 } 1523 }
1524 }
1525
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident)
1529 break;
1530 }
1934 } 1531 }
1935 num_ident--; 1532
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 1533 /* 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 1534 * stuff on the floor. Only identify stuff on the floor if the spell
1942 * was not fully used. 1535 * was not fully used.
1943 */ 1536 */
1944 if (num_ident) { 1537 if (num_ident)
1945 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1538 {
1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1946 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1947 need_identify(tmp)) { 1541 {
1948
1949 identify(tmp); 1542 identify (tmp);
1543
1950 if (op->type==PLAYER) { 1544 if (op->type == PLAYER)
1951 new_draw_info_format(NDI_UNIQUE, 0,op, 1545 {
1952 "On the ground is %s.", long_desc(tmp, op)); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1953 if (tmp->msg) { 1547
1548 if (tmp->msg)
1549 {
1954 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1955 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1956 } 1552 }
1957 esrv_send_item(op, tmp); 1553
1554 esrv_send_item (op, tmp);
1555 }
1556
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident)
1560 break;
1561 }
1958 } 1562 }
1959 num_ident--; 1563
1960 success=1;
1961 if (!num_ident) break;
1962 }
1963 }
1964 if (!success) 1564 if (!success)
1965 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1966 else { 1566 else
1967 spell_effect(spell, op->x, op->y, op->map, op); 1567 spell_effect (spell, op->x, op->y, op->map, op);
1968 } 1568
1969 return success; 1569 return success;
1970} 1570}
1971 1571
1972 1572int
1973int cast_detection(object *op, object *caster, object *spell, object *skill) { 1573cast_detection (object *op, object *caster, object *spell, object *skill)
1574{
1974 object *tmp, *last, *god, *detect; 1575 object *tmp, *last, *god, *detect;
1975 int done_one, range, mflags, floor, level; 1576 int done_one, range, mflags, floor, level;
1976 sint16 x, y, nx, ny; 1577 sint16 x, y, nx, ny;
1977 mapstruct *m; 1578 maptile *m;
1978 1579
1979 /* We precompute some values here so that we don't have to keep 1580 /* We precompute some values here so that we don't have to keep
1980 * doing it over and over again. 1581 * doing it over and over again.
1981 */ 1582 */
1982 god=find_god(determine_god(op)); 1583 god = find_god (determine_god (op));
1983 level=caster_level(caster, spell); 1584 level = caster_level (caster, spell);
1984 range = spell->range + SP_level_range_adjust(caster, spell); 1585 range = spell->range + SP_level_range_adjust (caster, spell);
1985 1586
1986 if (!skill) skill=caster; 1587 if (!skill)
1588 skill = caster;
1987 1589
1988 for (x = op->x - range; x <= op->x + range; x++) 1590 for (x = op->x - range; x <= op->x + range; x++)
1989 for (y = op->y - range; y <= op->y + range; y++) { 1591 for (y = op->y - range; y <= op->y + range; y++)
1990 1592 {
1991 m = op->map; 1593 m = op->map;
1992 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1993 if (mflags & P_OUT_OF_MAP) continue; 1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1994 1597
1995 /* For most of the detections, we only detect objects above the 1598 /* For most of the detections, we only detect objects above the
1996 * floor. But this is not true for show invisible. 1599 * floor. But this is not true for show invisible.
1997 * Basically, we just go and find the top object and work 1600 * Basically, we just go and find the top object and work
1998 * down - that is easier than working up. 1601 * down - that is easier than working up.
1999 */ 1602 */
2000 1603
2001 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1605 last = tmp;
1606
2002 /* Shouldn't happen, but if there are no objects on a space, this 1607 /* Shouldn't happen, but if there are no objects on a space, this
2003 * would happen. 1608 * would happen.
2004 */ 1609 */
2005 if (!last) continue; 1610 if (!last)
1611 continue;
2006 1612
2007 done_one=0; 1613 done_one = 0;
2008 floor=0; 1614 floor = 0;
2009 detect = NULL; 1615 detect = NULL;
2010 for (tmp=last; tmp; tmp=tmp->below) { 1616 for (tmp = last; tmp; tmp = tmp->below)
2011 1617 {
2012 /* show invisible */ 1618 /* show invisible */
2013 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2014 /* Might there be other objects that we can make visibile? */ 1620 /* Might there be other objects that we can make visible? */
2015 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
2016 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
2017 tmp->type==CF_HANDLE || 1623 tmp->type == CF_HANDLE ||
2018 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
2019 tmp->type==BUTTON || tmp->type==TELEPORTER || 1625 tmp->type == BUTTON || tmp->type == TELEPORTER ||
2020 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1626 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
2021 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
2022 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
2023 tmp->type==TREASURE || tmp->type==BOOK || 1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
2024 tmp->type==HOLY_ALTAR))) { 1630 {
2025 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1631 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2026 tmp->invisible=0; 1632 {
2027 done_one = 1; 1633 tmp->invisible = 0;
2028 } 1634 done_one = 1;
2029 } 1635 }
2030 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1636 }
2031 1637
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1;
1640
2032 /* All detections below this point don't descend beneath the floor, 1641 /* 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 1642 * 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 1643 * 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. 1644 * the floor, but once we get to the floor, not likely a very big issue anyways.
2036 */ 1645 */
2037 if (floor) continue; 1646 if (floor)
1647 continue;
2038 1648
2039 /* I had thought about making detect magic and detect curse 1649 /* I had thought about making detect magic and detect curse
2040 * show the flash the magic item like it does for detect monster. 1650 * 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 1651 * however, if the object is within sight, this would then make it
2042 * difficult to see what object is magical/cursed, so the 1652 * difficult to see what object is magical/cursed, so the
2043 * effect wouldn't be as apparant. 1653 * effect wouldn't be as apparant.
2044 */ 1654 */
2045 1655
2046 /* detect magic */ 1656 /* detect magic */
2047 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2048 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2049 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1659 {
2050 is_magical(tmp)) {
2051 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2052 /* make runes more visibile */ 1661 /* make runes more visibile */
2053 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2054 tmp->stats.Cha/=4; 1663 tmp->stats.Cha /= 4;
2055 done_one = 1; 1664 done_one = 1;
2056 } 1665 }
2057 /* detect monster */ 1666 /* detect monster */
2058 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2059 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1668 {
2060 done_one = 2; 1669 done_one = 2;
2061 if (!detect) detect=tmp; 1670 if (!detect)
2062 } 1671 detect = tmp;
1672 }
2063 /* Basically, if race is set in the spell, then the creatures race must 1673 /* 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 1674 * match that. if the spell race is set to GOD, then the gods opposing
2065 * race must match. 1675 * race must match.
2066 */ 1676 */
2067 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2068 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
2069 (strstr(spell->race, tmp->race)))) { 1679 (strstr (spell->race, tmp->race))))
2070 done_one = 2; 1680 {
2071 if (!detect) detect=tmp; 1681 done_one = 2;
2072 } 1682 if (!detect)
1683 detect = tmp;
1684 }
2073 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2074 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 {
2075 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2076 done_one = 1; 1689 done_one = 1;
2077 } 1690 }
2078 } /* for stack of objects on this space */ 1691 } /* for stack of objects on this space */
2079 1692
2080 /* Code here puts an effect of the spell on the space, so you can see 1693 /* Code here puts an effect of the spell on the space, so you can see
2081 * where the magic is. 1694 * where the magic is.
2082 */ 1695 */
2083 if (done_one) { 1696 if (done_one)
1697 {
2084 object *detect_ob = arch_to_object(spell->other_arch); 1698 object *detect_ob = arch_to_object (spell->other_arch);
2085 detect_ob->x = nx; 1699
2086 detect_ob->y = ny;
2087 /* if this is set, we want to copy the face */ 1700 /* if this is set, we want to copy the face */
2088 if (done_one == 2 && detect) { 1701 if (done_one == 2 && detect)
1702 {
2089 detect_ob->face = detect->face; 1703 detect_ob->face = detect->face;
2090 detect_ob->animation_id = detect->animation_id; 1704 detect_ob->animation_id = detect->animation_id;
2091 detect_ob->anim_speed = detect->anim_speed; 1705 detect_ob->anim_speed = detect->anim_speed;
2092 detect_ob->last_anim=0; 1706 detect_ob->last_anim = 0;
2093 /* by default, the detect_ob is already animated */ 1707 /* by default, the detect_ob is already animated */
2094 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2095 } 1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2096 insert_ob_in_map(detect_ob, m, op,0); 1710 }
2097 }
2098 } /* for processing the surrounding spaces */
2099 1711
1712 m->insert (detect_ob, nx, ny, op);
1713 }
1714 } /* for processing the surrounding spaces */
2100 1715
1716
2101 /* Now process objects in the players inventory if detect curse or magic */ 1717 /* 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)) { 1718 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1719 {
2103 done_one = 0; 1720 done_one = 0;
2104 for (tmp = op->inv; tmp; tmp = tmp->below) { 1721 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 {
2105 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2106 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1724 {
2107 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1725 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2108 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1726 {
2109 if (op->type==PLAYER) 1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER)
2110 esrv_send_item (op, tmp); 1729 esrv_send_item (op, tmp);
2111 } 1730 }
2112 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2113 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 {
2114 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2115 if (op->type==PLAYER) 1735 if (op->type == PLAYER)
2116 esrv_send_item (op, tmp); 1736 esrv_send_item (op, tmp);
2117 } 1737 }
2118 } /* if item is not identified */ 1738 } /* if item is not identified */
2119 } /* for the players inventory */ 1739 } /* for the players inventory */
2120 } /* if detect magic/curse and object is a player */ 1740 } /* if detect magic/curse and object is a player */
2121 return 1; 1741 return 1;
2122} 1742}
2123 1743
2124 1744
2125/** 1745/**
2126 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1746 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2127 * level whos spell did cause the overcharge. 1747 * level whos spell did cause the overcharge.
2128 */ 1748 */
1749static void
2129static void charge_mana_effect(object *victim, int caster_level) 1750charge_mana_effect (object *victim, int caster_level)
2130{ 1751{
2131 1752
2132 /* Prevent explosions for objects without mana. Without this check, doors 1753 /* Prevent explosions for objects without mana. Without this check, doors
2133 * will explode, too. 1754 * will explode, too.
2134 */ 1755 */
2135 if (victim->stats.maxsp <= 0) 1756 if (victim->stats.maxsp <= 0)
2136 return; 1757 return;
2137 1758
2138 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1759 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2139 1760
2140 if (victim->stats.sp >= victim->stats.maxsp*2) { 1761 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 {
2141 object *tmp; 1763 object *tmp;
2142 1764
2143 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2144 1766
2145 /* Explodes a fireball centered at player */ 1767 /* Explodes a fireball centered at player */
2146 tmp = get_archetype(EXPLODING_FIREBALL); 1768 tmp = get_archetype (EXPLODING_FIREBALL);
2147 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1769 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; 1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2149 tmp->x = victim->x; 1771
2150 tmp->y = victim->y; 1772 tmp->insert_at (victim);
2151 insert_ob_in_map(tmp, victim->map, NULL, 0);
2152 victim->stats.sp = 2*victim->stats.maxsp; 1773 victim->stats.sp = 2 * victim->stats.maxsp;
2153 } 1774 }
2154 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1775 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."); 1776 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2156 }
2157 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2158 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2159 }
2160 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 {
2161 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2162 confuse_player(victim, victim, 99); 1782 confuse_player (victim, victim, 99);
2163 } 1783 }
2164 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1784 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2165 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1785 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2166 }
2167} 1786}
2168 1787
2169/* cast_transfer 1788/* cast_transfer
2170 * This spell transfers sp from the player to another person. 1789 * This spell transfers sp from the player to another person.
2171 * We let the target go above their normal maximum SP. 1790 * We let the target go above their normal maximum SP.
2172 */ 1791 */
2173 1792
1793int
2174int cast_transfer(object *op,object *caster, object *spell, int dir) { 1794cast_transfer (object *op, object *caster, object *spell, int dir)
1795{
2175 object *plyr=NULL; 1796 object *plyr = NULL;
2176 sint16 x, y; 1797 sint16 x, y;
2177 mapstruct *m; 1798 maptile *m;
2178 int mflags; 1799 int mflags;
2179 1800
2180 m = op->map; 1801 m = op->map;
2181 x = op->x+freearr_x[dir]; 1802 x = op->x + freearr_x[dir];
2182 y = op->y+freearr_y[dir]; 1803 y = op->y + freearr_y[dir];
2183 1804
2184 mflags = get_map_flags(m, &m, x, y, &x, &y); 1805 mflags = get_map_flags (m, &m, x, y, &x, &y);
2185 1806
2186 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1808 {
2187 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1809 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2188 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2189 break; 1811 break;
2190 } 1812 }
2191 1813
2192 1814
2193 /* If we did not find a player in the specified direction, transfer 1815 /* 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. 1816 * to anyone on top of us. This is used for the rune of transference mostly.
2195 */ 1817 */
2196 if(plyr==NULL) 1818 if (plyr == NULL)
2197 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1819 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)) 1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2199 break; 1821 break;
2200 1822
2201 if (!plyr) { 1823 if (!plyr)
1824 {
2202 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1825 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2203 return 0; 1826 return 0;
2204 } 1827 }
2205 /* give sp */ 1828 /* give sp */
2206 if(spell->stats.dam > 0) { 1829 if (spell->stats.dam > 0)
1830 {
2207 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1831 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2208 charge_mana_effect(plyr, caster_level(caster, spell)); 1832 charge_mana_effect (plyr, caster_level (caster, spell));
2209 return 1; 1833 return 1;
2210 } 1834 }
2211 /* suck sp away. Can't suck sp from yourself */ 1835 /* suck sp away. Can't suck sp from yourself */
2212 else if (op != plyr) { 1836 else if (op != plyr)
1837 {
2213 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1838 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2214 1839
2215 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1840 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2216 1841
2217 if (rate > 95) rate=95; 1842 if (rate > 95)
1843 rate = 95;
2218 1844
2219 sucked = (plyr->stats.sp * rate) / 100; 1845 sucked = (plyr->stats.sp * rate) / 100;
2220 plyr->stats.sp -= sucked; 1846 plyr->stats.sp -= sucked;
2221 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1847 if (QUERY_FLAG (op, FLAG_ALIVE))
1848 {
2222 /* Player doesn't get full credit */ 1849 /* Player doesn't get full credit */
2223 sucked = (sucked * rate) / 100; 1850 sucked = (sucked * rate) / 100;
2224 op->stats.sp += sucked; 1851 op->stats.sp += sucked;
2225 if (sucked > 0) { 1852 if (sucked > 0)
1853 {
2226 charge_mana_effect(op, caster_level(caster, spell)); 1854 charge_mana_effect (op, caster_level (caster, spell));
1855 }
1856 }
1857 return 1;
2227 } 1858 }
2228 }
2229 return 1;
2230 }
2231 return 0; 1859 return 0;
2232} 1860}
2233 1861
2234 1862
2235/* counterspell: nullifies spell effects. 1863/* counterspell: nullifies spell effects.
2236 * op is the counterspell object, dir is the direction 1864 * op is the counterspell object, dir is the direction
2237 * it was cast in. 1865 * it was cast in.
2238 * Basically, if the object has a magic attacktype, 1866 * Basically, if the object has a magic attacktype,
2239 * this may nullify it. 1867 * this may nullify it.
2240 */ 1868 */
1869void
2241void counterspell(object *op,int dir) 1870counterspell (object *op, int dir)
2242{ 1871{
2243 object *tmp, *head, *next; 1872 object *tmp, *head, *next;
2244 int mflags; 1873 int mflags;
2245 mapstruct *m; 1874 maptile *m;
2246 sint16 sx,sy; 1875 sint16 sx, sy;
2247 1876
2248 sx = op->x + freearr_x[dir]; 1877 sx = op->x + freearr_x[dir];
2249 sy = op->y + freearr_y[dir]; 1878 sy = op->y + freearr_y[dir];
2250 m = op->map; 1879 m = op->map;
2251 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1880 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2252 if (mflags & P_OUT_OF_MAP) return; 1881 if (mflags & P_OUT_OF_MAP)
1882 return;
1883
1884 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2253 1885 {
2254 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2255 next = tmp->above; 1886 next = tmp->above;
2256 1887
2257 /* Need to look at the head object - otherwise, if tmp 1888 /* Need to look at the head object - otherwise, if tmp
2258 * points to a monster, we don't have all the necessary 1889 * points to a monster, we don't have all the necessary
2259 * info for it. 1890 * info for it.
2260 */ 1891 */
2261 if (tmp->head) head = tmp->head; 1892 if (tmp->head)
2262 else head = tmp; 1893 head = tmp->head;
1894 else
1895 head = tmp;
2263 1896
2264 /* don't attack our own spells */ 1897 /* don't attack our own spells */
2265 if(tmp->owner && tmp->owner == op->owner) continue; 1898 if (tmp->owner && tmp->owner == op->owner)
1899 continue;
2266 1900
2267 /* Basically, if the object is magical and not counterspell, 1901 /* Basically, if the object is magical and not counterspell,
2268 * we will more or less remove the object. Don't counterspell 1902 * we will more or less remove the object. Don't counterspell
2269 * monsters either. 1903 * monsters either.
2270 */ 1904 */
2271 1905
2272 if (head->attacktype & AT_MAGIC && 1906 if (head->attacktype & AT_MAGIC
2273 !(head->attacktype & AT_COUNTERSPELL) && 1907 && !(head->attacktype & AT_COUNTERSPELL)
2274 !QUERY_FLAG(head,FLAG_MONSTER) && 1908 && !QUERY_FLAG (head, FLAG_MONSTER)
2275 (op->level > head->level)) { 1909 && (op->level > head->level))
2276 remove_ob(head); 1910 head->destroy ();
2277 free_object(head); 1911 else
2278 } else switch(head->type) { 1912 switch (head->type)
1913 {
2279 case SPELL_EFFECT: 1914 case SPELL_EFFECT:
2280 if(op->level > head->level) { 1915 // XXX: Don't affect floor spelleffects. See also XXX comment
2281 remove_ob(head); 1916 // about sanctuary in spell_util.C
2282 free_object(head); 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2283 } 1918 continue;
2284 break;
2285 1919
1920 if (op->level > head->level)
1921 head->destroy ();
1922
1923 break;
1924
2286 /* I really don't get this rune code that much - that 1925 /* I really don't get this rune code that much - that
2287 * random chance seems really low. 1926 * random chance seems really low.
2288 */ 1927 */
2289 case RUNE: 1928 case RUNE:
2290 if(rndm(0, 149) == 0) { 1929 if (rndm (0, 149) == 0)
1930 {
2291 head->stats.hp--; /* weaken the rune */ 1931 head->stats.hp--; /* weaken the rune */
2292 if(!head->stats.hp) { 1932 if (!head->stats.hp)
2293 remove_ob(head); 1933 head->destroy ();
2294 free_object(head); 1934 }
2295 } 1935 break;
2296 } 1936 }
2297 break;
2298 }
2299 } 1937 }
2300} 1938}
2301 1939
2302 1940
2303 1941
2304/* cast_consecrate() - a spell to make an altar your god's */ 1942/* cast_consecrate() - a spell to make an altar your god's */
1943int
2305int cast_consecrate(object *op, object *caster, object *spell) { 1944cast_consecrate (object *op, object *caster, object *spell)
1945{
2306 char buf[MAX_BUF]; 1946 char buf[MAX_BUF];
2307 1947
2308 object *tmp, *god=find_god(determine_god(op)); 1948 object *tmp, *god = find_god (determine_god (op));
2309 1949
2310 if(!god) { 1950 if (!god)
2311 new_draw_info(NDI_UNIQUE, 0,op, 1951 {
2312 "You can't consecrate anything if you don't worship a god!"); 1952 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2313 return 0; 1953 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 } 1954 }
2336 } 1955
1956 for (tmp = op->below; tmp; tmp = tmp->below)
2337 } 1957 {
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1959 break;
1960 if (tmp->type == HOLY_ALTAR)
1961 {
1962
1963 if (tmp->level > caster_level (caster, spell))
1964 {
1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1966 return 0;
1967 }
1968 else
1969 {
1970 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell);
1974 tmp->other_arch = god->arch;
1975 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp);
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1978 return 1;
1979 }
1980 }
1981 }
2338 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1982 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2339 return 0; 1983 return 0;
2340} 1984}
2341 1985
2342/* animate_weapon - 1986/* animate_weapon -
2343 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1987 * 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 1988 * 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, 1991 * 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 1992 * 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 1993 * that only let players use it was correct, and removed all the other
2350 * player checks. MSW 2003-01-06 1994 * player checks. MSW 2003-01-06
2351 */ 1995 */
2352 1996int
2353int animate_weapon(object *op,object *caster,object *spell, int dir) { 1997animate_weapon (object *op, object *caster, object *spell, int dir)
1998{
2354 object *weapon, *tmp; 1999 object *weapon, *tmp;
2355 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2356 int a, i; 2001 int a, i;
2357 sint16 x, y; 2002 sint16 x, y;
2358 mapstruct *m; 2003 maptile *m;
2359 materialtype_t *mt; 2004
2360
2361 if(!spell->other_arch){ 2005 if (!spell->other_arch)
2006 {
2362 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2363 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2364 return 0; 2009 return 0;
2365 } 2010 }
2366 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2367 if(op->type!=PLAYER) return 0; 2012 if (op->type != PLAYER)
2013 return 0;
2368 2014
2369 /* if player already has a golem, abort */ 2015 /* 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) { 2016 if (object *golem = op->contr->golem)
2371 control_golem(op->contr->ranges[range_golem],dir);
2372 return 0;
2373 } 2017 {
2018 control_golem (golem, dir);
2019 return 0;
2020 }
2374 2021
2375 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2376 if(!dir) 2023 if (!dir)
2377 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2024 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2378 2025
2379 m = op->map; 2026 m = op->map;
2380 x = op->x+freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2381 y = op->y+freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2382 2029
2383 /* if there's no place to put the golem, abort */ 2030 /* 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) || 2031 if ((dir == -1) || (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)) { 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 {
2386 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2387 return 0; 2035 return 0;
2388 } 2036 }
2389 2037
2390 /* Use the weapon marked by the player. */ 2038 /* Use the weapon marked by the player. */
2391 weapon = find_marked_object(op); 2039 weapon = find_marked_object (op);
2392 2040
2393 if (!weapon) { 2041 if (!weapon)
2042 {
2394 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2395 return 0; 2044 return 0;
2396 } 2045 }
2397 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2047 {
2398 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2399 return 0; 2049 return 0;
2400 } 2050 }
2401 if (weapon->type != WEAPON) { 2051 if (weapon->type != WEAPON)
2052 {
2402 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2053 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2403 return 0; 2054 return 0;
2404 } 2055 }
2405 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2056 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 {
2406 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2058 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2407 query_name(weapon)); 2059 return 0;
2408 return 0;
2409 } 2060 }
2410 2061
2411 if (weapon->nrof > 1) { 2062 if (weapon->nrof > 1)
2063 {
2412 tmp = get_split_ob(weapon, 1); 2064 tmp = get_split_ob (weapon, 1);
2413 esrv_send_item(op, weapon); 2065 esrv_send_item (op, weapon);
2414 weapon = tmp; 2066 weapon = tmp;
2415 } 2067 }
2416 2068
2417 /* create the golem object */ 2069 /* create the golem object */
2418 tmp=arch_to_object(spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2419 2071
2420 /* if animated by a player, give the player control of the golem */ 2072 /* if animated by a player, give the player control of the golem */
2421 CLEAR_FLAG(tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2422 SET_FLAG(tmp, FLAG_FRIENDLY);
2423 tmp->stats.exp=0; 2074 tmp->stats.exp = 0;
2424 add_friendly_object(tmp); 2075 add_friendly_object (tmp);
2425 tmp->type=GOLEM; 2076 tmp->type = GOLEM;
2426 set_owner(tmp,op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2427 set_spell_skill(op, caster, spell, tmp); 2079 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 2080
2432 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* 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 2082 * removed flag - it should only be set if get_split_object was
2434 * used above. 2083 * used above.
2435 */ 2084 */
2436 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2437 remove_ob (weapon); 2086 weapon->remove ();
2087
2438 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2439 esrv_send_item(op, weapon); 2089 esrv_send_item (op, weapon);
2440 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* 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 2091 * so instead, just set it as equipped (otherwise, we need to update
2442 * body_info, skills, etc) 2092 * body_info, skills, etc)
2443 */ 2093 */
2444 SET_FLAG (tmp, FLAG_USE_WEAPON); 2094 SET_FLAG (tmp, FLAG_USE_WEAPON);
2445 SET_FLAG(weapon, FLAG_APPLIED); 2095 SET_FLAG (weapon, FLAG_APPLIED);
2446 fix_player(tmp); 2096 tmp->update_stats ();
2447 2097
2448 /* There used to be 'odd' code that basically seemed to take the absolute 2098 /* 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 - 2099 * 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. 2100 * if you're using a crappy weapon, it shouldn't be as good.
2451 */ 2101 */
2452 2102
2453 /* modify weapon's animated wc */ 2103 /* modify weapon's animated wc */
2454 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2104 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; 2105 if (tmp->stats.wc < -127)
2456 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2106 tmp->stats.wc = -127;
2457 2107
2458 /* Modify hit points for weapon */ 2108 /* Modify hit points for weapon */
2459 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2109 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2460 SP_level_duration_adjust(caster, spell) + 2110 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2461 + 8 * weapon->magic + 12 * weapon->stats.Con; 2111 if (tmp->stats.maxhp < 0)
2462 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2112 tmp->stats.maxhp = 10;
2463 tmp->stats.hp = tmp->stats.maxhp; 2113 tmp->stats.hp = tmp->stats.maxhp;
2464 2114
2465 /* Modify weapon's damage */ 2115 /* Modify weapon's damage */
2466 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2116 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 2117 if (tmp->stats.dam < 0)
2468 + weapon->magic 2118 tmp->stats.dam = 127;
2469 + 5 * weapon->stats.Str;
2470 if(tmp->stats.dam<0) tmp->stats.dam=127;
2471 2119
2472 2120
2473 /* attacktype */ 2121 /* attacktype */
2474 if ( ! tmp->attacktype) 2122 if (!tmp->attacktype)
2475 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2476 2124
2477 mt = NULL;
2478 if (op->materialname != NULL)
2479 mt = name_to_material(op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2480 if (mt != NULL) { 2126 {
2481 for (i=0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2482 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2483 a = mt->save[0]; 2129 a = mt->save[0];
2484 } else { 2130 }
2131 else
2132 {
2485 for (i=0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2486 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2487 a = 10; 2135 a = 10;
2488 } 2136 }
2137
2489 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2490 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2491 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2492 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2493 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2494 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2143 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2495 tmp->resist[ATNR_FEAR] = 100; 2144 tmp->resist[ATNR_FEAR] = 100;
2496 tmp->resist[ATNR_DEPLETE] = 100; 2145 tmp->resist[ATNR_DEPLETE] = 100;
2497 tmp->resist[ATNR_DEATH] = 100; 2146 tmp->resist[ATNR_DEATH] = 100;
2498 tmp->resist[ATNR_BLIND] = 100; 2147 tmp->resist[ATNR_BLIND] = 100;
2499 2148
2500 /* Improve weapon's armour value according to best save vs. physical of its material */ 2149 /* Improve weapon's armour value according to best save vs. physical of its material */
2501 2150
2502 if (a > 14) a = 14; 2151 if (a > 14)
2152 a = 14;
2153
2503 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2504 2155
2505 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2506 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2507 2158
2508 if(tmp->speed > 3.33) tmp->speed = 3.33;
2509
2510 if (!spell->race) { 2159 if (!spell->race)
2160 {
2511 sprintf(buf, "animated %s", weapon->name); 2161 sprintf (buf, "animated %s", &weapon->name);
2512 if(tmp->name) free_string(tmp->name); 2162 tmp->name = buf;
2513 tmp->name = add_string(buf);
2514 2163
2515 tmp->face = weapon->face; 2164 tmp->face = weapon->face;
2516 tmp->animation_id = weapon->animation_id; 2165 tmp->animation_id = weapon->animation_id;
2517 tmp->anim_speed = weapon->anim_speed; 2166 tmp->anim_speed = weapon->anim_speed;
2518 tmp->last_anim = weapon->last_anim; 2167 tmp->last_anim = weapon->last_anim;
2519 tmp->state = weapon->state; 2168 tmp->state = weapon->state;
2520 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2169 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 } 2170 }
2527 2171
2528 /* make experience increase in proportion to the strength of the summoned creature. */ 2172 /* 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)); 2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2530 2174
2531 tmp->speed_left= -1; 2175 tmp->speed_left = -1;
2532 tmp->x=x;
2533 tmp->y=y;
2534 tmp->direction=dir; 2176 tmp->direction = dir;
2535 insert_ob_in_map(tmp,m,op,0); 2177
2178 m->insert (tmp, x, y, op);
2536 return 1; 2179 return 1;
2537} 2180}
2538 2181
2539/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2540 2183
2541/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2542 * This changes the light level for the entire map. 2185 * This changes the light level for the entire map.
2543 */ 2186 */
2544 2187
2188int
2545int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2189cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{
2546 int success; 2191 int success;
2547 2192
2548 if(!op->map) return 0; /* shouldnt happen */ 2193 if (!op->map)
2194 return 0; /* shouldnt happen */
2549 2195
2550 success=change_map_light(op->map,spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2551 if(!success) { 2198 if (!success)
2199 {
2552 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2554 else 2202 else
2555 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2556 } 2204 }
2557 return success; 2205 return success;
2558} 2206}
2559 2207
2560 2208
2561 2209
2562 2210
2563 2211
2564/* create an aura spell object and put it in the player's inventory. 2212/* 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, 2213 * as usual, op is player, caster is the object casting the spell,
2566 * spell is the spell object itself. 2214 * spell is the spell object itself.
2567 */ 2215 */
2216int
2568int create_aura(object *op, object *caster, object *spell) 2217create_aura (object *op, object *caster, object *spell)
2569{ 2218{
2570 int refresh=0; 2219 int refresh = 0;
2571 object *new_aura; 2220 object *new_aura;
2572 2221
2573 new_aura = present_arch_in_ob(spell->other_arch, op); 2222 new_aura = present_arch_in_ob (spell->other_arch, op);
2574 if (new_aura) refresh=1; 2223 if (new_aura)
2224 refresh = 1;
2225 else
2575 else new_aura = arch_to_object(spell->other_arch); 2226 new_aura = arch_to_object (spell->other_arch);
2576 2227
2577 new_aura->duration = spell->duration + 2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2578 10* SP_level_duration_adjust(caster,spell);
2579 2229
2580 new_aura->stats.dam = spell->stats.dam 2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2581 +SP_level_dam_adjust(caster,spell);
2582 2231
2583 set_owner(new_aura,op); 2232 new_aura->set_owner (op);
2584 set_spell_skill(op, caster, spell, new_aura); 2233 set_spell_skill (op, caster, spell, new_aura);
2585 new_aura->attacktype= spell->attacktype; 2234 new_aura->attacktype = spell->attacktype;
2586 2235
2587 new_aura->level = caster_level(caster, spell); 2236 new_aura->level = caster_level (caster, spell);
2588 if (refresh) 2237 if (refresh)
2589 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2590 else 2239 else
2591 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2592 insert_ob_in_ob(new_aura, op); 2241 insert_ob_in_ob (new_aura, op);
2593 return 1; 2242 return 1;
2594} 2243}
2595 2244
2596 2245
2597/* move aura function. An aura is a part of someone's inventory, 2246/* 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 2247 * which he carries with him, but which acts on the map immediately
2601 * duration: duration counter. 2250 * duration: duration counter.
2602 * attacktype: aura's attacktype 2251 * attacktype: aura's attacktype
2603 * other_arch: archetype to drop where we attack 2252 * other_arch: archetype to drop where we attack
2604 */ 2253 */
2605 2254
2255void
2606void move_aura(object *aura) { 2256move_aura (object *aura)
2257{
2607 int i, mflags; 2258 int i, mflags;
2608 object *env; 2259 object *env;
2609 mapstruct *m; 2260 maptile *m;
2610 2261
2611 /* auras belong in inventories */ 2262 /* auras belong in inventories */
2612 env = aura->env; 2263 env = aura->env;
2613 2264
2614 /* no matter what we've gotta remove the aura... 2265 /* no matter what we've gotta remove the aura...
2615 * we'll put it back if its time isn't up. 2266 * we'll put it back if its time isn't up.
2616 */ 2267 */
2617 remove_ob(aura); 2268 aura->remove ();
2618 2269
2619 /* exit if we're out of gas */ 2270 /* exit if we're out of gas */
2620 if(aura->duration--< 0) { 2271 if (aura->duration-- < 0)
2621 free_object(aura);
2622 return;
2623 } 2272 {
2273 aura->destroy ();
2274 return;
2275 }
2624 2276
2625 /* auras only exist in inventories */ 2277 /* auras only exist in inventories */
2626 if(env == NULL || env->map==NULL) { 2278 if (env == NULL || env->map == NULL)
2627 free_object(aura);
2628 return;
2629 } 2279 {
2630 aura->x = env->x; 2280 aura->destroy ();
2631 aura->y = env->y; 2281 return;
2282 }
2632 2283
2633 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2634 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2635 */ 2286 */
2636 insert_ob_in_map(aura,env->map,aura,0); 2287 aura->insert_at (env, aura);
2637 2288
2638 for(i=1;i<9;i++) { 2289 for (i = 1; i < 9; i++)
2290 {
2639 sint16 nx, ny; 2291 sint16 nx, ny;
2292
2640 nx = aura->x + freearr_x[i]; 2293 nx = aura->x + freearr_x[i];
2641 ny = aura->y + freearr_y[i]; 2294 ny = aura->y + freearr_y[i];
2642 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2643 2296
2644 /* Consider the movement tyep of the person with the aura as 2297 /* Consider the movement tyep of the person with the aura as
2645 * movement type of the aura. Eg, if the player is flying, the aura 2298 * 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. 2299 * is flying also, if player is walking, it is on the ground, etc.
2647 */ 2300 */
2648 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2302 {
2649 hit_map(aura,i,aura->attacktype,0); 2303 hit_map (aura, i, aura->attacktype, 0);
2650 2304
2651 if(aura->other_arch) { 2305 if (aura->other_arch)
2652 object *new_ob; 2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2653 2307 }
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 } 2308 }
2659 } 2309
2660 }
2661 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2662 remove_ob(aura); 2311 aura->remove ();
2663 insert_ob_in_ob(aura, env); 2312 insert_ob_in_ob (aura, env);
2664} 2313}
2665 2314
2666/* moves the peacemaker spell. 2315/* moves the peacemaker spell.
2667 * op is the piece object. 2316 * op is the piece object.
2668 */ 2317 */
2669 2318
2319void
2670void move_peacemaker(object *op) { 2320move_peacemaker (object *op)
2321{
2671 object *tmp; 2322 object *tmp;
2672 2323
2673 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 {
2674 int atk_lev, def_lev; 2326 int atk_lev, def_lev;
2675 object *victim=tmp; 2327 object *victim = tmp;
2676 2328
2677 if (tmp->head) victim=tmp->head; 2329 if (tmp->head)
2330 victim = tmp->head;
2678 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue;
2679 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue;
2680 if (victim->stats.exp == 0) continue; 2335 if (victim->stats.exp == 0)
2336 continue;
2681 2337
2682 def_lev = MAX(1,victim->level); 2338 def_lev = MAX (1, victim->level);
2683 atk_lev = MAX(1,op->level); 2339 atk_lev = MAX (1, op->level);
2684 2340
2685 if (rndm(0, atk_lev-1) > def_lev) { 2341 if (rndm (0, atk_lev - 1) > def_lev)
2342 {
2686 /* make this sucker peaceful. */ 2343 /* make this sucker peaceful. */
2687 2344
2688 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2345 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2689 victim->stats.exp=0; 2346 victim->stats.exp = 0;
2690#if 0 2347#if 0
2691 /* No idea why these were all set to zero - if something 2348 /* No idea why these were all set to zero - if something
2692 * makes this creature agressive, he should still do damage. 2349 * makes this creature agressive, he should still do damage.
2693 */ 2350 */
2694 victim->stats.dam = 0; 2351 victim->stats.dam = 0;
2695 victim->stats.sp = 0; 2352 victim->stats.sp = 0;
2696 victim->stats.grace = 0; 2353 victim->stats.grace = 0;
2697 victim->stats.Pow = 0; 2354 victim->stats.Pow = 0;
2698#endif 2355#endif
2699 victim->attack_movement = RANDO2; 2356 victim->attack_movement = RANDO2;
2700 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2701 SET_FLAG(victim,FLAG_RUN_AWAY); 2358 SET_FLAG (victim, FLAG_RUN_AWAY);
2702 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2359 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2703 CLEAR_FLAG(victim,FLAG_MONSTER); 2360 CLEAR_FLAG (victim, FLAG_MONSTER);
2704 if(victim->name) { 2361 if (victim->name)
2362 {
2705 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 }
2365 }
2706 } 2366 }
2707 } 2367}
2708 } 2368
2709}
2710
2711 2369
2712/* This writes a rune that contains the appropriate message. 2370/* This writes a rune that contains the appropriate message.
2713 * There really isn't any adjustments we make. 2371 * There really isn't any adjustments we make.
2714 */ 2372 */
2715 2373
2374int
2716int write_mark(object *op, object *spell, const char *msg) { 2375write_mark (object *op, object *spell, const char *msg)
2376{
2717 char rune[HUGE_BUF]; 2377 char rune[HUGE_BUF];
2718 object *tmp; 2378 object *tmp;
2719 2379
2720 if (!msg || msg[0] == 0) { 2380 if (!msg || msg[0] == 0)
2381 {
2721 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2722 return 0; 2383 return 0;
2723 } 2384 }
2724 2385
2725 if (strcasestr_local(msg, "endmsg")) { 2386 if (strcasestr_local (msg, "endmsg"))
2387 {
2726 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2727 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0;
2391 }
2392 if (!spell->other_arch)
2728 return 0; 2393 return 0;
2729 }
2730 if (!spell->other_arch) return 0;
2731 tmp = arch_to_object(spell->other_arch); 2394 tmp = arch_to_object (spell->other_arch);
2732 strncpy(rune, msg, HUGE_BUF-2); 2395
2733 rune[HUGE_BUF-2] = 0; 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2734 strcat(rune, "\n"); 2397
2735 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2398 tmp->race = op->name; /*Save the owner of the rune */
2736 tmp->msg = add_string(rune); 2399 tmp->msg = rune;
2737 tmp->x = op->x; 2400
2738 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2739 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2740 return 1; 2402 return 1;
2741} 2403}

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