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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.2 by root, Thu Aug 17 20:23:32 2006 UTC vs.
Revision 1.65 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 1.2 2006/08/17 20:23:32 root 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 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 */
1354 return 1; 897 return 1;
1355} 898}
1356 899
1357 900
1358/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1359 * op is the caster. 902 * op is the caster.
1360 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1361 * spell is the spell object. 904 * spell is the spell object.
1362 */ 905 */
906int
1363int cast_heal(object *op,object *caster, object *spell, int dir) { 907cast_heal (object *op, object *caster, object *spell, int dir)
908{
1364 object *tmp; 909 object *tmp;
1365 archetype *at; 910 archetype *at;
1366 object *poison; 911 object *poison;
1367 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1368 913
1369 tmp = find_target_for_friendly_spell(op,dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1370 915
1371 if (tmp==NULL) return 0; 916 if (!tmp)
917 return 0;
1372 918
1373 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1375 */ 921 */
1376 heal = spell->stats.dam; 922 heal = spell->stats.dam;
1377 if (spell->stats.hp) 923 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1379 spell->stats.hp;
1380 925
1381 if (heal) { 926 if (heal)
927 {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) { 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1383 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.");
1384 } 930 else
1385 else { 931 {
1386 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1388 * on amount of damage healed. 934 * on amount of damage healed.
1389 */ 935 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1391 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1392 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1393 939
1394 if (tmp->stats.hp >= tmp->stats.maxhp) { 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1396 } else if (heal > 50) { 942 else if (heal > 50)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1398 } else if (heal > 25) { 944 else if (heal > 25)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) { 946 else if (heal > 10)
1401 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.");
1402 } else { 948 else
1403 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.");
1404 } 950
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1; 951 success = 1;
952 }
953 }
1411 954
955 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op))
957 success = 1;
958
1412 if (spell->attacktype & AT_POISON) { 959 if (spell->attacktype & AT_POISON)
1413 at = find_archetype("poisoning"); 960 {
961 at = archetype::find ("poisoning");
1414 poison=present_arch_in_ob(at,tmp); 962 poison = present_arch_in_ob (at, tmp);
1415 if (poison) { 963 if (poison)
964 {
1416 success = 1; 965 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1418 poison->stats.food = 1; 967 poison->stats.food = 1;
1419 } 968 }
1420 } 969 }
970
1421 if (spell->attacktype & AT_CONFUSION) { 971 if (spell->attacktype & AT_CONFUSION)
972 {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1423 if (poison) { 974 if (poison)
975 {
1424 success = 1; 976 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1426 poison->duration = 1; 978 poison->duration = 1;
1427 } 979 }
1428 } 980 }
981
1429 if (spell->attacktype & AT_BLIND) { 982 if (spell->attacktype & AT_BLIND)
1430 at=find_archetype("blindness"); 983 {
984 at = archetype::find ("blindness");
1431 poison=present_arch_in_ob(at,tmp); 985 poison = present_arch_in_ob (at, tmp);
1432 if (poison) { 986 if (poison)
987 {
1433 success = 1; 988 success = 1;
1434 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.");
1435 poison->stats.food = 1; 990 poison->stats.food = 1;
1436 } 991 }
1437 } 992 }
993
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
995 {
1439 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1440 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;
1441 success = 1; 999 success = 1;
1442 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!");
1443 } 1001 }
1002
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1004 {
1445 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1446 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;
1447 success = 1; 1008 success = 1;
1448 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!");
1449 } 1010 }
1011
1450 if (spell->stats.food && tmp->stats.food < 999) { 1012 if (spell->stats.food && tmp->stats.food < 999)
1013 {
1451 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999; 1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1453 success = 1; 1017 success = 1;
1454 /* 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 */
1455 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");
1456 } 1020 }
1021
1457 return success; 1022 return success;
1458} 1023}
1459
1460 1024
1461/* 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
1462 * 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
1463 * good comments for those. 1027 * good comments for those.
1464 */ 1028 */
1465static const char* const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1466"You grow no stronger.", 1030 "You grow no stronger.",
1467"You grow no more agile.", 1031 "You grow no more agile.",
1468"You don't feel any healthier.", 1032 "You don't feel any healthier.",
1469"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."
1470"You are no easier to look at.", 1036 "You are no easier to look at.",
1471"no int",
1472"no pow"
1473}; 1037};
1474 1038
1039int
1475int 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)
1476 object *tmp, *tmp2=NULL; 1041{
1477 object *force=NULL; 1042 object *force = NULL;
1478 int i; 1043 int i;
1479 1044
1480 /* 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. */
1481 if(dir!=0) { 1046 object *tmp = dir
1482 tmp=find_target_for_friendly_spell(op,dir); 1047 ? find_target_for_friendly_spell (op, dir)
1483 } else { 1048 : op;
1484 tmp = op;
1485 }
1486 1049
1487 if(tmp==NULL) return 0; 1050 if (!tmp)
1488 1051 return 0;
1052
1489 /* 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. */
1490 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1055 {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1057 {
1492 if (tmp2->name == spell_ob->name) { 1058 if (tmp2->name == spell_ob->name)
1059 {
1493 force=tmp2; /* the old effect will be "refreshed" */ 1060 force = tmp2; /* the old effect will be "refreshed" */
1494 break; 1061 break;
1495 } 1062 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1063 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 {
1497 if ( !silent ) 1065 if (!silent)
1498 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);
1499 "You can not cast %s while %s is in effect", 1067 return 0;
1500 spell_ob->name, tmp2->name_pl); 1068 }
1501 return 0; 1069 }
1502 } 1070 }
1503 }
1504 }
1505 if(force==NULL) { 1071 if (force == NULL)
1072 {
1506 force=get_archetype(FORCE_NAME); 1073 force = get_archetype (FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY; 1074 force->subtype = FORCE_CHANGE_ABILITY;
1508 free_string(force->name);
1509 if (spell_ob->race) 1075 if (spell_ob->race)
1510 force->name = add_refcount(spell_ob->race); 1076 force->name = spell_ob->race;
1511 else 1077 else
1512 force->name = add_refcount(spell_ob->name); 1078 force->name = spell_ob->name;
1513 free_string(force->name_pl);
1514 force->name_pl = add_refcount(spell_ob->name); 1079 force->name_pl = spell_ob->name;
1515 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.");
1516 1081
1517 } else { 1082 }
1083 else
1084 {
1518 int duration; 1085 int duration;
1519 1086
1520 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;
1521 if (duration > force->duration) { 1088 if (duration > force->duration)
1089 {
1522 force->duration = duration; 1090 force->duration = duration;
1523 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.");
1524 } else { 1092 }
1093 else
1094 {
1525 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.");
1526 } 1096 }
1527 return 1; 1097
1098 return 1;
1528 } 1099 }
1100
1529 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;
1530 force->speed = 1.0; 1102 force->speed = 1.0;
1531 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1533 1105
1534 /* Now start processing the effects. First, protections */ 1106 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) { 1107 for (i = 0; i < NROFATTACKS; i++)
1108 {
1536 if (spell_ob->resist[i]) { 1109 if (spell_ob->resist[i])
1110 {
1537 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);
1538 if (force->resist[i] > 100) force->resist[i] = 100; 1112 if (force->resist[i] > 100)
1539 } 1113 force->resist[i] = 100;
1114 }
1540 } 1115 }
1116
1541 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1542 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);
1543 1119
1544 if (tmp->type == PLAYER) { 1120 if (tmp->type == PLAYER)
1121 {
1545 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) { 1123 for (i = 0; i < NUM_STATS; i++)
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1124 {
1548 if (stat) { 1125 if (sint8 stat = spell_ob->stats.stat (i))
1549 sm=0; 1126 {
1550 for (k=0; k<stat; k++) 1127 sint8 sm = 0;
1551 sm += rndm(1, 3); 1128 for (sint8 k = 0; k < stat; k++)
1129 sm += rndm (1, 3);
1552 1130
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1555 if (sm<0) sm = 0; 1133
1556 } 1134 force->stats.stat (i) = sm;
1557 set_attr_value(&force->stats, i, sm); 1135
1558 if (!sm) 1136 if (!sm)
1559 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 }
1560 } 1140 }
1561 }
1562 }
1563 1141
1564 force->move_type = spell_ob->move_type; 1142 force->move_type = spell_ob->move_type;
1565 1143
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1567 SET_FLAG(force, FLAG_SEE_IN_DARK); 1145 SET_FLAG (force, FLAG_SEE_IN_DARK);
1568 1146
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1570 SET_FLAG(force, FLAG_XRAYS); 1148 SET_FLAG (force, FLAG_XRAYS);
1571 1149
1572 /* Haste/bonus speed */ 1150 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) { 1151 if (spell_ob->stats.exp)
1152 {
1153 if (op->speed > 0.5f)
1574 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));
1575 else 1155 else
1576 force->stats.exp = spell_ob->stats.exp; 1156 force->stats.exp = spell_ob->stats.exp;
1577 } 1157 }
1578 1158
1579 force->stats.wc = spell_ob->stats.wc; 1159 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1582 1162
1583 insert_ob_in_ob(force,tmp); 1163 insert_ob_in_ob (force, tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1585 fix_player(tmp); 1165 tmp->update_stats ();
1166
1586 return 1; 1167 return 1;
1587} 1168}
1588 1169
1589/* 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
1590 * 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
1591 * of the caster. 1172 * of the caster.
1592 */ 1173 */
1593 1174int
1594int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{
1595 int i; 1177 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1597 1179
1598 /* 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. */
1599 if(dir!=0) { 1181 if (dir != 0)
1182 {
1600 tmp=find_target_for_friendly_spell(op,dir); 1183 tmp = find_target_for_friendly_spell (op, dir);
1601 } else { 1184 }
1602 tmp = op; 1185 else
1603 } 1186 {
1187 tmp = op;
1188 }
1604 1189
1605 /* 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. */
1606 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1192 {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 {
1608 if (tmp2->name == spell_ob->name) { 1195 if (tmp2->name == spell_ob->name)
1196 {
1609 force=tmp2; /* the old effect will be "refreshed" */ 1197 force = tmp2; /* the old effect will be "refreshed" */
1610 break; 1198 break;
1611 } 1199 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1200 else if (spell_ob->race && spell_ob->race == tmp2->name)
1613 new_draw_info_format(NDI_UNIQUE, 0, op, 1201 {
1614 "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);
1615 spell_ob->name, tmp2->name_pl); 1203 return 0;
1616 return 0; 1204 }
1205 }
1617 } 1206 }
1618 }
1619 }
1620 if(force==NULL) { 1207 if (force == NULL)
1208 {
1621 force=get_archetype(FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race) 1211 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race); 1212 force->name = spell_ob->race;
1626 else 1213 else
1627 force->name = add_refcount(spell_ob->name); 1214 force->name = spell_ob->name;
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name); 1215 force->name_pl = spell_ob->name;
1630 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.");
1631 } else { 1217 }
1218 else
1219 {
1632 int duration; 1220 int duration;
1633 1221
1634 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;
1635 if (duration > force->duration) { 1223 if (duration > force->duration)
1224 {
1636 force->duration = duration; 1225 force->duration = duration;
1637 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.");
1638 } else { 1227 }
1228 else
1229 {
1639 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.");
1640 } 1231 }
1641 return 0; 1232 return 0;
1642 } 1233 }
1643 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;
1644 force->speed = 1.0; 1235 force->speed = 1.0;
1645 force->speed_left = -1.0; 1236 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED); 1237 SET_FLAG (force, FLAG_APPLIED);
1647 1238
1648 if(!god) { 1239 if (!god)
1240 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1650 } else { 1242 }
1243 else
1244 {
1651 /* Only give out good benefits, and put a max on it */ 1245 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) { 1246 for (i = 0; i < NROFATTACKS; i++)
1247 {
1653 if (god->resist[i]>0) { 1248 if (god->resist[i] > 0)
1249 {
1654 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]);
1655 } 1251 }
1656 } 1252 }
1657 force->path_attuned|=god->path_attuned; 1253 force->path_attuned |= god->path_attuned;
1254
1658 if (spell_ob->attacktype) { 1255 if (spell_ob->attacktype)
1659 force->attacktype|=god->attacktype | AT_PHYSICAL; 1256 force->slaying = god->slaying;
1660 if(god->slaying) force->slaying = add_string(god->slaying); 1257
1661 }
1662 if (tmp != op) { 1258 if (tmp != op)
1259 {
1663 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);
1664 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);
1665 } else { 1262 }
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1263 else
1667 "You are blessed by %s!",god->name); 1264 {
1668 } 1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1266 }
1669 1267
1670 } 1268 }
1671 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1673 1271
1674 change_abil(tmp,force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp); 1273 insert_ob_in_ob (force, tmp);
1676 fix_player(tmp); 1274 tmp->update_stats ();
1677 return 1; 1275 return 1;
1678} 1276}
1679
1680
1681 1277
1682/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1683 * 1279 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to gold nuggets, the value of the gold nuggets being
1695 * 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
1696 * 4 large nuggets, and from 0-10 small nuggets. 1292 * 4 large nuggets, and from 0-10 small nuggets.
1697 * 1293 *
1698 * 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
1699 * 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
1700 * alchemied. 1296 * alchemised.
1701 */ 1297 */
1702 1298static void
1703/* I didn't feel like passing these as arguements to the 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1704 * two functions that need them. Real values are put in them
1705 * when the spell is cast, and these are freed when the spell
1706 * is finished.
1707 */
1708static object *small, *large;
1709
1710static void alchemy_object(object *obj, int *small_nuggets,
1711 int *large_nuggets, int *weight)
1712{ 1300{
1713 uint64 value=query_cost(obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1714 1302
1715 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (This should hopefully
1716 * 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
1717 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1720 * the stuff back to town. 1308 * the stuff back to town.
1721 */ 1309 */
1722
1723 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1724 value=0; 1311 value = 0;
1725 else if (obj->type==MONEY || obj->type==GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1726 value /=3; 1313 value /= 3;
1727 else 1314 else
1728 value = (value*9)/10; 1315 value = value * 9 / 10;
1729 1316
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) { 1317 if (obj->value > 0 && rndm (0, 29))
1733 int count; 1318 total_value += value;
1734 1319
1735 count = value / large->value; 1320 total_weight += obj->total_weight ();
1736 *large_nuggets += count;
1737 value -= (uint64)count * (uint64)large->value;
1738 count = value / small->value;
1739 *small_nuggets += count;
1740 }
1741 1321
1742 /* Turn 25 small nuggets into 1 large nugget. If the value 1322 obj->destroy ();
1743 * of large nuggets is not evenly divisable by the small nugget
1744 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1745 */
1746 if (*small_nuggets * small->value >= large->value) {
1747 (*large_nuggets)++;
1748 *small_nuggets -= large->value / small->value;
1749 if (*small_nuggets && large->value % small->value)
1750 (*small_nuggets)--;
1751 }
1752 weight += obj->weight;
1753 remove_ob(obj);
1754 free_object(obj);
1755} 1323}
1756 1324
1757static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1325static void
1758 int x, int y) 1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1759{ 1327{
1760 object *tmp;
1761 int flag=0; 1328 int flag = 0;
1762 1329
1763 /* 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
1764 * flag if we are on the same space as the player 1331 * flag if we are on the same space as the player
1765 */ 1332 */
1766 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;
1767 1335
1768 if (small_nuggets) { 1336 if (small_nuggets)
1769 tmp = get_object(); 1337 {
1770 copy_object(small, tmp); 1338 object *tmp = small->clone ();
1771 tmp-> nrof = small_nuggets; 1339 tmp->nrof = small_nuggets;
1772 tmp->x = x; 1340 m->insert (tmp, x, y, op, flag);
1773 tmp->y = y;
1774 insert_ob_in_map(tmp, m, op, flag);
1775 } 1341 }
1342
1776 if (large_nuggets) { 1343 if (large_nuggets)
1777 tmp = get_object(); 1344 {
1778 copy_object(large, tmp); 1345 object *tmp = large->clone ();
1779 tmp-> nrof = large_nuggets; 1346 tmp->nrof = large_nuggets;
1780 tmp->x = x; 1347 m->insert (tmp, x, y, op, flag);
1781 tmp->y = y;
1782 insert_ob_in_map(tmp, m, op, flag);
1783 } 1348 }
1784}
1785 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
1786int alchemy(object *op, object *caster, object *spell_ob) 1356alchemy (object *op, object *caster, object *spell_ob)
1787{ 1357{
1788 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1789 sint16 nx, ny;
1790 object *next,*tmp;
1791 mapstruct *mp;
1792
1793 if(op->type!=PLAYER) 1358 if (op->type != PLAYER)
1794 return 0; 1359 return 0;
1795 1360
1361 object *large = get_archetype ("largenugget");
1362 object *small = get_archetype ("smallnugget");
1363
1796 /* 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
1797 * some, and also prevents people from alcheming every table/chair/clock 1365 * some, and also prevents people from alchemising every table/chair/clock
1798 * in sight 1366 * in sight
1799 */ 1367 */
1800 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);
1801 weight_max *= 1000; 1369 int weight_max = duration * 1000;
1802 small=get_archetype("smallnugget"), 1370 uint64 value_max = duration * 1000;
1803 large=get_archetype("largenugget");
1804 1371
1372 int weight = 0;
1373
1805 for(y= op->y-1;y<=op->y+1;y++) { 1374 for (int y = op->y - 1; y <= op->y + 1; y++)
1806 for(x= op->x-1;x<=op->x+1;x++) { 1375 {
1807 nx = x; 1376 for (int x = op->x - 1; x <= op->x + 1; x++)
1808 ny = y; 1377 {
1378 uint64 value = 0;
1809 1379
1810 mp = op->map; 1380 sint16 nx = x;
1381 sint16 ny = y;
1811 1382
1383 maptile *mp = op->map;
1384
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1385 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1813 1386
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1387 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue; 1388 continue;
1816 1389
1817 /* Treat alchemy a little differently - most spell effects 1390 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it 1391 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect. 1392 * ground level effect.
1820 */ 1393 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1394 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1822 continue; 1395 continue;
1823 1396
1824 small_nuggets=0; 1397 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1825 large_nuggets=0; 1398 {
1399 next = tmp->above;
1826 1400
1827 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1828 next=tmp->above;
1829 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1830 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1831 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1832
1833 if (tmp->inv) {
1834 object *next1, *tmp1;
1835 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1836 next1 = tmp1->below;
1837 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1403 {
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1404 if (tmp->inv)
1841 &weight); 1405 {
1842 } 1406 object *next1, *tmp1;
1843 }
1844 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1845
1846 if (weight>weight_max) {
1847 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1848 free_object(large);
1849 free_object(small);
1850 return 1;
1851 }
1852 } /* is alchemable object */
1853 } /* process all objects on this space */
1854 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
1855 /* 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
1856 * it also prevents us from alcheming nuggets that were just created 1434 * it also prevents us from alcheming nuggets that were just created
1857 * with this spell. 1435 * with this spell.
1858 */ 1436 */
1859 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1860 } 1438
1439 if (weight > weight_max)
1440 goto bailout;
1441 }
1861 } 1442 }
1862 free_object(large); 1443
1863 free_object(small); 1444bailout:
1864 /* reset this so that if player standing on a big pile of stuff, 1445 large->destroy ();
1865 * it is redrawn properly. 1446 small->destroy ();
1866 */
1867 op->contr->socket.look_position = 0;
1868 return 1; 1447 return 1;
1869} 1448}
1870 1449
1871 1450
1872/* This function removes the cursed/damned status on equipped 1451/* This function removes the cursed/damned status on equipped
1873 * items. 1452 * items.
1874 */ 1453 */
1454int
1875int remove_curse(object *op, object *caster, object *spell) { 1455remove_curse (object *op, object *caster, object *spell)
1456{
1876 object *tmp; 1457 object *tmp;
1877 int success = 0, was_one = 0; 1458 int success = 0, was_one = 0;
1878 1459
1879 for (tmp = op->inv; tmp; tmp = tmp->below) 1460 for (tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1883 1464 {
1884 was_one++; 1465 was_one++;
1885 if (tmp->level <= caster_level(caster, spell)) { 1466 if (tmp->level <= caster_level (caster, spell))
1886 success++; 1467 {
1468 success++;
1887 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1469 if (QUERY_FLAG (spell, FLAG_DAMNED))
1888 CLEAR_FLAG(tmp, FLAG_DAMNED); 1470 CLEAR_FLAG (tmp, FLAG_DAMNED);
1889 1471
1890 CLEAR_FLAG(tmp, FLAG_CURSED); 1472 CLEAR_FLAG (tmp, FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1892 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
1893 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp); 1481 {
1895 } 1482 if (success)
1896 }
1897
1898 if (op->type==PLAYER) {
1899 if (success) {
1900 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1901 } else { 1484 else
1485 {
1902 if (was_one) 1486 if (was_one)
1903 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.");
1904 else 1488 else
1905 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.");
1906 } 1490 }
1907 } 1491 }
1492
1908 return success; 1493 return success;
1909} 1494}
1910 1495
1911/* Identifies objects in the players inventory/on the ground */ 1496/* Identifies objects in the players inventory/on the ground */
1912 1497
1498int
1913int cast_identify(object *op, object *caster, object *spell) { 1499cast_identify (object *op, object *caster, object *spell)
1500{
1914 object *tmp; 1501 object *tmp;
1915 int success = 0, num_ident; 1502 int success = 0, num_ident;
1916 1503
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1918 1505
1919 if (num_ident < 1) num_ident=1; 1506 if (num_ident < 1)
1507 num_ident = 1;
1920 1508
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1509 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 {
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 {
1924 identify(tmp); 1513 identify (tmp);
1514
1925 if (op->type==PLAYER) { 1515 if (op->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, op, 1516 {
1927 "You have %s.", long_desc(tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1928 if (tmp->msg) { 1518
1519 if (tmp->msg)
1520 {
1929 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:");
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1931 } 1523 }
1524 }
1525
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident)
1529 break;
1530 }
1932 } 1531 }
1933 num_ident--; 1532
1934 success=1;
1935 if (!num_ident) break;
1936 }
1937 }
1938 /* If all the power of the spell has been used up, don't go and identify 1533 /* If all the power of the spell has been used up, don't go and identify
1939 * stuff on the floor. Only identify stuff on the floor if the spell 1534 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used. 1535 * was not fully used.
1941 */ 1536 */
1942 if (num_ident) { 1537 if (num_ident)
1943 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)
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1945 need_identify(tmp)) { 1541 {
1946
1947 identify(tmp); 1542 identify (tmp);
1543
1948 if (op->type==PLAYER) { 1544 if (op->type == PLAYER)
1949 new_draw_info_format(NDI_UNIQUE, 0,op, 1545 {
1950 "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));
1951 if (tmp->msg) { 1547
1548 if (tmp->msg)
1549 {
1952 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:");
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1954 } 1552 }
1955 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 }
1956 } 1562 }
1957 num_ident--; 1563
1958 success=1;
1959 if (!num_ident) break;
1960 }
1961 }
1962 if (!success) 1564 if (!success)
1963 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.");
1964 else { 1566 else
1965 spell_effect(spell, op->x, op->y, op->map, op); 1567 spell_effect (spell, op->x, op->y, op->map, op);
1966 } 1568
1967 return success; 1569 return success;
1968} 1570}
1969 1571
1970 1572int
1971int cast_detection(object *op, object *caster, object *spell, object *skill) { 1573cast_detection (object *op, object *caster, object *spell, object *skill)
1574{
1972 object *tmp, *last, *god, *detect; 1575 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level; 1576 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny; 1577 sint16 x, y, nx, ny;
1975 mapstruct *m; 1578 maptile *m;
1976 1579
1977 /* 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
1978 * doing it over and over again. 1581 * doing it over and over again.
1979 */ 1582 */
1980 god=find_god(determine_god(op)); 1583 god = find_god (determine_god (op));
1981 level=caster_level(caster, spell); 1584 level = caster_level (caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell); 1585 range = spell->range + SP_level_range_adjust (caster, spell);
1983 1586
1984 if (!skill) skill=caster; 1587 if (!skill)
1588 skill = caster;
1985 1589
1986 for (x = op->x - range; x <= op->x + range; x++) 1590 for (x = op->x - range; x <= op->x + range; x++)
1987 for (y = op->y - range; y <= op->y + range; y++) { 1591 for (y = op->y - range; y <= op->y + range; y++)
1988 1592 {
1989 m = op->map; 1593 m = op->map;
1990 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1991 if (mflags & P_OUT_OF_MAP) continue; 1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1992 1597
1993 /* For most of the detections, we only detect objects above the 1598 /* For most of the detections, we only detect objects above the
1994 * floor. But this is not true for show invisible. 1599 * floor. But this is not true for show invisible.
1995 * Basically, we just go and find the top object and work 1600 * Basically, we just go and find the top object and work
1996 * down - that is easier than working up. 1601 * down - that is easier than working up.
1997 */ 1602 */
1998 1603
1999 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
2000 /* 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
2001 * would happen. 1608 * would happen.
2002 */ 1609 */
2003 if (!last) continue; 1610 if (!last)
1611 continue;
2004 1612
2005 done_one=0; 1613 done_one = 0;
2006 floor=0; 1614 floor = 0;
2007 detect = NULL; 1615 detect = NULL;
2008 for (tmp=last; tmp; tmp=tmp->below) { 1616 for (tmp = last; tmp; tmp = tmp->below)
2009 1617 {
2010 /* show invisible */ 1618 /* show invisible */
2011 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2012 /* Might there be other objects that we can make visibile? */ 1620 /* Might there be other objects that we can make visible? */
2013 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
2014 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
2015 tmp->type==CF_HANDLE || 1623 tmp->type == CF_HANDLE ||
2016 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
2017 tmp->type==BUTTON || tmp->type==TELEPORTER || 1625 tmp->type == BUTTON || tmp->type == TELEPORTER ||
2018 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1626 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
2019 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1627 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
2020 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
2021 tmp->type==TREASURE || tmp->type==BOOK || 1629 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
2022 tmp->type==HOLY_ALTAR))) { 1630 {
2023 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)
2024 tmp->invisible=0; 1632 {
2025 done_one = 1; 1633 tmp->invisible = 0;
2026 } 1634 done_one = 1;
2027 } 1635 }
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1636 }
2029 1637
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1;
1640
2030 /* All detections below this point don't descend beneath the floor, 1641 /* All detections below this point don't descend beneath the floor,
2031 * so just continue on. We could be clever and look at the type of 1642 * so just continue on. We could be clever and look at the type of
2032 * detection to completely break out if we don't care about objects beneath 1643 * detection to completely break out if we don't care about objects beneath
2033 * the floor, but once we get to the floor, not likely a very big issue anyways. 1644 * the floor, but once we get to the floor, not likely a very big issue anyways.
2034 */ 1645 */
2035 if (floor) continue; 1646 if (floor)
1647 continue;
2036 1648
2037 /* I had thought about making detect magic and detect curse 1649 /* I had thought about making detect magic and detect curse
2038 * 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.
2039 * 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
2040 * difficult to see what object is magical/cursed, so the 1652 * difficult to see what object is magical/cursed, so the
2041 * effect wouldn't be as apparant. 1653 * effect wouldn't be as apparant.
2042 */ 1654 */
2043 1655
2044 /* detect magic */ 1656 /* detect magic */
2045 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2046 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2047 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1659 {
2048 is_magical(tmp)) {
2049 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2050 /* make runes more visibile */ 1661 /* make runes more visibile */
2051 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2052 tmp->stats.Cha/=4; 1663 tmp->stats.Cha /= 4;
2053 done_one = 1; 1664 done_one = 1;
2054 } 1665 }
2055 /* detect monster */ 1666 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1668 {
2058 done_one = 2; 1669 done_one = 2;
2059 if (!detect) detect=tmp; 1670 if (!detect)
2060 } 1671 detect = tmp;
1672 }
2061 /* 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
2062 * 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
2063 * race must match. 1675 * race must match.
2064 */ 1676 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2066 ((!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)) ||
2067 (strstr(spell->race, tmp->race)))) { 1679 (strstr (spell->race, tmp->race))))
2068 done_one = 2; 1680 {
2069 if (!detect) detect=tmp; 1681 done_one = 2;
2070 } 1682 if (!detect)
1683 detect = tmp;
1684 }
2071 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) &&
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 {
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2074 done_one = 1; 1689 done_one = 1;
2075 } 1690 }
2076 } /* for stack of objects on this space */ 1691 } /* for stack of objects on this space */
2077 1692
2078 /* 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
2079 * where the magic is. 1694 * where the magic is.
2080 */ 1695 */
2081 if (done_one) { 1696 if (done_one)
1697 {
2082 object *detect_ob = arch_to_object(spell->other_arch); 1698 object *detect_ob = arch_to_object (spell->other_arch);
2083 detect_ob->x = nx; 1699
2084 detect_ob->y = ny;
2085 /* if this is set, we want to copy the face */ 1700 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) { 1701 if (done_one == 2 && detect)
1702 {
2087 detect_ob->face = detect->face; 1703 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id; 1704 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed; 1705 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0; 1706 detect_ob->last_anim = 0;
2091 /* by default, the detect_ob is already animated */ 1707 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2093 } 1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2094 insert_ob_in_map(detect_ob, m, op,0); 1710 }
2095 }
2096 } /* for processing the surrounding spaces */
2097 1711
1712 m->insert (detect_ob, nx, ny, op);
1713 }
1714 } /* for processing the surrounding spaces */
2098 1715
1716
2099 /* 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 */
2100 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 {
2101 done_one = 0; 1720 done_one = 0;
2102 for (tmp = op->inv; tmp; tmp = tmp->below) { 1721 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 {
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1724 {
2105 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))
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1726 {
2107 if (op->type==PLAYER) 1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER)
2108 esrv_send_item (op, tmp); 1729 esrv_send_item (op, tmp);
2109 } 1730 }
2110 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) &&
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1732 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1733 {
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2113 if (op->type==PLAYER) 1735 if (op->type == PLAYER)
2114 esrv_send_item (op, tmp); 1736 esrv_send_item (op, tmp);
2115 } 1737 }
2116 } /* if item is not identified */ 1738 } /* if item is not identified */
2117 } /* for the players inventory */ 1739 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */ 1740 } /* if detect magic/curse and object is a player */
2119 return 1; 1741 return 1;
2120} 1742}
2121 1743
2122 1744
2123/** 1745/**
2124 * 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)
2125 * level whos spell did cause the overcharge. 1747 * level whos spell did cause the overcharge.
2126 */ 1748 */
1749static void
2127static void charge_mana_effect(object *victim, int caster_level) 1750charge_mana_effect (object *victim, int caster_level)
2128{ 1751{
2129 1752
2130 /* Prevent explosions for objects without mana. Without this check, doors 1753 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too. 1754 * will explode, too.
2132 */ 1755 */
2133 if (victim->stats.maxsp <= 0) 1756 if (victim->stats.maxsp <= 0)
2134 return; 1757 return;
2135 1758
2136 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.");
2137 1760
2138 if (victim->stats.sp >= victim->stats.maxsp*2) { 1761 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 {
2139 object *tmp; 1763 object *tmp;
2140 1764
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2142 1766
2143 /* Explodes a fireball centered at player */ 1767 /* Explodes a fireball centered at player */
2144 tmp = get_archetype(EXPLODING_FIREBALL); 1768 tmp = get_archetype (EXPLODING_FIREBALL);
2145 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;
2146 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;
2147 tmp->x = victim->x; 1771
2148 tmp->y = victim->y; 1772 tmp->insert_at (victim);
2149 insert_ob_in_map(tmp, victim->map, NULL, 0);
2150 victim->stats.sp = 2*victim->stats.maxsp; 1773 victim->stats.sp = 2 * victim->stats.maxsp;
2151 } 1774 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2153 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1776 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2154 }
2155 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2156 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!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99); 1782 confuse_player (victim, victim, 99);
2161 } 1783 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1784 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1785 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165} 1786}
2166 1787
2167/* cast_transfer 1788/* cast_transfer
2168 * This spell transfers sp from the player to another person. 1789 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP. 1790 * We let the target go above their normal maximum SP.
2170 */ 1791 */
2171 1792
1793int
2172int cast_transfer(object *op,object *caster, object *spell, int dir) { 1794cast_transfer (object *op, object *caster, object *spell, int dir)
1795{
2173 object *plyr=NULL; 1796 object *plyr = NULL;
2174 sint16 x, y; 1797 sint16 x, y;
2175 mapstruct *m; 1798 maptile *m;
2176 int mflags; 1799 int mflags;
2177 1800
2178 m = op->map; 1801 m = op->map;
2179 x = op->x+freearr_x[dir]; 1802 x = op->x + freearr_x[dir];
2180 y = op->y+freearr_y[dir]; 1803 y = op->y + freearr_y[dir];
2181 1804
2182 mflags = get_map_flags(m, &m, x, y, &x, &y); 1805 mflags = get_map_flags (m, &m, x, y, &x, &y);
2183 1806
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1808 {
2185 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)
2186 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2187 break; 1811 break;
2188 } 1812 }
2189 1813
2190 1814
2191 /* 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
2192 * 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.
2193 */ 1817 */
2194 if(plyr==NULL) 1818 if (plyr == NULL)
2195 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)
2196 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2197 break; 1821 break;
2198 1822
2199 if (!plyr) { 1823 if (!plyr)
1824 {
2200 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.");
2201 return 0; 1826 return 0;
2202 } 1827 }
2203 /* give sp */ 1828 /* give sp */
2204 if(spell->stats.dam > 0) { 1829 if (spell->stats.dam > 0)
1830 {
2205 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);
2206 charge_mana_effect(plyr, caster_level(caster, spell)); 1832 charge_mana_effect (plyr, caster_level (caster, spell));
2207 return 1; 1833 return 1;
2208 } 1834 }
2209 /* suck sp away. Can't suck sp from yourself */ 1835 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) { 1836 else if (op != plyr)
1837 {
2211 /* 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 */
2212 1839
2213 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;
2214 1841
2215 if (rate > 95) rate=95; 1842 if (rate > 95)
1843 rate = 95;
2216 1844
2217 sucked = (plyr->stats.sp * rate) / 100; 1845 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked; 1846 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1847 if (QUERY_FLAG (op, FLAG_ALIVE))
1848 {
2220 /* Player doesn't get full credit */ 1849 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100; 1850 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked; 1851 op->stats.sp += sucked;
2223 if (sucked > 0) { 1852 if (sucked > 0)
1853 {
2224 charge_mana_effect(op, caster_level(caster, spell)); 1854 charge_mana_effect (op, caster_level (caster, spell));
1855 }
1856 }
1857 return 1;
2225 } 1858 }
2226 }
2227 return 1;
2228 }
2229 return 0; 1859 return 0;
2230} 1860}
2231 1861
2232 1862
2233/* counterspell: nullifies spell effects. 1863/* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction 1864 * op is the counterspell object, dir is the direction
2235 * it was cast in. 1865 * it was cast in.
2236 * Basically, if the object has a magic attacktype, 1866 * Basically, if the object has a magic attacktype,
2237 * this may nullify it. 1867 * this may nullify it.
2238 */ 1868 */
1869void
2239void counterspell(object *op,int dir) 1870counterspell (object *op, int dir)
2240{ 1871{
2241 object *tmp, *head, *next; 1872 object *tmp, *head, *next;
2242 int mflags; 1873 int mflags;
2243 mapstruct *m; 1874 maptile *m;
2244 sint16 sx,sy; 1875 sint16 sx, sy;
2245 1876
2246 sx = op->x + freearr_x[dir]; 1877 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir]; 1878 sy = op->y + freearr_y[dir];
2248 m = op->map; 1879 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1880 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2250 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)
2251 1885 {
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above; 1886 next = tmp->above;
2254 1887
2255 /* Need to look at the head object - otherwise, if tmp 1888 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary 1889 * points to a monster, we don't have all the necessary
2257 * info for it. 1890 * info for it.
2258 */ 1891 */
2259 if (tmp->head) head = tmp->head; 1892 if (tmp->head)
2260 else head = tmp; 1893 head = tmp->head;
1894 else
1895 head = tmp;
2261 1896
2262 /* don't attack our own spells */ 1897 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue; 1898 if (tmp->owner && tmp->owner == op->owner)
1899 continue;
2264 1900
2265 /* Basically, if the object is magical and not counterspell, 1901 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell 1902 * we will more or less remove the object. Don't counterspell
2267 * monsters either. 1903 * monsters either.
2268 */ 1904 */
2269 1905
2270 if (head->attacktype & AT_MAGIC && 1906 if (head->attacktype & AT_MAGIC
2271 !(head->attacktype & AT_COUNTERSPELL) && 1907 && !(head->attacktype & AT_COUNTERSPELL)
2272 !QUERY_FLAG(head,FLAG_MONSTER) && 1908 && !QUERY_FLAG (head, FLAG_MONSTER)
2273 (op->level > head->level)) { 1909 && (op->level > head->level))
2274 remove_ob(head); 1910 head->destroy ();
2275 free_object(head); 1911 else
2276 } else switch(head->type) { 1912 switch (head->type)
1913 {
2277 case SPELL_EFFECT: 1914 case SPELL_EFFECT:
2278 if(op->level > head->level) { 1915 // XXX: Don't affect floor spelleffects. See also XXX comment
2279 remove_ob(head); 1916 // about sanctuary in spell_util.C
2280 free_object(head); 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2281 } 1918 continue;
2282 break;
2283 1919
1920 if (op->level > head->level)
1921 head->destroy ();
1922
1923 break;
1924
2284 /* I really don't get this rune code that much - that 1925 /* I really don't get this rune code that much - that
2285 * random chance seems really low. 1926 * random chance seems really low.
2286 */ 1927 */
2287 case RUNE: 1928 case RUNE:
2288 if(rndm(0, 149) == 0) { 1929 if (rndm (0, 149) == 0)
1930 {
2289 head->stats.hp--; /* weaken the rune */ 1931 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) { 1932 if (!head->stats.hp)
2291 remove_ob(head); 1933 head->destroy ();
2292 free_object(head); 1934 }
2293 } 1935 break;
2294 } 1936 }
2295 break;
2296 }
2297 } 1937 }
2298} 1938}
2299 1939
2300 1940
2301 1941
2302/* cast_consecrate() - a spell to make an altar your god's */ 1942/* cast_consecrate() - a spell to make an altar your god's */
1943int
2303int cast_consecrate(object *op, object *caster, object *spell) { 1944cast_consecrate (object *op, object *caster, object *spell)
1945{
2304 char buf[MAX_BUF]; 1946 char buf[MAX_BUF];
2305 1947
2306 object *tmp, *god=find_god(determine_god(op)); 1948 object *tmp, *god = find_god (determine_god (op));
2307 1949
2308 if(!god) { 1950 if (!god)
2309 new_draw_info(NDI_UNIQUE, 0,op, 1951 {
2310 "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!");
2311 return 0; 1953 return 0;
2312 }
2313
2314 for(tmp=op->below;tmp;tmp=tmp->below) {
2315 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2316 if(tmp->type==HOLY_ALTAR) {
2317
2318 if(tmp->level > caster_level(caster, spell)) {
2319 new_draw_info_format(NDI_UNIQUE, 0,op,
2320 "You are not powerful enough to reconsecrate the %s", tmp->name);
2321 return 0;
2322 } else {
2323 /* If we got here, we are consecrating an altar */
2324 if(tmp->name) free_string(tmp->name);
2325 sprintf(buf,"Altar of %s",god->name);
2326 tmp->name = add_string(buf);
2327 tmp->level = caster_level(caster, spell);
2328 tmp->other_arch = god->arch;
2329 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2330 new_draw_info_format(NDI_UNIQUE,0, op,
2331 "You consecrated the altar to %s!",god->name);
2332 return 1;
2333 } 1954 }
2334 } 1955
1956 for (tmp = op->below; tmp; tmp = tmp->below)
2335 } 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 }
2336 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!");
2337 return 0; 1983 return 0;
2338} 1984}
2339 1985
2340/* animate_weapon - 1986/* animate_weapon -
2341 * 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.
2342 * 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
2345 * 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,
2346 * 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
2347 * 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
2348 * player checks. MSW 2003-01-06 1994 * player checks. MSW 2003-01-06
2349 */ 1995 */
2350 1996int
2351int animate_weapon(object *op,object *caster,object *spell, int dir) { 1997animate_weapon (object *op, object *caster, object *spell, int dir)
1998{
2352 object *weapon, *tmp; 1999 object *weapon, *tmp;
2353 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2354 int a, i; 2001 int a, i;
2355 sint16 x, y; 2002 sint16 x, y;
2356 mapstruct *m; 2003 maptile *m;
2357 materialtype_t *mt; 2004
2358
2359 if(!spell->other_arch){ 2005 if (!spell->other_arch)
2006 {
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2361 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);
2362 return 0; 2009 return 0;
2363 } 2010 }
2364 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0; 2012 if (op->type != PLAYER)
2013 return 0;
2366 2014
2367 /* if player already has a golem, abort */ 2015 /* if player already has a golem, abort */
2368 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2016 if (object *golem = op->contr->golem)
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 } 2017 {
2018 control_golem (golem, dir);
2019 return 0;
2020 }
2372 2021
2373 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2374 if(!dir) 2023 if (!dir)
2375 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);
2376 2025
2377 m = op->map; 2026 m = op->map;
2378 x = op->x+freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2379 y = op->y+freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2380 2029
2381 /* if there's no place to put the golem, abort */ 2030 /* if there's no place to put the golem, abort */
2382 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2383 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 {
2384 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.");
2385 return 0; 2035 return 0;
2386 } 2036 }
2387 2037
2388 /* Use the weapon marked by the player. */ 2038 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op); 2039 weapon = find_marked_object (op);
2390 2040
2391 if (!weapon) { 2041 if (!weapon)
2042 {
2392 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!");
2393 return 0; 2044 return 0;
2394 } 2045 }
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2047 {
2396 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.");
2397 return 0; 2049 return 0;
2398 } 2050 }
2399 if (weapon->type != WEAPON) { 2051 if (weapon->type != WEAPON)
2052 {
2400 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.");
2401 return 0; 2054 return 0;
2402 } 2055 }
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2056 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2057 {
2404 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));
2405 query_name(weapon)); 2059 return 0;
2406 return 0;
2407 } 2060 }
2408 2061
2409 if (weapon->nrof > 1) { 2062 if (weapon->nrof > 1)
2063 {
2410 tmp = get_split_ob(weapon, 1); 2064 tmp = get_split_ob (weapon, 1);
2411 esrv_send_item(op, weapon); 2065 esrv_send_item (op, weapon);
2412 weapon = tmp; 2066 weapon = tmp;
2413 } 2067 }
2414 2068
2415 /* create the golem object */ 2069 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2417 2071
2418 /* 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 */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0; 2074 tmp->stats.exp = 0;
2422 add_friendly_object(tmp); 2075 add_friendly_object (tmp);
2423 tmp->type=GOLEM; 2076 tmp->type = GOLEM;
2424 set_owner(tmp,op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2425 set_spell_skill(op, caster, spell, tmp); 2079 set_spell_skill (op, caster, spell, tmp);
2426 op->contr->ranges[range_golem]=tmp;
2427 op->contr->shoottype=range_golem;
2428 op->contr->golem_count = tmp->count;
2429 2080
2430 /* 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
2431 * 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
2432 * used above. 2083 * used above.
2433 */ 2084 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2435 remove_ob (weapon); 2086 weapon->remove ();
2087
2436 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2437 esrv_send_item(op, weapon); 2089 esrv_send_item (op, weapon);
2438 /* 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,
2439 * 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
2440 * body_info, skills, etc) 2092 * body_info, skills, etc)
2441 */ 2093 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON); 2094 SET_FLAG (tmp, FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED); 2095 SET_FLAG (weapon, FLAG_APPLIED);
2444 fix_player(tmp); 2096 tmp->update_stats ();
2445 2097
2446 /* 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
2447 * 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 -
2448 * 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.
2449 */ 2101 */
2450 2102
2451 /* modify weapon's animated wc */ 2103 /* modify weapon's animated wc */
2452 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;
2453 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2105 if (tmp->stats.wc < -127)
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2106 tmp->stats.wc = -127;
2455 2107
2456 /* Modify hit points for weapon */ 2108 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2109 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) + 2110 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2459 + 8 * weapon->magic + 12 * weapon->stats.Con; 2111 if (tmp->stats.maxhp < 0)
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2112 tmp->stats.maxhp = 10;
2461 tmp->stats.hp = tmp->stats.maxhp; 2113 tmp->stats.hp = tmp->stats.maxhp;
2462 2114
2463 /* Modify weapon's damage */ 2115 /* Modify weapon's damage */
2464 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;
2465 + weapon->stats.dam 2117 if (tmp->stats.dam < 0)
2466 + weapon->magic 2118 tmp->stats.dam = 127;
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469 2119
2470 2120
2471 /* attacktype */ 2121 /* attacktype */
2472 if ( ! tmp->attacktype) 2122 if (!tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2474 2124
2475 mt = NULL;
2476 if (op->materialname != NULL)
2477 mt = name_to_material(op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2478 if (mt != NULL) { 2126 {
2479 for (i=0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2481 a = mt->save[0]; 2129 a = mt->save[0];
2482 } else { 2130 }
2131 else
2132 {
2483 for (i=0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2484 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2485 a = 10; 2135 a = 10;
2486 } 2136 }
2137
2487 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2143 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100; 2144 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100; 2145 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100; 2146 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100; 2147 tmp->resist[ATNR_BLIND] = 100;
2497 2148
2498 /* 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 */
2499 2150
2500 if (a > 14) a = 14; 2151 if (a > 14)
2152 a = 14;
2153
2501 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));
2502 2155
2503 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2504 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)));
2505 2158
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) { 2159 if (!spell->race)
2160 {
2509 sprintf(buf, "animated %s", weapon->name); 2161 sprintf (buf, "animated %s", &weapon->name);
2510 if(tmp->name) free_string(tmp->name); 2162 tmp->name = buf;
2511 tmp->name = add_string(buf);
2512 2163
2513 tmp->face = weapon->face; 2164 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id; 2165 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed; 2166 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim; 2167 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state; 2168 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2519 SET_FLAG(tmp,FLAG_ANIMATE);
2520 } else {
2521 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2522 }
2523 update_ob_speed(tmp);
2524 } 2170 }
2525 2171
2526 /* 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. */
2527 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));
2528 2174
2529 tmp->speed_left= -1; 2175 tmp->speed_left = -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir; 2176 tmp->direction = dir;
2533 insert_ob_in_map(tmp,m,op,0); 2177
2178 m->insert (tmp, x, y, op);
2534 return 1; 2179 return 1;
2535} 2180}
2536 2181
2537/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2538 2183
2539/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map. 2185 * This changes the light level for the entire map.
2541 */ 2186 */
2542 2187
2188int
2543int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2189cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{
2544 int success; 2191 int success;
2545 2192
2546 if(!op->map) return 0; /* shouldnt happen */ 2193 if (!op->map)
2194 return 0; /* shouldnt happen */
2547 2195
2548 success=change_map_light(op->map,spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2549 if(!success) { 2198 if (!success)
2199 {
2550 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2551 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.");
2552 else 2202 else
2553 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.");
2554 } 2204 }
2555 return success; 2205 return success;
2556} 2206}
2557 2207
2558 2208
2559 2209
2560 2210
2561 2211
2562/* 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.
2563 * 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,
2564 * spell is the spell object itself. 2214 * spell is the spell object itself.
2565 */ 2215 */
2216int
2566int create_aura(object *op, object *caster, object *spell) 2217create_aura (object *op, object *caster, object *spell)
2567{ 2218{
2568 int refresh=0; 2219 int refresh = 0;
2569 object *new_aura; 2220 object *new_aura;
2570 2221
2571 new_aura = present_arch_in_ob(spell->other_arch, op); 2222 new_aura = present_arch_in_ob (spell->other_arch, op);
2572 if (new_aura) refresh=1; 2223 if (new_aura)
2224 refresh = 1;
2225 else
2573 else new_aura = arch_to_object(spell->other_arch); 2226 new_aura = arch_to_object (spell->other_arch);
2574 2227
2575 new_aura->duration = spell->duration + 2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2576 10* SP_level_duration_adjust(caster,spell);
2577 2229
2578 new_aura->stats.dam = spell->stats.dam 2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2579 +SP_level_dam_adjust(caster,spell);
2580 2231
2581 set_owner(new_aura,op); 2232 new_aura->set_owner (op);
2582 set_spell_skill(op, caster, spell, new_aura); 2233 set_spell_skill (op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype; 2234 new_aura->attacktype = spell->attacktype;
2584 2235
2585 new_aura->level = caster_level(caster, spell); 2236 new_aura->level = caster_level (caster, spell);
2586 if (refresh) 2237 if (refresh)
2587 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.");
2588 else 2239 else
2589 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.");
2590 insert_ob_in_ob(new_aura, op); 2241 insert_ob_in_ob (new_aura, op);
2591 return 1; 2242 return 1;
2592} 2243}
2593 2244
2594 2245
2595/* 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,
2596 * 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
2599 * duration: duration counter. 2250 * duration: duration counter.
2600 * attacktype: aura's attacktype 2251 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack 2252 * other_arch: archetype to drop where we attack
2602 */ 2253 */
2603 2254
2255void
2604void move_aura(object *aura) { 2256move_aura (object *aura)
2257{
2605 int i, mflags; 2258 int i, mflags;
2606 object *env; 2259 object *env;
2607 mapstruct *m; 2260 maptile *m;
2608 2261
2609 /* auras belong in inventories */ 2262 /* auras belong in inventories */
2610 env = aura->env; 2263 env = aura->env;
2611 2264
2612 /* no matter what we've gotta remove the aura... 2265 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up. 2266 * we'll put it back if its time isn't up.
2614 */ 2267 */
2615 remove_ob(aura); 2268 aura->remove ();
2616 2269
2617 /* exit if we're out of gas */ 2270 /* exit if we're out of gas */
2618 if(aura->duration--< 0) { 2271 if (aura->duration-- < 0)
2619 free_object(aura);
2620 return;
2621 } 2272 {
2273 aura->destroy ();
2274 return;
2275 }
2622 2276
2623 /* auras only exist in inventories */ 2277 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) { 2278 if (env == NULL || env->map == NULL)
2625 free_object(aura);
2626 return;
2627 } 2279 {
2628 aura->x = env->x; 2280 aura->destroy ();
2629 aura->y = env->y; 2281 return;
2282 }
2630 2283
2631 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2633 */ 2286 */
2634 insert_ob_in_map(aura,env->map,aura,0); 2287 aura->insert_at (env, aura);
2635 2288
2636 for(i=1;i<9;i++) { 2289 for (i = 1; i < 9; i++)
2290 {
2637 sint16 nx, ny; 2291 sint16 nx, ny;
2292
2638 nx = aura->x + freearr_x[i]; 2293 nx = aura->x + freearr_x[i];
2639 ny = aura->y + freearr_y[i]; 2294 ny = aura->y + freearr_y[i];
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2641 2296
2642 /* Consider the movement tyep of the person with the aura as 2297 /* Consider the movement tyep of the person with the aura as
2643 * 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
2644 * 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.
2645 */ 2300 */
2646 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 {
2647 hit_map(aura,i,aura->attacktype,0); 2303 hit_map (aura, i, aura->attacktype, 0);
2648 2304
2649 if(aura->other_arch) { 2305 if (aura->other_arch)
2650 object *new_ob; 2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2651 2307 }
2652 new_ob = arch_to_object(aura->other_arch);
2653 new_ob->x = nx;
2654 new_ob->y = ny;
2655 insert_ob_in_map(new_ob,m,aura,0);
2656 } 2308 }
2657 } 2309
2658 }
2659 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2660 remove_ob(aura); 2311 aura->remove ();
2661 insert_ob_in_ob(aura, env); 2312 insert_ob_in_ob (aura, env);
2662} 2313}
2663 2314
2664/* moves the peacemaker spell. 2315/* moves the peacemaker spell.
2665 * op is the piece object. 2316 * op is the piece object.
2666 */ 2317 */
2667 2318
2319void
2668void move_peacemaker(object *op) { 2320move_peacemaker (object *op)
2321{
2669 object *tmp; 2322 object *tmp;
2670 2323
2671 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 {
2672 int atk_lev, def_lev; 2326 int atk_lev, def_lev;
2673 object *victim=tmp; 2327 object *victim = tmp;
2674 2328
2675 if (tmp->head) victim=tmp->head; 2329 if (tmp->head)
2330 victim = tmp->head;
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue;
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue;
2678 if (victim->stats.exp == 0) continue; 2335 if (victim->stats.exp == 0)
2336 continue;
2679 2337
2680 def_lev = MAX(1,victim->level); 2338 def_lev = MAX (1, victim->level);
2681 atk_lev = MAX(1,op->level); 2339 atk_lev = MAX (1, op->level);
2682 2340
2683 if (rndm(0, atk_lev-1) > def_lev) { 2341 if (rndm (0, atk_lev - 1) > def_lev)
2342 {
2684 /* make this sucker peaceful. */ 2343 /* make this sucker peaceful. */
2685 2344
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2345 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0; 2346 victim->stats.exp = 0;
2688#if 0 2347#if 0
2689 /* No idea why these were all set to zero - if something 2348 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage. 2349 * makes this creature agressive, he should still do damage.
2691 */ 2350 */
2692 victim->stats.dam = 0; 2351 victim->stats.dam = 0;
2693 victim->stats.sp = 0; 2352 victim->stats.sp = 0;
2694 victim->stats.grace = 0; 2353 victim->stats.grace = 0;
2695 victim->stats.Pow = 0; 2354 victim->stats.Pow = 0;
2696#endif 2355#endif
2697 victim->attack_movement = RANDO2; 2356 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY); 2358 SET_FLAG (victim, FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2359 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER); 2360 CLEAR_FLAG (victim, FLAG_MONSTER);
2702 if(victim->name) { 2361 if (victim->name)
2362 {
2703 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 }
2704 } 2366 }
2705 } 2367}
2706 } 2368
2707}
2708
2709 2369
2710/* This writes a rune that contains the appropriate message. 2370/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2371 * There really isn't any adjustments we make.
2712 */ 2372 */
2713 2373
2374int
2714int write_mark(object *op, object *spell, const char *msg) { 2375write_mark (object *op, object *spell, const char *msg)
2376{
2715 char rune[HUGE_BUF]; 2377 char rune[HUGE_BUF];
2716 object *tmp; 2378 object *tmp;
2717 2379
2718 if (!msg || msg[0] == 0) { 2380 if (!msg || msg[0] == 0)
2381 {
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2720 return 0; 2383 return 0;
2721 } 2384 }
2722 2385
2723 if (strcasestr_local(msg, "endmsg")) { 2386 if (strcasestr_local (msg, "endmsg"))
2387 {
2724 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?");
2725 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)
2726 return 0; 2393 return 0;
2727 }
2728 if (!spell->other_arch) return 0;
2729 tmp = arch_to_object(spell->other_arch); 2394 tmp = arch_to_object (spell->other_arch);
2730 strncpy(rune, msg, HUGE_BUF-2); 2395
2731 rune[HUGE_BUF-2] = 0; 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2732 strcat(rune, "\n"); 2397
2733 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2398 tmp->race = op->name; /*Save the owner of the rune */
2734 tmp->msg = add_string(rune); 2399 tmp->msg = rune;
2735 tmp->x = op->x; 2400
2736 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2738 return 1; 2402 return 1;
2739} 2403}

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