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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 1.69 by root, Thu Aug 23 17:17:41 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
609 if (!pl->invisible) return 0; 340 if (!pl->invisible)
341 return 0;
342
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;
350
614 return 1; 351 return 1;
615 } 352 }
353
616 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
618 return 1; 356 return 1;
357
619 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
620 if (!mon->race) return 0; 359 if (!mon->race)
360 return 0;
361
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 362 if (strstr (mon->race, pl->contr->invis_race))
363 return 1;
364
622 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
623 return 0; 366 return 0;
624 } else { 367 }
368 else
369 {
625 /* monsters are invisible to everything */ 370 /* monsters are invisible to everything */
626 return 1; 371 return 1;
627 } 372 }
628} 373}
629 374
630/* Makes the player or character invisible. 375/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 376 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 379 * 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 380 * 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/ 381 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 382 * normal applies.
638 */ 383 */
384int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 385cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 386{
641
642 if(op->invisible>1000) { 387 if (op->invisible > 1000)
388 {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
644 return 0; 390 return 0;
645 } 391 }
646 392
647 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 394 * and if statement or two.
649 */ 395 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 397 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 398 if (op->invisible > 1000)
399 op->invisible = 1000;
653 400
654 if (op->type == PLAYER) { 401 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 402 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 403 op->contr->invis_race = spell_ob->race;
404
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 405 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0; 406 op->contr->tmp_invis = 0;
660 else 407 else
661 op->contr->tmp_invis=1; 408 op->contr->tmp_invis = 1;
662 409
663 op->contr->hidden = 0; 410 op->contr->hidden = 0;
664 } 411 }
412
665 if (makes_invisible_to(op, op)) 413 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 415 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 417
670 update_object(op,UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
671 419
672 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
673 * harm to the player. 421 * harm to the player.
674 */ 422 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
676 if (tmp->enemy == op) 424 if (tmp->enemy == op)
677 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
678 return 1; 427 return 1;
679} 428}
680 429
681/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 431 */
432int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{
684 object *tmp, *next; 435 object *tmp, *next;
685 int range,i,j, mflags; 436 int range, i, j, mflags;
686 sint16 sx, sy; 437 sint16 sx, sy;
687 mapstruct *m; 438 maptile *m;
688 439
689 if(op->type!=PLAYER) 440 if (op->type != PLAYER)
690 return 0; 441 return 0;
691 442
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
693 444
694 for(i= -range;i<=range;i++) 445 for (i = -range; i <= range; i++)
695 for(j= -range;j<=range;j++) { 446 for (j = -range; j <= range; j++)
447 {
696 sx = op->x + i; 448 sx = op->x + i;
697 sy = op->y + j; 449 sy = op->y + j;
698 m = op->map; 450 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
700 452
701 if (mflags & P_OUT_OF_MAP) continue; 453 if (mflags & P_OUT_OF_MAP)
454 continue;
702 455
703 // earth to dust tears down everything that can be teared down 456 // earth to dust tears down everything that can be teared down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
705 { 458 {
706 next = tmp->above; 459 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 462 }
710 } 463 }
464
711 return 1; 465 return 1;
712} 466}
713 467
714 468void
715void execute_word_of_recall(object *op) { 469execute_word_of_recall (object *op)
716 object *wor=op; 470{
717 while(op!=NULL && op->type!=PLAYER) 471 if (object *pl = op->in_player ())
718 op=op->env; 472 {
719 473 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."); 474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 475 else
724 enter_exit(op,wor); 476 {
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
725 } 481 }
726 remove_ob(wor); 482
727 free_object(wor); 483 op->destroy ();
728} 484}
729 485
730/* Word of recall causes the player to return 'home'. 486/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 487 * we put a force into the player object, so that there is a
732 * time delay effect. 488 * time delay effect.
733 */ 489 */
490int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 491cast_word_of_recall (object *op, object *caster, object *spell_ob)
492{
735 object *dummy; 493 object *dummy;
736 int time; 494 int time;
737 495
738 if(op->type!=PLAYER) 496 if (op->type != PLAYER)
739 return 0; 497 return 0;
740 498
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 499 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 500 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 501 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 502 return 1;
745 } 503 }
746 504
747 dummy=get_archetype(FORCE_NAME); 505 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 506 if (dummy == NULL)
507 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 510 return 0;
752 } 511 }
512
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 514 if (time < 1)
515 time = 1;
755 516
756 /* value of speed really doesn't make much difference, as long as it is 517 /* 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 518 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 519 * do anything really odd if it say a -1000 or something.
759 */ 520 */
760 dummy->speed = 0.002; 521 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 522 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 523 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 524 dummy->subtype = SP_WORD_OF_RECALL;
765 525
766 /* If we could take advantage of enter_player_savebed() here, it would be 526 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 527 * nice, but until the map load fails, we can't.
768 */ 528 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 529 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 530 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 531 EXIT_Y (dummy) = op->contr->bed_y;
772 532
773 (void) insert_ob_in_ob(dummy,op); 533 op->insert (dummy);
534
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536
775 return 1; 537 return 1;
776} 538}
777 539
778/* cast_wonder 540/* cast_wonder
779 * wonder is really just a spell that will likely cast another 541 * wonder is really just a spell that will likely cast another
780 * spell. 542 * spell.
781 */ 543 */
544int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 545cast_wonder (object *op, object *caster, int dir, object *spell_ob)
546{
783 object *newspell; 547 object *newspell;
784 548
785 if(!rndm(0, 3)) 549 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 550 return cast_cone (op, caster, dir, spell_ob);
787 551
788 if (spell_ob->randomitems) { 552 if (spell_ob->randomitems)
553 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 554 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 555 if (!newspell)
556 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 557 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
792 return 0; 558 return 0;
793 } 559 }
794 if (newspell->type != SPELL) { 560 if (newspell->type != SPELL)
561 {
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 562 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; 563 return 0;
798 } 564 }
799 /* Prevent inifinit recursion */ 565 /* Prevent inifinit recursion */
800 if (newspell->subtype == SP_WONDER) { 566 if (newspell->subtype == SP_WONDER)
567 {
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 568 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
802 return 0; 569 return 0;
803 } 570 }
804 return cast_spell(op,caster,dir,newspell, NULL); 571 return cast_spell (op, caster, dir, newspell, NULL);
805 } 572 }
806 return 1; 573 return 1;
807} 574}
808 575
809 576int
810int perceive_self(object *op) { 577perceive_self (object *op)
811 char *cp=describe_item(op, op), buf[MAX_BUF]; 578{
579 const char *cp = describe_item (op, op);
812 archetype *at=find_archetype(ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
813 object *tmp;
814 int i;
815 581
816 tmp=find_god(determine_god(op)); 582 dynbuf_text buf;
817 if (tmp) 583
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
588 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n";
819 else 590 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 591 buf << "You worship no god.\n";
821 592
822 tmp=present_arch_in_ob(at,op); 593 object *tmp = present_arch_in_ob (at, op);
823 594
824 if(*cp=='\0' && tmp==NULL) 595 if (*cp == '\0' && tmp == NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 596 buf << "You feel very mundane. ";
826 else { 597 else
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 598 {
828 new_draw_info(NDI_UNIQUE, 0,op,cp); 599 buf << "You have: " << cp << ".\n";
829 if (tmp!=NULL) { 600
601 if (tmp)
830 for (i=0; i<NUM_STATS; i++) { 602 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 603 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 604 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 } 605 }
837 }
838 }
839 606
840 if (is_dragon_pl(op)) { 607 if (is_dragon_pl (op))
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 609 for (tmp = op->inv; tmp; tmp = tmp->below)
610 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
844 if(tmp->stats.exp == 0) { 612 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 613 if (tmp->stats.exp == 0)
846 } else { 614 buf << "Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 615 else
848 } 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 617
850 break; 618 break;
851 } 619 }
852 }
853 } 620 }
621
622 buf << '\0'; // zero-terminate
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625
854 return 1; 626 return 1;
855} 627}
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 628
1105/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 630 * within some reason.
1107 */ 631 */
1108 632int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 633magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 634{
635 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 636 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 637 sint16 x, y;
1113 mapstruct *m; 638 maptile *m;
1114 const char *name; 639 const char *name;
1115 archetype *at; 640 archetype *at;
1116 641
1117 if(!dir) { 642 if (!dir)
643 {
1118 dir=op->facing; 644 dir = op->facing;
1119 x = op->x; 645 x = op->x;
1120 y = op->y; 646 y = op->y;
1121 } else { 647 }
648 else
649 {
1122 x = op->x+freearr_x[dir]; 650 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 651 y = op->y + freearr_y[dir];
1124 } 652 }
653
1125 m = op->map; 654 m = op->map;
1126 655
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 656 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) || 657 (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))) { 658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
659 {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1131 return 0; 661 return 0;
1132 } 662 }
663
1133 if (spell_ob->other_arch) { 664 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 665 tmp = arch_to_object (spell_ob->other_arch);
1135 } else if (spell_ob->race) { 666 else if (spell_ob->race)
667 {
1136 char buf1[MAX_BUF]; 668 char buf1[MAX_BUF];
1137 669
1138 sprintf(buf1,spell_ob->race,dir); 670 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 671 at = archetype::find (buf1);
1140 if (!at) { 672 if (!at)
673 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
676 return 0;
677 }
678
679 tmp = arch_to_object (at);
680 }
681 else
682 {
683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 684 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 } 685 }
1151 686
1152 if (tmp->type == SPELL_EFFECT) { 687 if (tmp->type == SPELL_EFFECT)
688 {
1153 tmp->attacktype = spell_ob->attacktype; 689 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 690 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 691 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; 692 tmp->range = 0;
693 }
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 694 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
1160 tmp->stats.hp = spell_ob->duration + 695 {
1161 SP_level_duration_adjust(caster, spell_ob); 696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 697 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 } 698 }
699
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
1167 tmp->stats.food = spell_ob->duration + 701 {
1168 SP_level_duration_adjust(caster, spell_ob); 702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 703 SET_FLAG (tmp, FLAG_IS_USED_UP);
1170 } 704 }
705
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
707 {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 709 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 710 SET_FLAG (tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 711 SET_FLAG (tmp, FLAG_ALIVE);
1176 } 712 }
1177 713
1178 /* This can't really hurt - if the object doesn't kill anything, 714 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 715 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts.
1180 */ 717 */
718 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 719 tmp->set_owner (op);
720
1182 set_spell_skill(op, caster, spell_ob, tmp); 721 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; 722 tmp->level = caster_level (caster, spell_ob) / 2;
1186 723
1187 name = tmp->name; 724 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 725 if (!(tmp = m->insert (tmp, x, y, op)))
726 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 728 return 0;
1191 } 729 }
730
1192 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
1195 734
1196 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 738 * created wall can extend, it won't go extend through
1200 * blocked spaces. 739 * blocked spaces.
1201 */ 740 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 741 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 742 posblocked = 0;
1204 negblocked=0; 743 negblocked = 0;
1205 744
1206 for(i=1; i<=maxrange; i++) { 745 for (i = 1; i <= maxrange; i++)
1207 int dir2; 746 {
1208 747 int dir2;
748
1209 dir2 = (dir<4)?(dir+2):dir-2; 749 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 750
1211 x = tmp->x+i*freearr_x[dir2]; 751 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 752 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 753 m = tmp->map;
1214 754
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 755 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) && 756 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 757 {
1218 tmp2 = get_object(); 758 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 759 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 760
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 */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1226 764
1227 } else posblocked=1; 765 }
766 else
767 posblocked = 1;
1228 768
1229 x = tmp->x-i*freearr_x[dir2]; 769 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 770 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 771 m = tmp->map;
1232 772
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 773 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) && 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 775 {
1236 tmp2 = get_object(); 776 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 777 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 778
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1243 } else negblocked=1; 781 }
782 else
783 negblocked = 1;
1244 } 784 }
1245 785
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 786 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y); 787 update_all_los (op->map, op->x, op->y);
1248 788
789 return 1;
790}
791
792int
793dimension_door (object *op, object *caster, object *spob, int dir)
794{
795 uint32 dist, maxdist;
796 int mflags;
797 maptile *m;
798 sint16 sx, sy;
799
800 if (op->type != PLAYER)
801 return 0;
802
803 if (!dir)
804 {
805 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
806 return 0;
807 }
808
809 /* Given the new outdoor maps, can't let players dimension door for
810 * ever, so put limits in.
811 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813
814 if (op->contr->count)
815 {
816 if (op->contr->count > maxdist)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
819 return 0;
820 }
821
822 for (dist = 0; dist < op->contr->count; dist++)
823 {
824 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
825
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break;
828
829 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
830 break;
831 }
832
833 if (dist < op->contr->count)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
836 op->contr->count = 0;
837 return 0;
838 }
839
840 op->contr->count = 0;
841
842 /* Remove code that puts player on random space on maps. IMO,
843 * a lot of maps probably have areas the player should not get to,
844 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and
846 * lots of other maps that protect areas with no magic, but the
847 * areas themselves don't contain no magic spaces.
848 */
849 /* This call here is really just to normalize the coordinates */
850 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
851 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
854 return 1; /* Maybe the penalty should be more severe... */
855 }
856 }
857 else
858 {
859 /* Player didn't specify a distance, so lets see how far
860 * we can move the player. Don't know why this stopped on
861 * spaces that blocked the players view.
862 */
863
864 for (dist = 0; dist < maxdist; dist++)
865 {
866 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
867
868 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
869 break;
870
871 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
872 break;
873
874 }
875
876 /* If the destination is blocked, keep backing up until we
877 * find a place for the player.
878 */
879 for (; dist > 0; dist--)
880 {
881 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
882 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
883 continue;
884
885
886 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
887 break;
888
889 }
890 if (!dist)
891 {
892 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
893 return 0;
894 }
895 }
896
897 /* Actually move the player now */
898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 899 return 1;
1250}
1251 900
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 */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1354 return 1; 902 return 1;
1355} 903}
1356 904
1357 905
1358/* cast_heal: Heals something. 906/* cast_heal: Heals something.
1359 * op is the caster. 907 * op is the caster.
1360 * dir is the direction he is casting it in. 908 * dir is the direction he is casting it in.
1361 * spell is the spell object. 909 * spell is the spell object.
1362 */ 910 */
911int
1363int cast_heal(object *op,object *caster, object *spell, int dir) { 912cast_heal (object *op, object *caster, object *spell, int dir)
913{
1364 object *tmp; 914 object *tmp;
1365 archetype *at; 915 archetype *at;
1366 object *poison; 916 object *poison;
1367 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1368 918
1369 tmp = find_target_for_friendly_spell(op,dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1370 920
1371 if (tmp==NULL) return 0; 921 if (!tmp)
922 return 0;
1372 923
1373 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1375 */ 926 */
1376 heal = spell->stats.dam; 927 heal = spell->stats.dam;
1377 if (spell->stats.hp) 928 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1379 spell->stats.hp;
1380 930
1381 if (heal) { 931 if (heal)
932 {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) { 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1383 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1384 } 935 else
1385 else { 936 {
1386 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1388 * on amount of damage healed. 939 * on amount of damage healed.
1389 */ 940 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1391 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
1392 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1393 944
1394 if (tmp->stats.hp >= tmp->stats.maxhp) { 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1396 } else if (heal > 50) { 947 else if (heal > 50)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1398 } else if (heal > 25) { 949 else if (heal > 25)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) { 951 else if (heal > 10)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1402 } else { 953 else
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1404 } 955
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1; 956 success = 1;
957 }
958 }
1411 959
960 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op))
962 success = 1;
963
1412 if (spell->attacktype & AT_POISON) { 964 if (spell->attacktype & AT_POISON)
1413 at = find_archetype("poisoning"); 965 {
966 at = archetype::find ("poisoning");
1414 poison=present_arch_in_ob(at,tmp); 967 poison = present_arch_in_ob (at, tmp);
1415 if (poison) { 968 if (poison)
969 {
1416 success = 1; 970 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1418 poison->stats.food = 1; 972 poison->stats.food = 1;
1419 } 973 }
1420 } 974 }
975
1421 if (spell->attacktype & AT_CONFUSION) { 976 if (spell->attacktype & AT_CONFUSION)
977 {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1423 if (poison) { 979 if (poison)
980 {
1424 success = 1; 981 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1426 poison->duration = 1; 983 poison->duration = 1;
1427 } 984 }
1428 } 985 }
986
1429 if (spell->attacktype & AT_BLIND) { 987 if (spell->attacktype & AT_BLIND)
1430 at=find_archetype("blindness"); 988 {
989 at = archetype::find ("blindness");
1431 poison=present_arch_in_ob(at,tmp); 990 poison = present_arch_in_ob (at, tmp);
1432 if (poison) { 991 if (poison)
992 {
1433 success = 1; 993 success = 1;
1434 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1435 poison->stats.food = 1; 995 poison->stats.food = 1;
1436 } 996 }
1437 } 997 }
998
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1000 {
1439 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1440 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1003 tmp->stats.sp = tmp->stats.maxsp;
1441 success = 1; 1004 success = 1;
1442 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1443 } 1006 }
1007
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1009 {
1445 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1446 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1012 tmp->stats.grace = tmp->stats.maxgrace;
1447 success = 1; 1013 success = 1;
1448 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1449 } 1015 }
1016
1450 if (spell->stats.food && tmp->stats.food < 999) { 1017 if (spell->stats.food && tmp->stats.food < 999)
1018 {
1451 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999; 1020 if (tmp->stats.food > 999)
1021 tmp->stats.food = 999;
1453 success = 1; 1022 success = 1;
1454 /* We could do something a bit better like the messages for healing above */ 1023 /* 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"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1456 } 1025 }
1026
1457 return success; 1027 return success;
1458} 1028}
1459
1460 1029
1461/* This is used for the spells that gain stats. There are no spells 1030/* 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 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1463 * good comments for those. 1032 * good comments for those.
1464 */ 1033 */
1465static const char* const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1466"You grow no stronger.", 1035 "You grow no stronger.",
1467"You grow no more agile.", 1036 "You grow no more agile.",
1468"You don't feel any healthier.", 1037 "You don't feel any healthier.",
1469"no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1470"You are no easier to look at.", 1041 "You are no easier to look at.",
1471"no int",
1472"no pow"
1473}; 1042};
1474 1043
1044int
1475int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1476 object *tmp, *tmp2=NULL; 1046{
1477 object *force=NULL; 1047 object *force = NULL;
1478 int i; 1048 int i;
1479 1049
1480 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1481 if(dir!=0) { 1051 object *tmp = dir
1482 tmp=find_target_for_friendly_spell(op,dir); 1052 ? find_target_for_friendly_spell (op, dir)
1483 } else { 1053 : op;
1484 tmp = op;
1485 }
1486 1054
1487 if(tmp==NULL) return 0; 1055 if (!tmp)
1488 1056 return 0;
1057
1489 /* If we've already got a force of this type, don't add a new one. */ 1058 /* 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) { 1059 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1060 {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1061 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1062 {
1492 if (tmp2->name == spell_ob->name) { 1063 if (tmp2->name == spell_ob->name)
1064 {
1493 force=tmp2; /* the old effect will be "refreshed" */ 1065 force = tmp2; /* the old effect will be "refreshed" */
1494 break; 1066 break;
1495 } 1067 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1068 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 {
1497 if ( !silent ) 1070 if (!silent)
1498 new_draw_info_format(NDI_UNIQUE, 0, op, 1071 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", 1072 return 0;
1500 spell_ob->name, tmp2->name_pl); 1073 }
1501 return 0; 1074 }
1502 } 1075 }
1503 }
1504 }
1505 if(force==NULL) { 1076 if (force == NULL)
1077 {
1506 force=get_archetype(FORCE_NAME); 1078 force = get_archetype (FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY; 1079 force->subtype = FORCE_CHANGE_ABILITY;
1508 free_string(force->name);
1509 if (spell_ob->race) 1080 if (spell_ob->race)
1510 force->name = add_refcount(spell_ob->race); 1081 force->name = spell_ob->race;
1511 else 1082 else
1512 force->name = add_refcount(spell_ob->name); 1083 force->name = spell_ob->name;
1513 free_string(force->name_pl);
1514 force->name_pl = add_refcount(spell_ob->name); 1084 force->name_pl = spell_ob->name;
1515 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1516 1086
1517 } else { 1087 }
1088 else
1089 {
1518 int duration; 1090 int duration;
1519 1091
1520 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1521 if (duration > force->duration) { 1093 if (duration > force->duration)
1094 {
1522 force->duration = duration; 1095 force->duration = duration;
1523 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1096 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1524 } else { 1097 }
1098 else
1099 {
1525 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1101 }
1527 return 1; 1102
1103 return 1;
1528 } 1104 }
1105
1529 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1107 force->speed = 1.0;
1531 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1533 1110
1534 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) { 1112 for (i = 0; i < NROFATTACKS; i++)
1113 {
1536 if (spell_ob->resist[i]) { 1114 if (spell_ob->resist[i])
1115 {
1537 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1538 if (force->resist[i] > 100) force->resist[i] = 100; 1117 if (force->resist[i] > 100)
1539 } 1118 force->resist[i] = 100;
1119 }
1540 } 1120 }
1121
1541 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1542 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1543 1124
1544 if (tmp->type == PLAYER) { 1125 if (tmp->type == PLAYER)
1126 {
1545 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) { 1128 for (i = 0; i < NUM_STATS; i++)
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1129 {
1548 if (stat) { 1130 if (sint8 stat = spell_ob->stats.stat (i))
1549 sm=0; 1131 {
1550 for (k=0; k<stat; k++) 1132 sint8 sm = 0;
1551 sm += rndm(1, 3); 1133 for (sint8 k = 0; k < stat; k++)
1134 sm += rndm (1, 3);
1552 1135
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1555 if (sm<0) sm = 0; 1138
1556 } 1139 force->stats.stat (i) = sm;
1557 set_attr_value(&force->stats, i, sm); 1140
1558 if (!sm) 1141 if (!sm)
1559 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1143 }
1144 }
1560 } 1145 }
1561 }
1562 }
1563 1146
1564 force->move_type = spell_ob->move_type; 1147 force->move_type = spell_ob->move_type;
1565 1148
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1149 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1567 SET_FLAG(force, FLAG_SEE_IN_DARK); 1150 SET_FLAG (force, FLAG_SEE_IN_DARK);
1568 1151
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1152 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1570 SET_FLAG(force, FLAG_XRAYS); 1153 SET_FLAG (force, FLAG_XRAYS);
1571 1154
1572 /* Haste/bonus speed */ 1155 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) { 1156 if (spell_ob->stats.exp)
1157 {
1158 if (op->speed > 0.5f)
1574 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1159 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1575 else 1160 else
1576 force->stats.exp = spell_ob->stats.exp; 1161 force->stats.exp = spell_ob->stats.exp;
1577 } 1162 }
1578 1163
1579 force->stats.wc = spell_ob->stats.wc; 1164 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac; 1165 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1582 1167
1583 insert_ob_in_ob(force,tmp); 1168 insert_ob_in_ob (force, tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1585 fix_player(tmp); 1170 tmp->update_stats ();
1171
1586 return 1; 1172 return 1;
1587} 1173}
1588 1174
1589/* This used to be part of cast_change_ability, but it really didn't make 1175/* 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 1176 * a lot of sense, since most of the values it derives are from the god
1591 * of the caster. 1177 * of the caster.
1592 */ 1178 */
1593 1179int
1594int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{
1595 int i; 1182 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1597 1184
1598 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1599 if(dir!=0) { 1186 if (dir != 0)
1187 {
1600 tmp=find_target_for_friendly_spell(op,dir); 1188 tmp = find_target_for_friendly_spell (op, dir);
1601 } else { 1189 }
1602 tmp = op; 1190 else
1603 } 1191 {
1192 tmp = op;
1193 }
1604 1194
1605 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1606 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1197 {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1608 if (tmp2->name == spell_ob->name) { 1200 if (tmp2->name == spell_ob->name)
1201 {
1609 force=tmp2; /* the old effect will be "refreshed" */ 1202 force = tmp2; /* the old effect will be "refreshed" */
1610 break; 1203 break;
1611 } 1204 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1613 new_draw_info_format(NDI_UNIQUE, 0, op, 1206 {
1614 "You can not cast %s while %s is in effect", 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1615 spell_ob->name, tmp2->name_pl); 1208 return 0;
1616 return 0; 1209 }
1210 }
1617 } 1211 }
1618 }
1619 }
1620 if(force==NULL) { 1212 if (force == NULL)
1213 {
1621 force=get_archetype(FORCE_NAME); 1214 force = get_archetype (FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY; 1215 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race) 1216 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race); 1217 force->name = spell_ob->race;
1626 else 1218 else
1627 force->name = add_refcount(spell_ob->name); 1219 force->name = spell_ob->name;
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name); 1220 force->name_pl = spell_ob->name;
1630 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1221 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1631 } else { 1222 }
1223 else
1224 {
1632 int duration; 1225 int duration;
1633 1226
1634 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1227 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1635 if (duration > force->duration) { 1228 if (duration > force->duration)
1229 {
1636 force->duration = duration; 1230 force->duration = duration;
1637 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1231 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1638 } else { 1232 }
1233 else
1234 {
1639 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1235 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1640 } 1236 }
1641 return 0; 1237 return 0;
1642 } 1238 }
1643 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1239 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1644 force->speed = 1.0; 1240 force->speed = 1.0;
1645 force->speed_left = -1.0; 1241 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED); 1242 SET_FLAG (force, FLAG_APPLIED);
1647 1243
1648 if(!god) { 1244 if (!god)
1245 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1246 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1650 } else { 1247 }
1248 else
1249 {
1651 /* Only give out good benefits, and put a max on it */ 1250 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) { 1251 for (i = 0; i < NROFATTACKS; i++)
1252 {
1653 if (god->resist[i]>0) { 1253 if (god->resist[i] > 0)
1254 {
1654 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1255 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1655 } 1256 }
1656 } 1257 }
1657 force->path_attuned|=god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1259
1658 if (spell_ob->attacktype) { 1260 if (spell_ob->attacktype)
1659 force->attacktype|=god->attacktype | AT_PHYSICAL; 1261 force->slaying = god->slaying;
1660 if(god->slaying) force->slaying = add_string(god->slaying); 1262
1661 }
1662 if (tmp != op) { 1263 if (tmp != op)
1264 {
1663 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1265 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); 1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1665 } else { 1267 }
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1268 else
1667 "You are blessed by %s!",god->name); 1269 {
1668 } 1270 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1271 }
1669 1272
1670 } 1273 }
1671 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1673 1276
1674 change_abil(tmp,force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp); 1278 insert_ob_in_ob (force, tmp);
1676 fix_player(tmp); 1279 tmp->update_stats ();
1677 return 1; 1280 return 1;
1678} 1281}
1679
1680
1681 1282
1682/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1683 * 1284 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1686 * about 90% of that of the item itself. It uses the value of the
1687 * object before charisma adjustments, because the nuggets themselves
1688 * will be will be adjusted by charisma when sold.
1689 * 1287 *
1690 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1691 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1692 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1693 * to the max amount of small nuggets as you could get. 1291 * when sold.
1694 *
1695 * For example, if an item is worth 110 gold, you will get
1696 * 4 large nuggets, and from 0-10 small nuggets.
1697 * 1292 *
1698 * There is also a chance (1:30) that you will get nothing at all 1293 * 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 1294 * for the object. There is also a maximum weight that will be
1700 * alchemied. 1295 * alchemised.
1701 */ 1296 */
1702 1297static void
1703/* I didn't feel like passing these as arguements to the 1298alchemy_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{ 1299{
1713 uint64 value=query_cost(obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1714 1301
1715 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1716 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1717 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1720 * the stuff back to town. 1307 * the stuff back to town.
1721 */ 1308 */
1722
1723 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1724 value=0; 1310 value = 0;
1725 else if (obj->type==MONEY || obj->type==GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1726 value /=3; 1312 value /= 3;
1727 else 1313 else
1728 value = (value*9)/10; 1314 value = value * 9 / 10;
1729 1315
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) { 1316 if (obj->value > 0 && rndm (0, 29))
1733 int count; 1317 total_value += value;
1734 1318
1735 count = value / large->value; 1319 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 1320
1742 /* Turn 25 small nuggets into 1 large nugget. If the value 1321 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} 1322}
1756 1323
1757static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1324int
1758 int x, int y)
1759{
1760 object *tmp;
1761 int flag=0;
1762
1763 /* Put any nuggets below the player, but we can only pass this
1764 * flag if we are on the same space as the player
1765 */
1766 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1767
1768 if (small_nuggets) {
1769 tmp = get_object();
1770 copy_object(small, tmp);
1771 tmp-> nrof = small_nuggets;
1772 tmp->x = x;
1773 tmp->y = y;
1774 insert_ob_in_map(tmp, m, op, flag);
1775 }
1776 if (large_nuggets) {
1777 tmp = get_object();
1778 copy_object(large, tmp);
1779 tmp-> nrof = large_nuggets;
1780 tmp->x = x;
1781 tmp->y = y;
1782 insert_ob_in_map(tmp, m, op, flag);
1783 }
1784}
1785
1786int alchemy(object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1787{ 1326{
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) 1327 if (op->type != PLAYER)
1794 return 0; 1328 return 0;
1795 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1796 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* 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 1337 * some, and also prevents people from alchemising every table/chair/clock
1798 * in sight 1338 * in sight
1799 */ 1339 */
1800 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1801 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1802 small=get_archetype("smallnugget"), 1342 uint64 value_max = duration * 1000;
1803 large=get_archetype("largenugget");
1804 1343
1344 int weight = 0;
1345
1805 for(y= op->y-1;y<=op->y+1;y++) { 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1806 for(x= op->x-1;x<=op->x+1;x++) { 1347 {
1807 nx = x; 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1808 ny = y; 1349 {
1350 uint64 value = 0;
1809 1351
1810 mp = op->map; 1352 sint16 nx = x;
1353 sint16 ny = y;
1811 1354
1355 maptile *mp = op->map;
1356
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1813 1358
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue; 1360 continue;
1816 1361
1817 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it 1363 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect. 1364 * ground level effect.
1820 */ 1365 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1822 continue; 1367 continue;
1823 1368
1824 small_nuggets=0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1825 large_nuggets=0; 1370 {
1371 next = tmp->above;
1826 1372
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) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1375 {
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1376 if (tmp->inv)
1841 &weight); 1377 {
1842 } 1378 object *next1, *tmp1;
1379
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 {
1382 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1385 alchemy_object (tmp1, value, weight);
1386 }
1387 }
1388
1389 alchemy_object (tmp, value, weight);
1390
1391 if (weight > weight_max)
1392 break;
1393 }
1394 }
1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1843 } 1413 }
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 1414
1855 /* Insert all the nuggets at one time. This probably saves time, but 1415bailout:
1856 * it also prevents us from alcheming nuggets that were just created
1857 * with this spell.
1858 */
1859 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1860 }
1861 }
1862 free_object(large);
1863 free_object(small);
1864 /* reset this so that if player standing on a big pile of stuff,
1865 * it is redrawn properly.
1866 */
1867 op->contr->socket.look_position = 0;
1868 return 1; 1416 return 1;
1869} 1417}
1870 1418
1871 1419
1872/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1873 * items. 1421 * items.
1874 */ 1422 */
1423int
1875int remove_curse(object *op, object *caster, object *spell) { 1424remove_curse (object *op, object *caster, object *spell)
1425{
1876 object *tmp; 1426 object *tmp;
1877 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1878 1428
1879 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1883 1433 {
1884 was_one++; 1434 was_one++;
1885 if (tmp->level <= caster_level(caster, spell)) { 1435 if (tmp->level <= caster_level (caster, spell))
1886 success++; 1436 {
1437 success++;
1887 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1888 CLEAR_FLAG(tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1889 1440
1890 CLEAR_FLAG(tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1892 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER)
1445 esrv_send_item (op, tmp);
1446 }
1447 }
1448
1893 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp); 1450 {
1895 } 1451 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."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1901 } else { 1453 else
1454 {
1902 if (was_one) 1455 if (was_one)
1903 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1904 else 1457 else
1905 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1906 } 1459 }
1907 } 1460 }
1461
1908 return success; 1462 return success;
1909} 1463}
1910 1464
1911/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1912 1466
1467int
1913int cast_identify(object *op, object *caster, object *spell) { 1468cast_identify (object *op, object *caster, object *spell)
1469{
1914 object *tmp; 1470 object *tmp;
1915 int success = 0, num_ident; 1471 int success = 0, num_ident;
1916 1472
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1918 1474
1919 if (num_ident < 1) num_ident=1; 1475 if (num_ident < 1)
1476 num_ident = 1;
1920 1477
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1478 for (tmp = op->inv; tmp; tmp = tmp->below)
1479 {
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1481 {
1924 identify(tmp); 1482 identify (tmp);
1483
1925 if (op->type==PLAYER) { 1484 if (op->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, op, 1485 {
1927 "You have %s.", long_desc(tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1928 if (tmp->msg) { 1487
1488 if (tmp->msg)
1489 {
1929 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1931 } 1492 }
1493 }
1494
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident)
1498 break;
1499 }
1932 } 1500 }
1933 num_ident--; 1501
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 1502 /* 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 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used. 1504 * was not fully used.
1941 */ 1505 */
1942 if (num_ident) { 1506 if (num_ident)
1943 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1507 {
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1945 need_identify(tmp)) { 1510 {
1946
1947 identify(tmp); 1511 identify (tmp);
1512
1948 if (op->type==PLAYER) { 1513 if (op->type == PLAYER)
1949 new_draw_info_format(NDI_UNIQUE, 0,op, 1514 {
1950 "On the ground is %s.", long_desc(tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1951 if (tmp->msg) { 1516
1517 if (tmp->msg)
1518 {
1952 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1954 } 1521 }
1955 esrv_send_item(op, tmp); 1522
1523 esrv_send_item (op, tmp);
1524 }
1525
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident)
1529 break;
1530 }
1956 } 1531 }
1957 num_ident--; 1532
1958 success=1;
1959 if (!num_ident) break;
1960 }
1961 }
1962 if (!success) 1533 if (!success)
1963 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1964 else { 1535 else
1965 spell_effect(spell, op->x, op->y, op->map, op); 1536 spell_effect (spell, op->x, op->y, op->map, op);
1966 } 1537
1967 return success; 1538 return success;
1968} 1539}
1969 1540
1970 1541int
1971int cast_detection(object *op, object *caster, object *spell, object *skill) { 1542cast_detection (object *op, object *caster, object *spell, object *skill)
1543{
1972 object *tmp, *last, *god, *detect; 1544 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level; 1545 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny; 1546 sint16 x, y, nx, ny;
1975 mapstruct *m; 1547 maptile *m;
1976 1548
1977 /* We precompute some values here so that we don't have to keep 1549 /* We precompute some values here so that we don't have to keep
1978 * doing it over and over again. 1550 * doing it over and over again.
1979 */ 1551 */
1980 god=find_god(determine_god(op)); 1552 god = find_god (determine_god (op));
1981 level=caster_level(caster, spell); 1553 level = caster_level (caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell); 1554 range = spell->range + SP_level_range_adjust (caster, spell);
1983 1555
1984 if (!skill) skill=caster; 1556 if (!skill)
1557 skill = caster;
1985 1558
1986 for (x = op->x - range; x <= op->x + range; x++) 1559 for (x = op->x - range; x <= op->x + range; x++)
1987 for (y = op->y - range; y <= op->y + range; y++) { 1560 for (y = op->y - range; y <= op->y + range; y++)
1988 1561 {
1989 m = op->map; 1562 m = op->map;
1990 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1991 if (mflags & P_OUT_OF_MAP) continue; 1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1992 1566
1993 /* For most of the detections, we only detect objects above the 1567 /* For most of the detections, we only detect objects above the
1994 * floor. But this is not true for show invisible. 1568 * floor. But this is not true for show invisible.
1995 * Basically, we just go and find the top object and work 1569 * Basically, we just go and find the top object and work
1996 * down - that is easier than working up. 1570 * down - that is easier than working up.
1997 */ 1571 */
1998 1572
1999 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1574 last = tmp;
1575
2000 /* Shouldn't happen, but if there are no objects on a space, this 1576 /* Shouldn't happen, but if there are no objects on a space, this
2001 * would happen. 1577 * would happen.
2002 */ 1578 */
2003 if (!last) continue; 1579 if (!last)
1580 continue;
2004 1581
2005 done_one=0; 1582 done_one = 0;
2006 floor=0; 1583 floor = 0;
2007 detect = NULL; 1584 detect = NULL;
2008 for (tmp=last; tmp; tmp=tmp->below) { 1585 for (tmp = last; tmp; tmp = tmp->below)
2009 1586 {
2010 /* show invisible */ 1587 /* show invisible */
2011 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2012 /* Might there be other objects that we can make visibile? */ 1589 /* Might there be other objects that we can make visible? */
2013 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
2014 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
2015 tmp->type==CF_HANDLE || 1592 tmp->type == CF_HANDLE ||
2016 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
2017 tmp->type==BUTTON || tmp->type==TELEPORTER || 1594 tmp->type == BUTTON || tmp->type == TELEPORTER ||
2018 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1595 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
2019 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1596 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
2020 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
2021 tmp->type==TREASURE || tmp->type==BOOK || 1598 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
2022 tmp->type==HOLY_ALTAR))) { 1599 {
2023 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1600 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2024 tmp->invisible=0; 1601 {
2025 done_one = 1; 1602 tmp->invisible = 0;
2026 } 1603 done_one = 1;
2027 } 1604 }
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1605 }
2029 1606
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1;
1609
2030 /* All detections below this point don't descend beneath the floor, 1610 /* 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 1611 * 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 1612 * 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. 1613 * the floor, but once we get to the floor, not likely a very big issue anyways.
2034 */ 1614 */
2035 if (floor) continue; 1615 if (floor)
1616 continue;
2036 1617
2037 /* I had thought about making detect magic and detect curse 1618 /* I had thought about making detect magic and detect curse
2038 * show the flash the magic item like it does for detect monster. 1619 * 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 1620 * however, if the object is within sight, this would then make it
2040 * difficult to see what object is magical/cursed, so the 1621 * difficult to see what object is magical/cursed, so the
2041 * effect wouldn't be as apparant. 1622 * effect wouldn't be as apparant.
2042 */ 1623 */
2043 1624
2044 /* detect magic */ 1625 /* detect magic */
2045 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2046 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2047 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1628 {
2048 is_magical(tmp)) {
2049 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2050 /* make runes more visibile */ 1630 /* make runes more visibile */
2051 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2052 tmp->stats.Cha/=4; 1632 tmp->stats.Cha /= 4;
2053 done_one = 1; 1633 done_one = 1;
2054 } 1634 }
2055 /* detect monster */ 1635 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1637 {
2058 done_one = 2; 1638 done_one = 2;
2059 if (!detect) detect=tmp; 1639 if (!detect)
2060 } 1640 detect = tmp;
1641 }
2061 /* Basically, if race is set in the spell, then the creatures race must 1642 /* 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 1643 * match that. if the spell race is set to GOD, then the gods opposing
2063 * race must match. 1644 * race must match.
2064 */ 1645 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2066 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
2067 (strstr(spell->race, tmp->race)))) { 1648 (strstr (spell->race, tmp->race))))
2068 done_one = 2; 1649 {
2069 if (!detect) detect=tmp; 1650 done_one = 2;
2070 } 1651 if (!detect)
1652 detect = tmp;
1653 }
2071 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2074 done_one = 1; 1658 done_one = 1;
2075 } 1659 }
2076 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
2077 1661
2078 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
2079 * where the magic is. 1663 * where the magic is.
2080 */ 1664 */
2081 if (done_one) { 1665 if (done_one)
1666 {
2082 object *detect_ob = arch_to_object(spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
2083 detect_ob->x = nx; 1668
2084 detect_ob->y = ny;
2085 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) { 1670 if (done_one == 2 && detect)
1671 {
2087 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0; 1675 detect_ob->last_anim = 0;
2091 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2093 } 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2094 insert_ob_in_map(detect_ob, m, op,0); 1679 }
2095 }
2096 } /* for processing the surrounding spaces */
2097 1680
1681 m->insert (detect_ob, nx, ny, op);
1682 }
1683 } /* for processing the surrounding spaces */
2098 1684
1685
2099 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* 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)) { 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 {
2101 done_one = 0; 1689 done_one = 0;
2102 for (tmp = op->inv; tmp; tmp = tmp->below) { 1690 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 {
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1693 {
2105 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1694 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1695 {
2107 if (op->type==PLAYER) 1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER)
2108 esrv_send_item (op, tmp); 1698 esrv_send_item (op, tmp);
2109 } 1699 }
2110 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 {
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2113 if (op->type==PLAYER) 1704 if (op->type == PLAYER)
2114 esrv_send_item (op, tmp); 1705 esrv_send_item (op, tmp);
2115 } 1706 }
2116 } /* if item is not identified */ 1707 } /* if item is not identified */
2117 } /* for the players inventory */ 1708 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */ 1709 } /* if detect magic/curse and object is a player */
2119 return 1; 1710 return 1;
2120} 1711}
2121 1712
2122 1713
2123/** 1714/**
2124 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1715 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2125 * level whos spell did cause the overcharge. 1716 * level whos spell did cause the overcharge.
2126 */ 1717 */
1718static void
2127static void charge_mana_effect(object *victim, int caster_level) 1719charge_mana_effect (object *victim, int caster_level)
2128{ 1720{
2129 1721
2130 /* Prevent explosions for objects without mana. Without this check, doors 1722 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too. 1723 * will explode, too.
2132 */ 1724 */
2133 if (victim->stats.maxsp <= 0) 1725 if (victim->stats.maxsp <= 0)
2134 return; 1726 return;
2135 1727
2136 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2137 1729
2138 if (victim->stats.sp >= victim->stats.maxsp*2) { 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 {
2139 object *tmp; 1732 object *tmp;
2140 1733
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2142 1735
2143 /* Explodes a fireball centered at player */ 1736 /* Explodes a fireball centered at player */
2144 tmp = get_archetype(EXPLODING_FIREBALL); 1737 tmp = get_archetype (EXPLODING_FIREBALL);
2145 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1738 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; 1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2147 tmp->x = victim->x; 1740
2148 tmp->y = victim->y; 1741 tmp->insert_at (victim);
2149 insert_ob_in_map(tmp, victim->map, NULL, 0);
2150 victim->stats.sp = 2*victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
2151 } 1743 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1744 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."); 1745 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) { 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2156 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99); 1751 confuse_player (victim, victim, 99);
2161 } 1752 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1753 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165} 1755}
2166 1756
2167/* cast_transfer 1757/* cast_transfer
2168 * This spell transfers sp from the player to another person. 1758 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP. 1759 * We let the target go above their normal maximum SP.
2170 */ 1760 */
2171 1761
1762int
2172int cast_transfer(object *op,object *caster, object *spell, int dir) { 1763cast_transfer (object *op, object *caster, object *spell, int dir)
1764{
2173 object *plyr=NULL; 1765 object *plyr = NULL;
2174 sint16 x, y; 1766 sint16 x, y;
2175 mapstruct *m; 1767 maptile *m;
2176 int mflags; 1768 int mflags;
2177 1769
2178 m = op->map; 1770 m = op->map;
2179 x = op->x+freearr_x[dir]; 1771 x = op->x + freearr_x[dir];
2180 y = op->y+freearr_y[dir]; 1772 y = op->y + freearr_y[dir];
2181 1773
2182 mflags = get_map_flags(m, &m, x, y, &x, &y); 1774 mflags = get_map_flags (m, &m, x, y, &x, &y);
2183 1775
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1777 {
2185 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1778 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2186 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2187 break; 1780 break;
2188 } 1781 }
2189 1782
2190 1783
2191 /* If we did not find a player in the specified direction, transfer 1784 /* 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. 1785 * to anyone on top of us. This is used for the rune of transference mostly.
2193 */ 1786 */
2194 if(plyr==NULL) 1787 if (plyr == NULL)
2195 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1788 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)) 1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2197 break; 1790 break;
2198 1791
2199 if (!plyr) { 1792 if (!plyr)
1793 {
2200 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1794 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2201 return 0; 1795 return 0;
2202 } 1796 }
2203 /* give sp */ 1797 /* give sp */
2204 if(spell->stats.dam > 0) { 1798 if (spell->stats.dam > 0)
1799 {
2205 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2206 charge_mana_effect(plyr, caster_level(caster, spell)); 1801 charge_mana_effect (plyr, caster_level (caster, spell));
2207 return 1; 1802 return 1;
2208 } 1803 }
2209 /* suck sp away. Can't suck sp from yourself */ 1804 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) { 1805 else if (op != plyr)
1806 {
2211 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1807 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2212 1808
2213 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1809 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2214 1810
2215 if (rate > 95) rate=95; 1811 if (rate > 95)
1812 rate = 95;
2216 1813
2217 sucked = (plyr->stats.sp * rate) / 100; 1814 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked; 1815 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1816 if (QUERY_FLAG (op, FLAG_ALIVE))
1817 {
2220 /* Player doesn't get full credit */ 1818 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100; 1819 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked; 1820 op->stats.sp += sucked;
2223 if (sucked > 0) { 1821 if (sucked > 0)
1822 {
2224 charge_mana_effect(op, caster_level(caster, spell)); 1823 charge_mana_effect (op, caster_level (caster, spell));
1824 }
1825 }
1826 return 1;
2225 } 1827 }
2226 }
2227 return 1;
2228 }
2229 return 0; 1828 return 0;
2230} 1829}
2231 1830
2232 1831
2233/* counterspell: nullifies spell effects. 1832/* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction 1833 * op is the counterspell object, dir is the direction
2235 * it was cast in. 1834 * it was cast in.
2236 * Basically, if the object has a magic attacktype, 1835 * Basically, if the object has a magic attacktype,
2237 * this may nullify it. 1836 * this may nullify it.
2238 */ 1837 */
1838void
2239void counterspell(object *op,int dir) 1839counterspell (object *op, int dir)
2240{ 1840{
2241 object *tmp, *head, *next; 1841 object *tmp, *head, *next;
2242 int mflags; 1842 int mflags;
2243 mapstruct *m; 1843 maptile *m;
2244 sint16 sx,sy; 1844 sint16 sx, sy;
2245 1845
2246 sx = op->x + freearr_x[dir]; 1846 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir]; 1847 sy = op->y + freearr_y[dir];
2248 m = op->map; 1848 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2250 if (mflags & P_OUT_OF_MAP) return; 1850 if (mflags & P_OUT_OF_MAP)
1851 return;
1852
1853 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2251 1854 {
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above; 1855 next = tmp->above;
2254 1856
2255 /* Need to look at the head object - otherwise, if tmp 1857 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary 1858 * points to a monster, we don't have all the necessary
2257 * info for it. 1859 * info for it.
2258 */ 1860 */
2259 if (tmp->head) head = tmp->head; 1861 if (tmp->head)
2260 else head = tmp; 1862 head = tmp->head;
1863 else
1864 head = tmp;
2261 1865
2262 /* don't attack our own spells */ 1866 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue; 1867 if (tmp->owner && tmp->owner == op->owner)
1868 continue;
2264 1869
2265 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2267 * monsters either. 1872 * monsters either.
2268 */ 1873 */
2269 1874
2270 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2271 !(head->attacktype & AT_COUNTERSPELL) && 1876 && !(head->attacktype & AT_COUNTERSPELL)
2272 !QUERY_FLAG(head,FLAG_MONSTER) && 1877 && !QUERY_FLAG (head, FLAG_MONSTER)
2273 (op->level > head->level)) { 1878 && (op->level > head->level))
2274 remove_ob(head); 1879 head->destroy ();
2275 free_object(head); 1880 else
2276 } else switch(head->type) { 1881 switch (head->type)
1882 {
2277 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
2278 if(op->level > head->level) { 1884 // XXX: Don't affect floor spelleffects. See also XXX comment
2279 remove_ob(head); 1885 // about sanctuary in spell_util.C
2280 free_object(head); 1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2281 } 1887 continue;
2282 break;
2283 1888
1889 if (op->level > head->level)
1890 head->destroy ();
1891
1892 break;
1893
2284 /* I really don't get this rune code that much - that 1894 /* I really don't get this rune code that much - that
2285 * random chance seems really low. 1895 * random chance seems really low.
2286 */ 1896 */
2287 case RUNE: 1897 case RUNE:
2288 if(rndm(0, 149) == 0) { 1898 if (rndm (0, 149) == 0)
1899 {
2289 head->stats.hp--; /* weaken the rune */ 1900 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) { 1901 if (!head->stats.hp)
2291 remove_ob(head); 1902 head->destroy ();
2292 free_object(head); 1903 }
2293 } 1904 break;
2294 } 1905 }
2295 break;
2296 }
2297 } 1906 }
2298} 1907}
2299 1908
2300 1909
2301 1910
2302/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1912int
2303int cast_consecrate(object *op, object *caster, object *spell) { 1913cast_consecrate (object *op, object *caster, object *spell)
1914{
2304 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
2305 1916
2306 object *tmp, *god=find_god(determine_god(op)); 1917 object *tmp, *god = find_god (determine_god (op));
2307 1918
2308 if(!god) { 1919 if (!god)
2309 new_draw_info(NDI_UNIQUE, 0,op, 1920 {
2310 "You can't consecrate anything if you don't worship a god!"); 1921 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2311 return 0; 1922 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 } 1923 }
2334 } 1924
1925 for (tmp = op->below; tmp; tmp = tmp->below)
2335 } 1926 {
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break;
1929 if (tmp->type == HOLY_ALTAR)
1930 {
1931
1932 if (tmp->level > caster_level (caster, spell))
1933 {
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1935 return 0;
1936 }
1937 else
1938 {
1939 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell);
1943 tmp->other_arch = god->arch;
1944 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp);
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1947 return 1;
1948 }
1949 }
1950 }
2336 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1951 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2337 return 0; 1952 return 0;
2338} 1953}
2339 1954
2340/* animate_weapon - 1955/* animate_weapon -
2341 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1956 * 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 1957 * 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, 1960 * 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 1961 * 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 1962 * that only let players use it was correct, and removed all the other
2348 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2349 */ 1964 */
2350 1965int
2351int animate_weapon(object *op,object *caster,object *spell, int dir) { 1966animate_weapon (object *op, object *caster, object *spell, int dir)
1967{
2352 object *weapon, *tmp; 1968 object *weapon, *tmp;
2353 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2354 int a, i; 1970 int a, i;
2355 sint16 x, y; 1971 sint16 x, y;
2356 mapstruct *m; 1972 maptile *m;
2357 materialtype_t *mt; 1973
2358
2359 if(!spell->other_arch){ 1974 if (!spell->other_arch)
1975 {
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2361 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2362 return 0; 1978 return 0;
2363 } 1979 }
2364 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0; 1981 if (op->type != PLAYER)
1982 return 0;
2366 1983
2367 /* if player already has a golem, abort */ 1984 /* 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) { 1985 if (object *golem = op->contr->golem)
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 } 1986 {
1987 control_golem (golem, dir);
1988 return 0;
1989 }
2372 1990
2373 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2374 if(!dir) 1992 if (!dir)
2375 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1993 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2376 1994
2377 m = op->map; 1995 m = op->map;
2378 x = op->x+freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2379 y = op->y+freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2380 1998
2381 /* if there's no place to put the golem, abort */ 1999 /* 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) || 2000 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)) { 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 {
2384 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2385 return 0; 2004 return 0;
2386 } 2005 }
2387 2006
2388 /* Use the weapon marked by the player. */ 2007 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op); 2008 weapon = find_marked_object (op);
2390 2009
2391 if (!weapon) { 2010 if (!weapon)
2011 {
2392 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2393 return 0; 2013 return 0;
2394 } 2014 }
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2016 {
2396 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2397 return 0; 2018 return 0;
2398 } 2019 }
2399 if (weapon->type != WEAPON) { 2020 if (weapon->type != WEAPON)
2021 {
2400 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2401 return 0; 2023 return 0;
2402 } 2024 }
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 {
2404 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2027 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)); 2028 return 0;
2406 return 0;
2407 } 2029 }
2408 2030
2409 if (weapon->nrof > 1) { 2031 if (weapon->nrof > 1)
2032 {
2410 tmp = get_split_ob(weapon, 1); 2033 tmp = get_split_ob (weapon, 1);
2411 esrv_send_item(op, weapon); 2034 esrv_send_item (op, weapon);
2412 weapon = tmp; 2035 weapon = tmp;
2413 } 2036 }
2414 2037
2415 /* create the golem object */ 2038 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2417 2040
2418 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0; 2043 tmp->stats.exp = 0;
2422 add_friendly_object(tmp); 2044 add_friendly_object (tmp);
2423 tmp->type=GOLEM; 2045 tmp->type = GOLEM;
2424 set_owner(tmp,op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2425 set_spell_skill(op, caster, spell, tmp); 2048 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 2049
2430 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* 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 2051 * removed flag - it should only be set if get_split_object was
2432 * used above. 2052 * used above.
2433 */ 2053 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2435 remove_ob (weapon); 2055 weapon->remove ();
2056
2436 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2437 esrv_send_item(op, weapon); 2058 esrv_send_item (op, weapon);
2438 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* 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 2060 * so instead, just set it as equipped (otherwise, we need to update
2440 * body_info, skills, etc) 2061 * body_info, skills, etc)
2441 */ 2062 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 SET_FLAG (tmp, FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED); 2064 SET_FLAG (weapon, FLAG_APPLIED);
2444 fix_player(tmp); 2065 tmp->update_stats ();
2445 2066
2446 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* 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 - 2068 * 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. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2449 */ 2070 */
2450 2071
2451 /* modify weapon's animated wc */ 2072 /* modify weapon's animated wc */
2452 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2073 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; 2074 if (tmp->stats.wc < -127)
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2075 tmp->stats.wc = -127;
2455 2076
2456 /* Modify hit points for weapon */ 2077 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2078 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) + 2079 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2459 + 8 * weapon->magic + 12 * weapon->stats.Con; 2080 if (tmp->stats.maxhp < 0)
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2081 tmp->stats.maxhp = 10;
2461 tmp->stats.hp = tmp->stats.maxhp; 2082 tmp->stats.hp = tmp->stats.maxhp;
2462 2083
2463 /* Modify weapon's damage */ 2084 /* Modify weapon's damage */
2464 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2085 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 2086 if (tmp->stats.dam < 0)
2466 + weapon->magic 2087 tmp->stats.dam = 127;
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469 2088
2470 2089
2471 /* attacktype */ 2090 /* attacktype */
2472 if ( ! tmp->attacktype) 2091 if (!tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2474 2093
2475 mt = NULL;
2476 if (op->materialname != NULL)
2477 mt = name_to_material(op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2478 if (mt != NULL) { 2095 {
2479 for (i=0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2481 a = mt->save[0]; 2098 a = mt->save[0];
2482 } else { 2099 }
2100 else
2101 {
2483 for (i=0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2484 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2485 a = 10; 2104 a = 10;
2486 } 2105 }
2106
2487 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2112 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100; 2113 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100; 2114 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100; 2115 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100; 2116 tmp->resist[ATNR_BLIND] = 100;
2497 2117
2498 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2499 2119
2500 if (a > 14) a = 14; 2120 if (a > 14)
2121 a = 14;
2122
2501 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2502 2124
2503 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2504 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2505 2127
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) { 2128 if (!spell->race)
2129 {
2509 sprintf(buf, "animated %s", weapon->name); 2130 sprintf (buf, "animated %s", &weapon->name);
2510 if(tmp->name) free_string(tmp->name); 2131 tmp->name = buf;
2511 tmp->name = add_string(buf);
2512 2132
2513 tmp->face = weapon->face; 2133 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id; 2134 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed; 2135 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim; 2136 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state; 2137 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2138 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 } 2139 }
2525 2140
2526 /* make experience increase in proportion to the strength of the summoned creature. */ 2141 /* 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)); 2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2528 2143
2529 tmp->speed_left= -1; 2144 tmp->speed_left = -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir; 2145 tmp->direction = dir;
2533 insert_ob_in_map(tmp,m,op,0); 2146
2147 m->insert (tmp, x, y, op);
2534 return 1; 2148 return 1;
2535} 2149}
2536 2150
2537/* cast_daylight() - changes the map darkness level *lower* */ 2151/* cast_daylight() - changes the map darkness level *lower* */
2538 2152
2539/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map. 2154 * This changes the light level for the entire map.
2541 */ 2155 */
2542 2156
2157int
2543int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2158cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{
2544 int success; 2160 int success;
2545 2161
2546 if(!op->map) return 0; /* shouldnt happen */ 2162 if (!op->map)
2163 return 0; /* shouldnt happen */
2547 2164
2548 success=change_map_light(op->map,spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2549 if(!success) { 2167 if (!success)
2168 {
2550 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2551 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2552 else 2171 else
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2554 } 2173 }
2555 return success; 2174 return success;
2556} 2175}
2557 2176
2558 2177
2559 2178
2560 2179
2561 2180
2562/* create an aura spell object and put it in the player's inventory. 2181/* 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, 2182 * as usual, op is player, caster is the object casting the spell,
2564 * spell is the spell object itself. 2183 * spell is the spell object itself.
2565 */ 2184 */
2185int
2566int create_aura(object *op, object *caster, object *spell) 2186create_aura (object *op, object *caster, object *spell)
2567{ 2187{
2568 int refresh=0; 2188 int refresh = 0;
2569 object *new_aura; 2189 object *new_aura;
2570 2190
2571 new_aura = present_arch_in_ob(spell->other_arch, op); 2191 new_aura = present_arch_in_ob (spell->other_arch, op);
2572 if (new_aura) refresh=1; 2192 if (new_aura)
2193 refresh = 1;
2194 else
2573 else new_aura = arch_to_object(spell->other_arch); 2195 new_aura = arch_to_object (spell->other_arch);
2574 2196
2575 new_aura->duration = spell->duration + 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2576 10* SP_level_duration_adjust(caster,spell);
2577 2198
2578 new_aura->stats.dam = spell->stats.dam 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2579 +SP_level_dam_adjust(caster,spell);
2580 2200
2581 set_owner(new_aura,op); 2201 new_aura->set_owner (op);
2582 set_spell_skill(op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2584 2204
2585 new_aura->level = caster_level(caster, spell); 2205 new_aura->level = caster_level (caster, spell);
2586 if (refresh) 2206 if (refresh)
2587 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2588 else 2208 else
2589 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2590 insert_ob_in_ob(new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2591 return 1; 2211 return 1;
2592} 2212}
2593 2213
2594 2214
2595/* move aura function. An aura is a part of someone's inventory, 2215/* 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 2216 * which he carries with him, but which acts on the map immediately
2599 * duration: duration counter. 2219 * duration: duration counter.
2600 * attacktype: aura's attacktype 2220 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack 2221 * other_arch: archetype to drop where we attack
2602 */ 2222 */
2603 2223
2224void
2604void move_aura(object *aura) { 2225move_aura (object *aura)
2226{
2605 int i, mflags; 2227 int i, mflags;
2606 object *env; 2228 object *env;
2607 mapstruct *m; 2229 maptile *m;
2608 2230
2609 /* auras belong in inventories */ 2231 /* auras belong in inventories */
2610 env = aura->env; 2232 env = aura->env;
2611 2233
2612 /* no matter what we've gotta remove the aura... 2234 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up. 2235 * we'll put it back if its time isn't up.
2614 */ 2236 */
2615 remove_ob(aura); 2237 aura->remove ();
2616 2238
2617 /* exit if we're out of gas */ 2239 /* exit if we're out of gas */
2618 if(aura->duration--< 0) { 2240 if (aura->duration-- < 0)
2619 free_object(aura);
2620 return;
2621 } 2241 {
2242 aura->destroy ();
2243 return;
2244 }
2622 2245
2623 /* auras only exist in inventories */ 2246 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) { 2247 if (env == NULL || env->map == NULL)
2625 free_object(aura);
2626 return;
2627 } 2248 {
2628 aura->x = env->x; 2249 aura->destroy ();
2629 aura->y = env->y; 2250 return;
2251 }
2630 2252
2631 /* we need to jump out of the inventory for a bit 2253 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently. 2254 * in order to hit the map conveniently.
2633 */ 2255 */
2634 insert_ob_in_map(aura,env->map,aura,0); 2256 aura->insert_at (env, aura);
2635 2257
2636 for(i=1;i<9;i++) { 2258 for (i = 1; i < 9; i++)
2259 {
2637 sint16 nx, ny; 2260 sint16 nx, ny;
2261
2638 nx = aura->x + freearr_x[i]; 2262 nx = aura->x + freearr_x[i];
2639 ny = aura->y + freearr_y[i]; 2263 ny = aura->y + freearr_y[i];
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2641 2265
2642 /* Consider the movement tyep of the person with the aura as 2266 /* 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 2267 * 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. 2268 * is flying also, if player is walking, it is on the ground, etc.
2645 */ 2269 */
2646 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2271 {
2647 hit_map(aura,i,aura->attacktype,0); 2272 hit_map (aura, i, aura->attacktype, 0);
2648 2273
2649 if(aura->other_arch) { 2274 if (aura->other_arch)
2650 object *new_ob; 2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2651 2276 }
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 } 2277 }
2657 } 2278
2658 }
2659 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2660 remove_ob(aura); 2280 aura->remove ();
2661 insert_ob_in_ob(aura, env); 2281 insert_ob_in_ob (aura, env);
2662} 2282}
2663 2283
2664/* moves the peacemaker spell. 2284/* moves the peacemaker spell.
2665 * op is the piece object. 2285 * op is the piece object.
2666 */ 2286 */
2667 2287
2288void
2668void move_peacemaker(object *op) { 2289move_peacemaker (object *op)
2290{
2669 object *tmp; 2291 object *tmp;
2670 2292
2671 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 {
2672 int atk_lev, def_lev; 2295 int atk_lev, def_lev;
2673 object *victim=tmp; 2296 object *victim = tmp;
2674 2297
2675 if (tmp->head) victim=tmp->head; 2298 if (tmp->head)
2299 victim = tmp->head;
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2300 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue;
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue;
2678 if (victim->stats.exp == 0) continue; 2304 if (victim->stats.exp == 0)
2305 continue;
2679 2306
2680 def_lev = MAX(1,victim->level); 2307 def_lev = MAX (1, victim->level);
2681 atk_lev = MAX(1,op->level); 2308 atk_lev = MAX (1, op->level);
2682 2309
2683 if (rndm(0, atk_lev-1) > def_lev) { 2310 if (rndm (0, atk_lev - 1) > def_lev)
2311 {
2684 /* make this sucker peaceful. */ 2312 /* make this sucker peaceful. */
2685 2313
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2314 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0; 2315 victim->stats.exp = 0;
2688#if 0 2316#if 0
2689 /* No idea why these were all set to zero - if something 2317 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage. 2318 * makes this creature agressive, he should still do damage.
2691 */ 2319 */
2692 victim->stats.dam = 0; 2320 victim->stats.dam = 0;
2693 victim->stats.sp = 0; 2321 victim->stats.sp = 0;
2694 victim->stats.grace = 0; 2322 victim->stats.grace = 0;
2695 victim->stats.Pow = 0; 2323 victim->stats.Pow = 0;
2696#endif 2324#endif
2697 victim->attack_movement = RANDO2; 2325 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY); 2327 SET_FLAG (victim, FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2328 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER); 2329 CLEAR_FLAG (victim, FLAG_MONSTER);
2702 if(victim->name) { 2330 if (victim->name)
2331 {
2703 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 }
2334 }
2704 } 2335 }
2705 } 2336}
2706 } 2337
2707}
2708
2709 2338
2710/* This writes a rune that contains the appropriate message. 2339/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2340 * There really isn't any adjustments we make.
2712 */ 2341 */
2713 2342
2343int
2714int write_mark(object *op, object *spell, const char *msg) { 2344write_mark (object *op, object *spell, const char *msg)
2345{
2715 char rune[HUGE_BUF]; 2346 char rune[HUGE_BUF];
2716 object *tmp; 2347 object *tmp;
2717 2348
2718 if (!msg || msg[0] == 0) { 2349 if (!msg || msg[0] == 0)
2350 {
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2720 return 0; 2352 return 0;
2721 } 2353 }
2722 2354
2723 if (strcasestr_local(msg, "endmsg")) { 2355 if (strcasestr_local (msg, "endmsg"))
2356 {
2724 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2357 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); 2358 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0;
2360 }
2361 if (!spell->other_arch)
2726 return 0; 2362 return 0;
2727 }
2728 if (!spell->other_arch) return 0;
2729 tmp = arch_to_object(spell->other_arch); 2363 tmp = arch_to_object (spell->other_arch);
2730 strncpy(rune, msg, HUGE_BUF-2); 2364
2731 rune[HUGE_BUF-2] = 0; 2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2732 strcat(rune, "\n"); 2366
2733 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2367 tmp->race = op->name; /*Save the owner of the rune */
2734 tmp->msg = add_string(rune); 2368 tmp->msg = rune;
2735 tmp->x = op->x; 2369
2736 tmp->y = op->y; 2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2738 return 1; 2371 return 1;
2739} 2372}

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