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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_effect.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <spells.h> 28#include <spells.h>
37#include <sounds.h> 29#include <sounds.h>
38 30
39/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 33 * op is what is casting this.
42 */ 34 */
35void
43void cast_magic_storm(object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
44{ 37{
45 if (!tmp) return; /* error */ 38 if (!tmp)
39 return; /* error */
40
46 tmp->level=op->level; 41 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 43 tmp->duration += lvl / 5;
51 44
52 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
56 */ 49 */
57 if (tmp->duration>=40) tmp->duration=40; 50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
58 tmp->stats.dam=lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 55
56 tmp->insert_at (op, op);
62} 57}
63 58
64 59int
65int recharge(object *op, object *caster, object *spell_ob) { 60recharge (object *op, object *caster, object *spell_ob)
61{
66 object *wand, *tmp; 62 object *wand, *tmp;
67 int ncharges; 63 int ncharges;
68 64
69 wand = find_marked_object(op); 65 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 66 if (wand == NULL || wand->type != WAND)
67 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 72 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item(op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 76 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 77 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91 84
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87
88 tmp->insert_at (op);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 99 return 0;
98 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1;
101 101
102 if (!ncharges)
103 ncharges = 1;
104
102 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 107
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
106 SET_FLAG(wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 112 }
113
110 return 1; 114 return 1;
111} 115}
112
113/******************************************************************************
114 * Start of polymorph related functions.
115 *
116 * Changed around for 0.94.3 - it will now look through and use all the
117 * possible choices for objects/monsters (before it was teh first 80 -
118 * arbitrary hardcoded limit in this file.) Doing this will be a bit
119 * slower however - while before, it traversed the archetypes once and
120 * stored them into an array, it will now potentially traverse it
121 * an average of 1.5 times. This is probably more costly on the polymorph
122 * item function, since it is possible a couple lookups might be needed before
123 * an item of proper value is generated.
124 */
125
126/* polymorph_living - takes a living object (op) and turns it into
127 * another monster of some sort. Currently, we only deal with single
128 * space monsters.
129 */
130
131void polymorph_living(object *op) {
132 archetype *at;
133 int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly;
134 mapstruct *map = op->map;
135 object *tmp, *next, *owner;
136
137 if(op->head != NULL || op->more != NULL)
138 return;
139
140 /* High level creatures are immune, as are creatures immune to magic. Otherwise,
141 * give the creature a saving throw.
142 */
143 if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) ||
144 (op->resist[ATNR_MAGIC]==100))
145 return;
146
147 /* First, count up the number of legal matches */
148 for(at = first_archetype ; at != NULL; at = at->next)
149 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
150 at->more == NULL && EDITABLE((&at->clone)))
151 {
152 numat++;
153 }
154 if (!numat) return; /* no valid matches? if so, return */
155
156 /* Next make a choice, and loop through until we get to it */
157 choice = rndm(0, numat-1);
158 for(at = first_archetype ; at != NULL; at = at->next)
159 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
160 at->more == NULL && EDITABLE((&at->clone)))
161 {
162 if (!choice) break;
163 else choice--;
164 }
165
166 /* Look through the monster. Unapply anything they have applied,
167 * and remove any spells. Note that if this is extended
168 * to players, that would need to get fixed somehow.
169 */
170 for(tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below;
172 if(QUERY_FLAG(tmp, FLAG_APPLIED))
173 manual_apply(op,tmp,0);
174 if(tmp->type == SPELL) {
175 remove_ob(tmp);
176 free_object(tmp);
177 }
178 }
179
180 /* Remove the object, preserve some values for the new object */
181 remove_ob(op);
182 owner = get_owner(op);
183 friendly = QUERY_FLAG(op, FLAG_FRIENDLY);
184 if (friendly)
185 remove_friendly_object(op);
186
187 copy_object(&(at->clone),op);
188 if (owner != NULL)
189 set_owner(op,owner);
190 if (friendly) {
191 SET_FLAG(op, FLAG_FRIENDLY);
192 op->attack_movement = PETMOVE;
193 add_friendly_object(op);
194 }
195
196 /* Put the new creature on the map */
197 op->x = x; op->y = y;
198 if ((op = insert_ob_in_map (op, map, owner,0)) == NULL)
199 return;
200
201 if (HAS_RANDOM_ITEMS(op))
202 /* No GT_APPLY here because we'll do it manually. */
203 create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0);
204
205 /* Apply any objects. This limits it to the first 20 items, which
206 * I guess is reasonable.
207 */
208 for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) {
209 next = tmp->below;
210 (void) monster_check_apply(op,tmp);
211 }
212}
213
214
215/* polymorph_melt Destroys item from polymorph failure
216 * who is the caster of the polymorph, op is the
217 * object destroyed. We should probably do something
218 * more clever ala nethack - create an iron golem or
219 * something.
220 */
221void polymorph_melt(object *who, object *op)
222{
223 /* Not unique */
224 new_draw_info_format(NDI_GREY, 0, who,
225 "%s%s glows red, melts and evaporates!",
226 op->nrof?"":"The ",query_name(op));
227 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
228 remove_ob(op);
229 free_object(op);
230 return;
231}
232
233/* polymorph_item - changes an item to another item of similar type.
234 * who is the caster of spell, op is the object to be changed.
235 */
236void polymorph_item(object *who, object *op) {
237 archetype *at;
238 int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0;
239 object *new_ob;
240
241 /* We try and limit the maximum value of the changd object. */
242 max_value = op->value * 2;
243 if(max_value > 20000)
244 max_value = 20000 + (max_value - 20000) / 3;
245
246 /* Look through and try to find matching items. Can't turn into something
247 * invisible. Also, if the value is too high now, it would almost
248 * certainly be too high below.
249 */
250 for(at = first_archetype ; at != NULL; at = at->next) {
251 if(at->clone.type == op->type && !at->clone.invisible &&
252 at->clone.value > 0 && at->clone.value < max_value &&
253 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
254 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP))
255 numat++;
256 }
257
258 if(!numat)
259 return;
260
261 difficulty = op->magic * 5;
262 if (difficulty<0) difficulty=0;
263 new_ob = get_object();
264 do {
265 choice = rndm(0, numat-1);
266 for(at = first_archetype ; at != NULL; at = at->next) {
267 if(at->clone.type == op->type && !at->clone.invisible &&
268 at->clone.value > 0 && at->clone.value < max_value &&
269 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
270 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) {
271 if (!choice) break;
272 else choice--;
273 }
274 }
275 copy_object(&(at->clone),new_ob);
276 fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT);
277 ++tries;
278 } while (new_ob->value > max_value && tries<10);
279 if (new_ob->invisible) {
280 LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name);
281 free_object(new_ob);
282 }
283
284 /* Unable to generate an acceptable item? Melt it */
285 if (tries==10) {
286 polymorph_melt(who, op);
287 free_object(new_ob);
288 return;
289 }
290
291 if(op->nrof && new_ob->nrof) {
292 new_ob->nrof = op->nrof;
293 /* decrease the number of items */
294 if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1);
295 }
296
297 /* We don't want rings to keep sustenance/hungry status. There are propably
298 * other cases too that should be checked.
299 */
300 if(charges && op->type != RING && op->type != FOOD)
301 op->stats.food = charges;
302
303 new_ob->x = op->x;
304 new_ob->y = op->y;
305 remove_ob(op);
306 free_object(op);
307 /*
308 * Don't want objects merged or re-arranged, as it then messes up the
309 * order
310 */
311 insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON);
312}
313
314/* polymorh - caster who has hit object op. */
315void polymorph(object *op, object *who) {
316
317 int tmp;
318
319 /* Can't polymorph players right now */
320 /* polymorphing generators opens up all sorts of abuses */
321 if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR))
322 return;
323
324 if(QUERY_FLAG(op, FLAG_MONSTER)) {
325 polymorph_living(op);
326 return;
327 }
328 /* If it is a living object of some other type, don't handle
329 * it now.
330 */
331 if(QUERY_FLAG(op, FLAG_ALIVE))
332 return;
333
334 /* Don't want to morph flying arrows, etc... */
335 if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE))
336 return;
337
338 /* Do some sanity checking here. type=0 is unknown, objects
339 * without archetypes are not good. As are a few other
340 * cases.
341 */
342 if(op->type == 0 || op->arch == NULL ||
343 QUERY_FLAG(op,FLAG_NO_PICK)
344 || op->move_block || op->type == TREASURE)
345 return;
346
347 tmp = rndm(0, 7);
348 if (tmp) polymorph_item(who, op);
349 else polymorph_melt(who, op);
350}
351
352
353/* cast_polymorph -
354 * object *op is the player/monster
355 * caster is object that cast it.
356 * spell_ob is the actually spell object.
357 * dir is the direction.
358 * Returns 0 on illegal cast, otherwise 1.
359 */
360
361int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) {
362 object *tmp, *next;
363 int range, mflags, maxrange;
364 mapstruct *m;
365
366 if(dir == 0)
367 return 0;
368
369 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
370 for(range = 1;range < maxrange; range++) {
371 sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range;
372 object *image;
373
374 m = op->map;
375 mflags = get_map_flags(m, &m, x, y, &x, &y);
376
377 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
378 break;
379
380 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW)
381 break;
382
383 /* Get the top most object */
384 for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL;
385 tmp = tmp->above);
386
387 /* Now start polymorphing the objects, top down */
388 while (tmp!=NULL) {
389 /* Once we find the floor, no need to go further */
390 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
391 next = tmp->below;
392 polymorph(tmp, op);
393 tmp = next;
394 }
395 image = arch_to_object(spell_ob->other_arch);
396 image->x = x;
397 image->y = y;
398 image->stats.food = 5;
399 image->speed_left = 0.1;
400 insert_ob_in_map(image,m,op,0);
401 }
402 return 1;
403}
404
405
406 116
407/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
408 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows. 119 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the 120 * Sets the plus based on the casters level. It is also settable with the
412 * great a plus, the default is used. 122 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
414 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
416 */ 126 */
417 127int
418int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
419{ 129{
420 int missile_plus=0, bonus_plus=0; 130 int missile_plus = 0, bonus_plus = 0;
421 const char *missile_name; 131 const char *missile_name;
422 object *tmp, *missile; 132 object *tmp, *missile;
423 tag_t tag;
424 133
425 missile_name = "arrow"; 134 missile_name = "arrow";
426 135
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
429 missile_name=tmp->race; 138 missile_name = tmp->race;
430 }
431 139
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
433 141
434 if (find_archetype(missile_name)==NULL) { 142 if (archetype::find (missile_name) == NULL)
143 {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
436 missile_name); 145 return 0;
437 return 0;
438 } 146 }
147
439 missile = get_archetype(missile_name); 148 missile = get_archetype (missile_name);
440 149
441 if (stringarg) { 150 if (stringarg)
151 {
442 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) { 153 if (isalpha (*stringarg))
154 {
444 artifact *al = find_artifactlist(missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
445 156
446 for ( ; al != NULL; al=al->next) 157 for (; al; al = al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break; 158 if (!strcasecmp (al->item->name, stringarg))
159 break;
448 160
449 if (!al) { 161 if (!al)
450 free_object(missile); 162 {
163 missile->destroy ();
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
452 stringarg); 165 return 0;
453 return 0; 166 }
454 } 167
455 if (al->item->slaying) { 168 if (al->item->slaying)
456 free_object(missile); 169 {
170 missile->destroy ();
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
458 missile_name, stringarg); 172 return 0;
459 return 0; 173 }
460 } 174
461 give_artifact_abilities(missile, al->item); 175 give_artifact_abilities (missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
463 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
464 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
465 */ 179 */
466 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0; 181 missile_plus = 0;
468 } else 182 }
469 if (atoi(stringarg) < missile_plus) 183 else if (atoi (stringarg) < missile_plus)
470 missile_plus = atoi(stringarg); 184 missile_plus = atoi (stringarg);
471 } 185 }
186
472 if (missile_plus > 4) 187 if (missile_plus > 4)
473 missile_plus = 4; 188 missile_plus = 4;
474 else if (missile_plus < -4) 189 else if (missile_plus < -4)
475 missile_plus = -4; 190 missile_plus = -4;
476 191
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus); 193 missile->nrof -= 3 * (missile_plus + bonus_plus);
194
479 if (missile->nrof < 1) 195 if (missile->nrof < 1)
480 missile->nrof=1; 196 missile->nrof = 1;
481 197
482 missile->magic = missile_plus; 198 missile->magic = missile_plus;
483 /* Can't get any money for these objects */ 199 /* Can't get any money for these objects */
484 missile->value=0; 200 missile->value = 0;
485 201
486 SET_FLAG(missile, FLAG_IDENTIFIED); 202 SET_FLAG (missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488 203
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile); 205 pick_up (op, missile);
493 } 206
494 return 1; 207 return 1;
495} 208}
496 209
497 210
498/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If stringarg is NULL, it will create food dependent on level --PeterM*/
213int
500int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
501{ 215{
502 int food_value; 216 int food_value;
503 archetype *at=NULL; 217 archetype *at = NULL;
504 object *new_op; 218 object *new_op;
505 219
506 food_value=spell_ob->stats.food + 220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508 221
509 if(stringarg) { 222 if (stringarg)
223 {
510 at = find_archetype_by_object_type_name(FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
511 if (at == NULL) 225 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
513 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
514 stringarg = NULL; 228 stringarg = NULL;
515 } 229 }
516 230
517 if(!stringarg) { 231 if (!stringarg)
232 {
518 archetype *at_tmp; 233 archetype *at_tmp;
519 234
520 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added. 237 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor. 239 * to be altered from the donor.
525 */ 240 */
526 241
527 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 243 for_all_archetypes (at_tmp)
244 {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 {
530 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead. 249 * the item we have now, take it instead.
533 */ 250 */
534 if (at_tmp->clone.stats.food<=food_value && 251 if (at_tmp->stats.food <= food_value
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 252 && (!at
536 at=at_tmp; 253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
256 at = at_tmp;
257 }
258 }
537 } 259 }
538 } 260
539 }
540 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
541 * know 262 * know
542 */ 263 */
543 if (!at) { 264 if (!at)
265 {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0; 267 return 0;
546 } 268 }
547 269
548 food_value/=at->clone.stats.food; 270 food_value /= at->stats.food;
549 new_op = get_object(); 271 new_op = arch_to_object (at);
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value; 272 new_op->nrof = food_value;
552 273
553 new_op->value = 0; 274 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1; 275 if (new_op->nrof < 1)
276 new_op->nrof = 1;
555 277
556 cast_create_obj(op, caster,new_op, dir); 278 cast_create_obj (op, caster, new_op, dir);
557 return 1; 279 return 1;
558} 280}
559 281
282int
560int probe(object *op, object *caster, object *spell_ob, int dir) { 283probe (object *op, object *caster, object *spell_ob, int dir)
284{
561 int r, mflags, maxrange; 285 int r, mflags, maxrange;
562 object *tmp; 286 object *tmp;
563 mapstruct *m; 287 maptile *m;
564 288
565 289
566 if(!dir) { 290 if (!dir)
291 {
567 examine_monster(op,op); 292 examine_monster (op, op);
568 return 1; 293 return 1;
569 } 294 }
295
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
571 for(r=1;r < maxrange; r++) { 297 for (r = 1; r < maxrange; r++)
298 {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
573 300
574 m = op->map; 301 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 303
577 if (mflags & P_OUT_OF_MAP) break; 304 if (mflags & P_OUT_OF_MAP)
305 break;
578 306
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
581 return 0; 310 return 0;
582 } 311 }
583 if (mflags & P_IS_ALIVE) { 312 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 313 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 318 if (tmp->head != NULL)
588 tmp=tmp->head; 319 tmp = tmp->head;
589 examine_monster(op,tmp); 320 examine_monster (op, tmp);
590 return 1; 321 return 1;
591 } 322 }
592 } 323 }
593 } 324 }
325
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
595 return 1; 327 return 1;
596} 328}
597
598 329
599/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 331 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 334 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 335 * pl is invisible.
605 */ 336 */
337int
606int makes_invisible_to(object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
607{ 339{
608
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 if (op->type == PLAYER)
1354 MapNewmapCmd(op->contr);
1355 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 */
1356 return 1; 902 return 1;
1357} 903}
1358
1359 904
1360/* cast_heal: Heals something. 905/* cast_heal: Heals something.
1361 * op is the caster. 906 * op is the caster.
1362 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
1363 * spell is the spell object. 908 * spell is the spell object.
1364 */ 909 */
910int
1365int cast_heal(object *op,object *caster, object *spell, int dir) { 911cast_heal (object *op, object *caster, object *spell, int dir)
912{
1366 object *tmp; 913 object *tmp;
1367 archetype *at; 914 archetype *at;
1368 object *poison; 915 object *poison;
1369 int heal = 0, success = 0; 916 int heal = 0, success = 0;
1370 917
1371 tmp = find_target_for_friendly_spell(op,dir); 918 tmp = find_target_for_friendly_spell (op, dir);
1372 919
1373 if (tmp==NULL) return 0; 920 if (!tmp)
921 return 0;
1374 922
1375 /* Figure out how many hp this spell might cure. 923 /* Figure out how many hp this spell might cure.
1376 * could be zero if this spell heals effects, not damage. 924 * could be zero if this spell heals effects, not damage.
1377 */ 925 */
1378 heal = spell->stats.dam; 926 heal = spell->stats.dam;
1379 if (spell->stats.hp) 927 if (spell->stats.hp)
1380 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 928 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1381 spell->stats.hp;
1382 929
1383 if (heal) { 930 if (heal)
931 {
1384 if (tmp->stats.hp >= tmp->stats.maxhp) { 932 if (tmp->stats.hp >= tmp->stats.maxhp)
1385 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 933 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1386 } 934 else
1387 else { 935 {
1388 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
1389 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
1390 * on amount of damage healed. 938 * on amount of damage healed.
1391 */ 939 */
1392 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1393 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
1394 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1395 944
1396 if (tmp->stats.hp >= tmp->stats.maxhp) { 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1398 } else if (heal > 50) { 947 else if (heal > 50)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1400 } else if (heal > 25) { 949 else if (heal > 25)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1402 } else if (heal > 10) { 951 else if (heal > 10)
1403 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.");
1404 } else { 953 else
1405 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.");
1406 } 955
1407 success=1;
1408 }
1409 }
1410 if (spell->attacktype & AT_DISEASE)
1411 if (cure_disease (tmp, op))
1412 success = 1; 956 success = 1;
957 }
958 }
1413 959
960 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op, spell))
962 success = 1;
963
1414 if (spell->attacktype & AT_POISON) { 964 if (spell->attacktype & AT_POISON)
1415 at = find_archetype("poisoning"); 965 {
966 at = archetype::find ("poisoning");
1416 poison=present_arch_in_ob(at,tmp); 967 poison = present_arch_in_ob (at, tmp);
1417 if (poison) { 968 if (poison)
969 {
1418 success = 1; 970 success = 1;
1419 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1420 poison->stats.food = 1; 972 poison->stats.food = 1;
1421 } 973 }
1422 } 974 }
975
1423 if (spell->attacktype & AT_CONFUSION) { 976 if (spell->attacktype & AT_CONFUSION)
977 {
1424 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1425 if (poison) { 979 if (poison)
980 {
1426 success = 1; 981 success = 1;
1427 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1428 poison->duration = 1; 983 poison->duration = 1;
1429 } 984 }
1430 } 985 }
986
1431 if (spell->attacktype & AT_BLIND) { 987 if (spell->attacktype & AT_BLIND)
1432 at=find_archetype("blindness"); 988 {
989 at = archetype::find ("blindness");
1433 poison=present_arch_in_ob(at,tmp); 990 poison = present_arch_in_ob (at, tmp);
1434 if (poison) { 991 if (poison)
992 {
1435 success = 1; 993 success = 1;
1436 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.");
1437 poison->stats.food = 1; 995 poison->stats.food = 1;
1438 } 996 }
1439 } 997 }
998
1440 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1000 {
1441 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1442 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;
1443 success = 1; 1004 success = 1;
1444 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!");
1445 } 1006 }
1007
1446 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1009 {
1447 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1448 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;
1449 success = 1; 1013 success = 1;
1450 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!");
1451 } 1015 }
1016
1452 if (spell->stats.food && tmp->stats.food < 999) { 1017 if (spell->stats.food && tmp->stats.food < 999)
1018 {
1453 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1454 if (tmp->stats.food > 999) tmp->stats.food=999; 1020
1021 if (tmp->stats.food > 999)
1022 tmp->stats.food = 999;
1023
1455 success = 1; 1024 success = 1;
1456 /* We could do something a bit better like the messages for healing above */ 1025 /* We could do something a bit better like the messages for healing above */
1457 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1026 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1458 } 1027 }
1028
1459 return success; 1029 return success;
1460} 1030}
1461
1462 1031
1463/* This is used for the spells that gain stats. There are no spells 1032/* This is used for the spells that gain stats. There are no spells
1464 * right now that icnrease wis/int/pow on a temp basis, so no 1033 * right now that icnrease wis/int/pow on a temp basis, so no
1465 * good comments for those. 1034 * good comments for those.
1466 */ 1035 */
1467static const char* const no_gain_msgs[NUM_STATS] = { 1036static const char *const no_gain_msgs[NUM_STATS] = {
1468"You grow no stronger.", 1037 "You grow no stronger.",
1469"You grow no more agile.", 1038 "You grow no more agile.",
1470"You don't feel any healthier.", 1039 "You don't feel any healthier.",
1471"no wis", 1040 "You didn't grow any more intelligent.",
1041 "You do not feel any wiser.",
1042 "You don't feel any more powerful."
1472"You are no easier to look at.", 1043 "You are no easier to look at.",
1473"no int",
1474"no pow"
1475}; 1044};
1476 1045
1046int
1477int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1478 object *tmp, *tmp2=NULL; 1048{
1479 object *force=NULL; 1049 object *force = NULL;
1480 int i; 1050 int i;
1481 1051
1482 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1052 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1483 if(dir!=0) { 1053 object *tmp = dir
1484 tmp=find_target_for_friendly_spell(op,dir); 1054 ? find_target_for_friendly_spell (op, dir)
1485 } else { 1055 : op;
1486 tmp = op;
1487 }
1488 1056
1489 if(tmp==NULL) return 0; 1057 if (!tmp)
1490 1058 return 0;
1059
1491 /* If we've already got a force of this type, don't add a new one. */ 1060 /* If we've already got a force of this type, don't add a new one. */
1492 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1061 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1062 {
1493 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1063 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1064 {
1494 if (tmp2->name == spell_ob->name) { 1065 if (tmp2->name == spell_ob->name)
1066 {
1495 force=tmp2; /* the old effect will be "refreshed" */ 1067 force = tmp2; /* the old effect will be "refreshed" */
1496 break; 1068 break;
1497 } 1069 }
1498 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1070 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 {
1499 if ( !silent ) 1072 if (!silent)
1500 new_draw_info_format(NDI_UNIQUE, 0, op, 1073 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1501 "You can not cast %s while %s is in effect", 1074 return 0;
1502 spell_ob->name, tmp2->name_pl); 1075 }
1503 return 0; 1076 }
1504 } 1077 }
1505 }
1506 }
1507 if(force==NULL) { 1078 if (force == NULL)
1079 {
1508 force=get_archetype(FORCE_NAME); 1080 force = get_archetype (FORCE_NAME);
1509 force->subtype = FORCE_CHANGE_ABILITY; 1081 force->subtype = FORCE_CHANGE_ABILITY;
1510 free_string(force->name);
1511 if (spell_ob->race) 1082 if (spell_ob->race)
1512 force->name = add_refcount(spell_ob->race); 1083 force->name = spell_ob->race;
1513 else 1084 else
1514 force->name = add_refcount(spell_ob->name); 1085 force->name = spell_ob->name;
1515 free_string(force->name_pl);
1516 force->name_pl = add_refcount(spell_ob->name); 1086 force->name_pl = spell_ob->name;
1517 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1087 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1518 1088
1519 } else { 1089 }
1090 else
1091 {
1520 int duration; 1092 int duration;
1521 1093
1522 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1523 if (duration > force->duration) { 1095 if (duration > force->duration)
1096 {
1524 force->duration = duration; 1097 force->duration = duration;
1525 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1526 } else { 1099 }
1100 else
1101 {
1527 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1102 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1528 } 1103 }
1529 return 1; 1104
1105 return 1;
1530 } 1106 }
1107
1531 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1108 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1532 force->speed = 1.0; 1109 force->speed = 1.0;
1533 force->speed_left = -1.0; 1110 force->speed_left = -1.0;
1534 SET_FLAG(force, FLAG_APPLIED); 1111 SET_FLAG (force, FLAG_APPLIED);
1535 1112
1536 /* Now start processing the effects. First, protections */ 1113 /* Now start processing the effects. First, protections */
1537 for (i=0; i < NROFATTACKS; i++) { 1114 for (i = 0; i < NROFATTACKS; i++)
1115 {
1538 if (spell_ob->resist[i]) { 1116 if (spell_ob->resist[i])
1117 {
1539 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1118 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1540 if (force->resist[i] > 100) force->resist[i] = 100; 1119 if (force->resist[i] > 100)
1541 } 1120 force->resist[i] = 100;
1121 }
1542 } 1122 }
1123
1543 if (spell_ob->stats.hp) 1124 if (spell_ob->stats.hp)
1544 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1125 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1545 1126
1546 if (tmp->type == PLAYER) { 1127 if (tmp->type == PLAYER)
1128 {
1547 /* Stat adjustment spells */ 1129 /* Stat adjustment spells */
1548 for (i=0; i < NUM_STATS; i++) { 1130 for (i = 0; i < NUM_STATS; i++)
1549 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1131 {
1550 if (stat) { 1132 if (sint8 stat = spell_ob->stats.stat (i))
1551 sm=0; 1133 {
1552 for (k=0; k<stat; k++) 1134 sint8 sm = 0;
1553 sm += rndm(1, 3); 1135 for (sint8 k = 0; k < stat; k++)
1136 sm += rndm (1, 3);
1554 1137
1555 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1138 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1556 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1139 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1557 if (sm<0) sm = 0; 1140
1558 } 1141 force->stats.stat (i) = sm;
1559 set_attr_value(&force->stats, i, sm); 1142
1560 if (!sm) 1143 if (!sm)
1561 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1144 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1145 }
1146 }
1562 } 1147 }
1563 }
1564 }
1565 1148
1566 force->move_type = spell_ob->move_type; 1149 force->move_type = spell_ob->move_type;
1567 1150
1568 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1151 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1569 SET_FLAG(force, FLAG_SEE_IN_DARK); 1152 SET_FLAG (force, FLAG_SEE_IN_DARK);
1570 1153
1571 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1154 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1572 SET_FLAG(force, FLAG_XRAYS); 1155 SET_FLAG (force, FLAG_XRAYS);
1573 1156
1574 /* Haste/bonus speed */ 1157 /* Haste/bonus speed */
1575 if (spell_ob->stats.exp) { 1158 if (spell_ob->stats.exp)
1159 {
1160 if (op->speed > 0.5f)
1576 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1161 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1577 else 1162 else
1578 force->stats.exp = spell_ob->stats.exp; 1163 force->stats.exp = spell_ob->stats.exp;
1579 } 1164 }
1580 1165
1581 force->stats.wc = spell_ob->stats.wc; 1166 force->stats.wc = spell_ob->stats.wc;
1582 force->stats.ac = spell_ob->stats.ac; 1167 force->stats.ac = spell_ob->stats.ac;
1583 force->attacktype = spell_ob->attacktype; 1168 force->attacktype = spell_ob->attacktype;
1584 1169
1585 insert_ob_in_ob(force,tmp); 1170 insert_ob_in_ob (force, tmp);
1586 change_abil(tmp,force); /* Mostly to display any messages */ 1171 change_abil (tmp, force); /* Mostly to display any messages */
1587 fix_player(tmp); 1172 tmp->update_stats ();
1173
1588 return 1; 1174 return 1;
1589} 1175}
1590 1176
1591/* This used to be part of cast_change_ability, but it really didn't make 1177/* This used to be part of cast_change_ability, but it really didn't make
1592 * a lot of sense, since most of the values it derives are from the god 1178 * a lot of sense, since most of the values it derives are from the god
1593 * of the caster. 1179 * of the caster.
1594 */ 1180 */
1595 1181int
1596int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1182cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{
1597 int i; 1184 int i;
1598 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1599 1186
1600 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1187 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1601 if(dir!=0) { 1188 if (dir != 0)
1189 {
1602 tmp=find_target_for_friendly_spell(op,dir); 1190 tmp = find_target_for_friendly_spell (op, dir);
1603 } else { 1191 }
1604 tmp = op; 1192 else
1605 } 1193 {
1194 tmp = op;
1195 }
1606 1196
1607 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1608 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1199 {
1609 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 {
1610 if (tmp2->name == spell_ob->name) { 1202 if (tmp2->name == spell_ob->name)
1203 {
1611 force=tmp2; /* the old effect will be "refreshed" */ 1204 force = tmp2; /* the old effect will be "refreshed" */
1612 break; 1205 break;
1613 } 1206 }
1614 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1207 else if (spell_ob->race && spell_ob->race == tmp2->name)
1615 new_draw_info_format(NDI_UNIQUE, 0, op, 1208 {
1616 "You can not cast %s while %s is in effect", 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1617 spell_ob->name, tmp2->name_pl); 1210 return 0;
1618 return 0; 1211 }
1212 }
1619 } 1213 }
1620 }
1621 }
1622 if(force==NULL) { 1214 if (force == NULL)
1215 {
1623 force=get_archetype(FORCE_NAME); 1216 force = get_archetype (FORCE_NAME);
1624 force->subtype = FORCE_CHANGE_ABILITY; 1217 force->subtype = FORCE_CHANGE_ABILITY;
1625 free_string(force->name);
1626 if (spell_ob->race) 1218 if (spell_ob->race)
1627 force->name = add_refcount(spell_ob->race); 1219 force->name = spell_ob->race;
1628 else 1220 else
1629 force->name = add_refcount(spell_ob->name); 1221 force->name = spell_ob->name;
1630 free_string(force->name_pl);
1631 force->name_pl = add_refcount(spell_ob->name); 1222 force->name_pl = spell_ob->name;
1632 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1223 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1633 } else { 1224 }
1225 else
1226 {
1634 int duration; 1227 int duration;
1635 1228
1636 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1229 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1637 if (duration > force->duration) { 1230 if (duration > force->duration)
1231 {
1638 force->duration = duration; 1232 force->duration = duration;
1639 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1233 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1640 } else { 1234 }
1235 else
1236 {
1641 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1237 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1642 } 1238 }
1643 return 0; 1239 return 0;
1644 } 1240 }
1645 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1241 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1646 force->speed = 1.0; 1242 force->speed = 1.0;
1647 force->speed_left = -1.0; 1243 force->speed_left = -1.0;
1648 SET_FLAG(force, FLAG_APPLIED); 1244 SET_FLAG (force, FLAG_APPLIED);
1649 1245
1650 if(!god) { 1246 if (!god)
1247 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1248 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1652 } else { 1249 }
1250 else
1251 {
1653 /* Only give out good benefits, and put a max on it */ 1252 /* Only give out good benefits, and put a max on it */
1654 for (i=0; i<NROFATTACKS; i++) { 1253 for (i = 0; i < NROFATTACKS; i++)
1254 {
1655 if (god->resist[i]>0) { 1255 if (god->resist[i] > 0)
1256 {
1656 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1257 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1657 } 1258 }
1658 } 1259 }
1659 force->path_attuned|=god->path_attuned; 1260 force->path_attuned |= god->path_attuned;
1261
1660 if (spell_ob->attacktype) { 1262 if (spell_ob->attacktype)
1661 force->attacktype|=god->attacktype | AT_PHYSICAL; 1263 force->slaying = god->slaying;
1662 if(god->slaying) force->slaying = add_string(god->slaying); 1264
1663 }
1664 if (tmp != op) { 1265 if (tmp != op)
1266 {
1665 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1267 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1666 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1268 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1667 } else { 1269 }
1668 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1270 else
1669 "You are blessed by %s!",god->name); 1271 {
1670 } 1272 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1273 }
1671 1274
1672 } 1275 }
1673 force->stats.wc = spell_ob->stats.wc; 1276 force->stats.wc = spell_ob->stats.wc;
1674 force->stats.ac = spell_ob->stats.ac; 1277 force->stats.ac = spell_ob->stats.ac;
1675 1278
1676 change_abil(tmp,force); /* Mostly to display any messages */ 1279 change_abil (tmp, force); /* Mostly to display any messages */
1677 insert_ob_in_ob(force,tmp); 1280 insert_ob_in_ob (force, tmp);
1678 fix_player(tmp); 1281 tmp->update_stats ();
1679 return 1; 1282 return 1;
1680} 1283}
1681
1682
1683 1284
1684/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1685 * 1286 *
1686 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1687 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1688 * about 90% of that of the item itself. It uses the value of the
1689 * object before charisma adjustments, because the nuggets themselves
1690 * will be will be adjusted by charisma when sold.
1691 * 1289 *
1692 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1693 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1694 * Small nuggets are worth 1 gp each (base). You will get from 0 1292 * because the nuggets themselves will be will be adjusted by charisma
1695 * to the max amount of small nuggets as you could get. 1293 * when sold.
1696 *
1697 * For example, if an item is worth 110 gold, you will get
1698 * 4 large nuggets, and from 0-10 small nuggets.
1699 * 1294 *
1700 * There is also a chance (1:30) that you will get nothing at all 1295 * There is also a chance (1:30) that you will get nothing at all
1701 * for the object. There is also a maximum weight that will be 1296 * for the object. There is also a maximum weight that will be
1702 * alchemied. 1297 * alchemised.
1703 */ 1298 */
1704 1299static void
1705/* I didn't feel like passing these as arguements to the 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1706 * two functions that need them. Real values are put in them
1707 * when the spell is cast, and these are freed when the spell
1708 * is finished.
1709 */
1710static object *small, *large;
1711
1712static void alchemy_object(object *obj, int *small_nuggets,
1713 int *large_nuggets, int *weight)
1714{ 1301{
1715 uint64 value=query_cost(obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1716 1303
1717 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (This should hopefully
1718 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1719 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1720 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1721 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1722 * the stuff back to town. 1309 * the stuff back to town.
1723 */ 1310 */
1724
1725 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1311 if (QUERY_FLAG (obj, FLAG_UNPAID))
1726 value=0; 1312 value = 0;
1727 else if (obj->type==MONEY || obj->type==GEM) 1313 else if (obj->type == MONEY || obj->type == GEM)
1728 value /=3; 1314 value /= 3;
1729 else 1315 else
1730 value = (value*9)/10; 1316 value = value * 9 / 10;
1731 1317
1732 value /= 4; // fix by GHJ, don't understand, pcg
1733
1734 if ((obj->value>0) && rndm(0, 29)) { 1318 if (obj->value > 0 && rndm (0, 29))
1735 int count; 1319 total_value += value;
1736 1320
1737 count = value / large->value; 1321 total_weight += obj->total_weight ();
1738 *large_nuggets += count;
1739 value -= (uint64)count * (uint64)large->value;
1740 count = value / small->value;
1741 *small_nuggets += count;
1742 }
1743 1322
1744 /* Turn 25 small nuggets into 1 large nugget. If the value 1323 obj->destroy ();
1745 * of large nuggets is not evenly divisable by the small nugget
1746 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1747 */
1748 if (*small_nuggets * small->value >= large->value) {
1749 (*large_nuggets)++;
1750 *small_nuggets -= large->value / small->value;
1751 if (*small_nuggets && large->value % small->value)
1752 (*small_nuggets)--;
1753 }
1754 weight += obj->weight;
1755 remove_ob(obj);
1756 free_object(obj);
1757} 1324}
1758 1325
1759static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1326int
1760 int x, int y)
1761{
1762 object *tmp;
1763 int flag=0;
1764
1765 /* Put any nuggets below the player, but we can only pass this
1766 * flag if we are on the same space as the player
1767 */
1768 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1769
1770 if (small_nuggets) {
1771 tmp = get_object();
1772 copy_object(small, tmp);
1773 tmp-> nrof = small_nuggets;
1774 tmp->x = x;
1775 tmp->y = y;
1776 insert_ob_in_map(tmp, m, op, flag);
1777 }
1778 if (large_nuggets) {
1779 tmp = get_object();
1780 copy_object(large, tmp);
1781 tmp-> nrof = large_nuggets;
1782 tmp->x = x;
1783 tmp->y = y;
1784 insert_ob_in_map(tmp, m, op, flag);
1785 }
1786}
1787
1788int alchemy(object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1789{ 1328{
1790 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1791 sint16 nx, ny;
1792 object *next,*tmp;
1793 mapstruct *mp;
1794
1795 if(op->type!=PLAYER) 1329 if (op->type != PLAYER)
1796 return 0; 1330 return 0;
1797 1331
1332 archetype *nugget[3];
1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1337
1798 /* Put a maximum weight of items that can be alchemied. Limits the power 1338 /* Put a maximum weight of items that can be alchemised. Limits the power
1799 * some, and also prevents people from alcheming every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1800 * in sight 1340 * in sight
1801 */ 1341 */
1802 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1342 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1803 weight_max *= 1000; 1343 int weight_max = duration * 1000;
1804 small=get_archetype("smallnugget"), 1344 uint64 value_max = duration * 1000;
1805 large=get_archetype("largenugget");
1806 1345
1346 int weight = 0;
1347
1807 for(y= op->y-1;y<=op->y+1;y++) { 1348 for (int y = op->y - 1; y <= op->y + 1; y++)
1808 for(x= op->x-1;x<=op->x+1;x++) { 1349 {
1809 nx = x; 1350 for (int x = op->x - 1; x <= op->x + 1; x++)
1810 ny = y; 1351 {
1352 uint64 value = 0;
1811 1353
1812 mp = op->map; 1354 sint16 nx = x;
1355 sint16 ny = y;
1813 1356
1357 maptile *mp = op->map;
1358
1814 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1359 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1815 1360
1816 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1361 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1817 continue; 1362 continue;
1818 1363
1819 /* Treat alchemy a little differently - most spell effects 1364 /* Treat alchemy a little differently - most spell effects
1820 * use fly as the movement type - for alchemy, consider it 1365 * use fly as the movement type - for alchemy, consider it
1821 * ground level effect. 1366 * ground level effect.
1822 */ 1367 */
1823 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1368 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1824 continue; 1369 continue;
1825 1370
1826 small_nuggets=0; 1371 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1827 large_nuggets=0; 1372 {
1373 next = tmp->above;
1828 1374
1829 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1830 next=tmp->above;
1831 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1832 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1833 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1834
1835 if (tmp->inv) {
1836 object *next1, *tmp1;
1837 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1838 next1 = tmp1->below;
1839 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1840 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1841 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1377 {
1842 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1378 if (tmp->inv)
1843 &weight); 1379 {
1844 } 1380 object *next1, *tmp1;
1381
1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1383 {
1384 next1 = tmp1->below;
1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1387 alchemy_object (tmp1, value, weight);
1388 }
1389 }
1390
1391 alchemy_object (tmp, value, weight);
1392
1393 if (weight > weight_max)
1394 break;
1395 }
1396 }
1397
1398 value -= rndm (value >> 4);
1399 value = min (value, value_max);
1400
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1402 if (int nrof = value / nugget [i]->value)
1403 {
1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1410 }
1411
1412 if (weight > weight_max)
1413 goto bailout;
1414 }
1845 } 1415 }
1846 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1847
1848 if (weight>weight_max) {
1849 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1850 free_object(large);
1851 free_object(small);
1852 return 1;
1853 }
1854 } /* is alchemable object */
1855 } /* process all objects on this space */
1856 1416
1857 /* Insert all the nuggets at one time. This probably saves time, but 1417bailout:
1858 * it also prevents us from alcheming nuggets that were just created
1859 * with this spell.
1860 */
1861 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1862 }
1863 }
1864 free_object(large);
1865 free_object(small);
1866 /* reset this so that if player standing on a big pile of stuff,
1867 * it is redrawn properly.
1868 */
1869 op->contr->socket.look_position = 0;
1870 return 1; 1418 return 1;
1871} 1419}
1872 1420
1873 1421
1874/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1875 * items. 1423 * items.
1876 */ 1424 */
1425int
1877int remove_curse(object *op, object *caster, object *spell) { 1426remove_curse (object *op, object *caster, object *spell)
1427{
1878 object *tmp; 1428 object *tmp;
1879 int success = 0, was_one = 0; 1429 int success = 0, was_one = 0;
1880 1430
1881 for (tmp = op->inv; tmp; tmp = tmp->below) 1431 for (tmp = op->inv; tmp; tmp = tmp->below)
1882 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1883 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1884 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1885 1435 {
1886 was_one++; 1436 was_one++;
1887 if (tmp->level <= caster_level(caster, spell)) { 1437 if (tmp->level <= caster_level (caster, spell))
1888 success++; 1438 {
1439 success++;
1889 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1440 if (QUERY_FLAG (spell, FLAG_DAMNED))
1890 CLEAR_FLAG(tmp, FLAG_DAMNED); 1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1891 1442
1892 CLEAR_FLAG(tmp, FLAG_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_CURSED);
1893 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1894 tmp->value = 0; /* Still can't sell it */ 1445 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER)
1447 esrv_send_item (op, tmp);
1448 }
1449 }
1450
1895 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1896 esrv_send_item(op, tmp); 1452 {
1897 } 1453 if (success)
1898 }
1899
1900 if (op->type==PLAYER) {
1901 if (success) {
1902 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1903 } else { 1455 else
1456 {
1904 if (was_one) 1457 if (was_one)
1905 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1906 else 1459 else
1907 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1460 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1908 } 1461 }
1909 } 1462 }
1463
1910 return success; 1464 return success;
1911} 1465}
1912 1466
1913/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1914 1468
1469int
1915int cast_identify(object *op, object *caster, object *spell) { 1470cast_identify (object *op, object *caster, object *spell)
1471{
1916 object *tmp; 1472 object *tmp;
1917 int success = 0, num_ident; 1473 int success = 0, num_ident;
1918 1474
1919 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1475 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1920 1476
1921 if (num_ident < 1) num_ident=1; 1477 if (num_ident < 1)
1478 num_ident = 1;
1922 1479
1923
1924 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1480 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 {
1925 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1483 {
1926 identify(tmp); 1484 identify (tmp);
1485
1927 if (op->type==PLAYER) { 1486 if (op->type == PLAYER)
1928 new_draw_info_format(NDI_UNIQUE, 0, op, 1487 {
1929 "You have %s.", long_desc(tmp, op)); 1488 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1930 if (tmp->msg) { 1489
1490 if (tmp->msg)
1491 {
1931 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1932 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1933 } 1494 }
1495 }
1496
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident)
1500 break;
1501 }
1934 } 1502 }
1935 num_ident--; 1503
1936 success=1;
1937 if (!num_ident) break;
1938 }
1939 }
1940 /* If all the power of the spell has been used up, don't go and identify 1504 /* If all the power of the spell has been used up, don't go and identify
1941 * stuff on the floor. Only identify stuff on the floor if the spell 1505 * stuff on the floor. Only identify stuff on the floor if the spell
1942 * was not fully used. 1506 * was not fully used.
1943 */ 1507 */
1944 if (num_ident) { 1508 if (num_ident)
1945 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1509 {
1510 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1946 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1947 need_identify(tmp)) { 1512 {
1948
1949 identify(tmp); 1513 identify (tmp);
1514
1950 if (op->type==PLAYER) { 1515 if (op->type == PLAYER)
1951 new_draw_info_format(NDI_UNIQUE, 0,op, 1516 {
1952 "On the ground is %s.", long_desc(tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1953 if (tmp->msg) { 1518
1519 if (tmp->msg)
1520 {
1954 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1955 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1956 } 1523 }
1957 esrv_send_item(op, tmp); 1524
1525 esrv_send_item (op, tmp);
1526 }
1527
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident)
1531 break;
1532 }
1958 } 1533 }
1959 num_ident--; 1534
1960 success=1;
1961 if (!num_ident) break;
1962 }
1963 }
1964 if (!success) 1535 if (!success)
1965 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1536 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1966 else { 1537 else
1967 spell_effect(spell, op->x, op->y, op->map, op); 1538 spell_effect (spell, op->x, op->y, op->map, op);
1968 } 1539
1969 return success; 1540 return success;
1970} 1541}
1971 1542
1972 1543int
1973int cast_detection(object *op, object *caster, object *spell, object *skill) { 1544cast_detection (object *op, object *caster, object *spell, object *skill)
1545{
1974 object *tmp, *last, *god, *detect; 1546 object *tmp, *last, *god, *detect;
1975 int done_one, range, mflags, floor, level; 1547 int done_one, range, mflags, floor, level;
1976 sint16 x, y, nx, ny; 1548 sint16 x, y, nx, ny;
1977 mapstruct *m; 1549 maptile *m;
1978 1550
1979 /* We precompute some values here so that we don't have to keep 1551 /* We precompute some values here so that we don't have to keep
1980 * doing it over and over again. 1552 * doing it over and over again.
1981 */ 1553 */
1982 god=find_god(determine_god(op)); 1554 god = find_god (determine_god (op));
1983 level=caster_level(caster, spell); 1555 level = caster_level (caster, spell);
1984 range = spell->range + SP_level_range_adjust(caster, spell); 1556 range = spell->range + SP_level_range_adjust (caster, spell);
1985 1557
1986 if (!skill) skill=caster; 1558 if (!skill)
1559 skill = caster;
1987 1560
1988 for (x = op->x - range; x <= op->x + range; x++) 1561 for (x = op->x - range; x <= op->x + range; x++)
1989 for (y = op->y - range; y <= op->y + range; y++) { 1562 for (y = op->y - range; y <= op->y + range; y++)
1990 1563 {
1991 m = op->map; 1564 m = op->map;
1992 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1993 if (mflags & P_OUT_OF_MAP) continue; 1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1994 1568
1995 /* For most of the detections, we only detect objects above the 1569 /* For most of the detections, we only detect objects above the
1996 * floor. But this is not true for show invisible. 1570 * floor. But this is not true for show invisible.
1997 * Basically, we just go and find the top object and work 1571 * Basically, we just go and find the top object and work
1998 * down - that is easier than working up. 1572 * down - that is easier than working up.
1999 */ 1573 */
2000 1574
2001 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1575 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1576 last = tmp;
1577
2002 /* Shouldn't happen, but if there are no objects on a space, this 1578 /* Shouldn't happen, but if there are no objects on a space, this
2003 * would happen. 1579 * would happen.
2004 */ 1580 */
2005 if (!last) continue; 1581 if (!last)
1582 continue;
2006 1583
2007 done_one=0; 1584 done_one = 0;
2008 floor=0; 1585 floor = 0;
2009 detect = NULL; 1586 detect = NULL;
2010 for (tmp=last; tmp; tmp=tmp->below) { 1587 for (tmp = last; tmp; tmp = tmp->below)
2011 1588 {
2012 /* show invisible */ 1589 /* show invisible */
2013 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2014 /* Might there be other objects that we can make visibile? */ 1591 /* Might there be other objects that we can make visible? */
2015 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
2016 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
2017 tmp->type==CF_HANDLE || 1594 tmp->type == CF_HANDLE ||
2018 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1595 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
2019 tmp->type==BUTTON || tmp->type==TELEPORTER || 1596 tmp->type == BUTTON || tmp->type == TELEPORTER ||
2020 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1597 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
2021 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1598 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
2022 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
2023 tmp->type==TREASURE || tmp->type==BOOK || 1600 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
2024 tmp->type==HOLY_ALTAR))) { 1601 {
2025 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1602 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2026 tmp->invisible=0; 1603 {
2027 done_one = 1; 1604 tmp->invisible = 0;
2028 } 1605 done_one = 1;
2029 } 1606 }
2030 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1607 }
2031 1608
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1;
1611
2032 /* All detections below this point don't descend beneath the floor, 1612 /* All detections below this point don't descend beneath the floor,
2033 * so just continue on. We could be clever and look at the type of 1613 * so just continue on. We could be clever and look at the type of
2034 * detection to completely break out if we don't care about objects beneath 1614 * detection to completely break out if we don't care about objects beneath
2035 * the floor, but once we get to the floor, not likely a very big issue anyways. 1615 * the floor, but once we get to the floor, not likely a very big issue anyways.
2036 */ 1616 */
2037 if (floor) continue; 1617 if (floor)
1618 continue;
2038 1619
2039 /* I had thought about making detect magic and detect curse 1620 /* I had thought about making detect magic and detect curse
2040 * show the flash the magic item like it does for detect monster. 1621 * show the flash the magic item like it does for detect monster.
2041 * however, if the object is within sight, this would then make it 1622 * however, if the object is within sight, this would then make it
2042 * difficult to see what object is magical/cursed, so the 1623 * difficult to see what object is magical/cursed, so the
2043 * effect wouldn't be as apparant. 1624 * effect wouldn't be as apparant.
2044 */ 1625 */
2045 1626
2046 /* detect magic */ 1627 /* detect magic */
2047 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2048 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2049 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1630 {
2050 is_magical(tmp)) {
2051 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2052 /* make runes more visibile */ 1632 /* make runes more visibile */
2053 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2054 tmp->stats.Cha/=4; 1634 tmp->stats.Cha /= 4;
2055 done_one = 1; 1635 done_one = 1;
2056 } 1636 }
2057 /* detect monster */ 1637 /* detect monster */
2058 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2059 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1639 {
2060 done_one = 2; 1640 done_one = 2;
2061 if (!detect) detect=tmp; 1641 if (!detect)
2062 } 1642 detect = tmp;
1643 }
2063 /* Basically, if race is set in the spell, then the creatures race must 1644 /* Basically, if race is set in the spell, then the creatures race must
2064 * match that. if the spell race is set to GOD, then the gods opposing 1645 * match that. if the spell race is set to GOD, then the gods opposing
2065 * race must match. 1646 * race must match.
2066 */ 1647 */
2067 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2068 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
2069 (strstr(spell->race, tmp->race)))) { 1650 (strstr (spell->race, tmp->race))))
2070 done_one = 2; 1651 {
2071 if (!detect) detect=tmp; 1652 done_one = 2;
2072 } 1653 if (!detect)
1654 detect = tmp;
1655 }
2073 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2074 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
2075 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2076 done_one = 1; 1660 done_one = 1;
2077 } 1661 }
2078 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
2079 1663
2080 /* Code here puts an effect of the spell on the space, so you can see 1664 /* Code here puts an effect of the spell on the space, so you can see
2081 * where the magic is. 1665 * where the magic is.
2082 */ 1666 */
2083 if (done_one) { 1667 if (done_one)
1668 {
2084 object *detect_ob = arch_to_object(spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
2085 detect_ob->x = nx; 1670
2086 detect_ob->y = ny;
2087 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
2088 if (done_one == 2 && detect) { 1672 if (done_one == 2 && detect)
1673 {
2089 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
2090 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
2091 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
2092 detect_ob->last_anim=0; 1677 detect_ob->last_anim = 0;
2093 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
2094 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2095 } 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2096 insert_ob_in_map(detect_ob, m, op,0); 1681 }
2097 }
2098 } /* for processing the surrounding spaces */
2099 1682
1683 m->insert (detect_ob, nx, ny, op);
1684 }
1685 } /* for processing the surrounding spaces */
2100 1686
1687
2101 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
2102 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1690 {
2103 done_one = 0; 1691 done_one = 0;
2104 for (tmp = op->inv; tmp; tmp = tmp->below) { 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 {
2105 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2106 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1695 {
2107 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2108 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1697 {
2109 if (op->type==PLAYER) 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER)
2110 esrv_send_item (op, tmp); 1700 esrv_send_item (op, tmp);
2111 } 1701 }
2112 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2113 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1704 {
2114 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2115 if (op->type==PLAYER) 1706 if (op->type == PLAYER)
2116 esrv_send_item (op, tmp); 1707 esrv_send_item (op, tmp);
2117 } 1708 }
2118 } /* if item is not identified */ 1709 } /* if item is not identified */
2119 } /* for the players inventory */ 1710 } /* for the players inventory */
2120 } /* if detect magic/curse and object is a player */ 1711 } /* if detect magic/curse and object is a player */
2121 return 1; 1712 return 1;
2122} 1713}
2123 1714
2124 1715
2125/** 1716/**
2126 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1717 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2127 * level whos spell did cause the overcharge. 1718 * level whos spell did cause the overcharge.
2128 */ 1719 */
1720static void
2129static void charge_mana_effect(object *victim, int caster_level) 1721charge_mana_effect (object *victim, int caster_level)
2130{ 1722{
2131 1723
2132 /* Prevent explosions for objects without mana. Without this check, doors 1724 /* Prevent explosions for objects without mana. Without this check, doors
2133 * will explode, too. 1725 * will explode, too.
2134 */ 1726 */
2135 if (victim->stats.maxsp <= 0) 1727 if (victim->stats.maxsp <= 0)
2136 return; 1728 return;
2137 1729
2138 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2139 1731
2140 if (victim->stats.sp >= victim->stats.maxsp*2) { 1732 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 {
2141 object *tmp; 1734 object *tmp;
2142 1735
2143 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2144 1737
2145 /* Explodes a fireball centered at player */ 1738 /* Explodes a fireball centered at player */
2146 tmp = get_archetype(EXPLODING_FIREBALL); 1739 tmp = get_archetype (EXPLODING_FIREBALL);
2147 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2148 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2149 tmp->x = victim->x; 1742
2150 tmp->y = victim->y; 1743 tmp->insert_at (victim);
2151 insert_ob_in_map(tmp, victim->map, NULL, 0);
2152 victim->stats.sp = 2*victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
2153 } 1745 }
2154 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2155 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1747 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2156 }
2157 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2158 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2159 }
2160 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 {
2161 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2162 confuse_player(victim, victim, 99); 1753 confuse_player (victim, victim, 99);
2163 } 1754 }
2164 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1755 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2165 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1756 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2166 }
2167} 1757}
2168 1758
2169/* cast_transfer 1759/* cast_transfer
2170 * This spell transfers sp from the player to another person. 1760 * This spell transfers sp from the player to another person.
2171 * We let the target go above their normal maximum SP. 1761 * We let the target go above their normal maximum SP.
2172 */ 1762 */
2173 1763
1764int
2174int cast_transfer(object *op,object *caster, object *spell, int dir) { 1765cast_transfer (object *op, object *caster, object *spell, int dir)
1766{
2175 object *plyr=NULL; 1767 object *plyr = NULL;
2176 sint16 x, y; 1768 sint16 x, y;
2177 mapstruct *m; 1769 maptile *m;
2178 int mflags; 1770 int mflags;
2179 1771
2180 m = op->map; 1772 m = op->map;
2181 x = op->x+freearr_x[dir]; 1773 x = op->x + freearr_x[dir];
2182 y = op->y+freearr_y[dir]; 1774 y = op->y + freearr_y[dir];
2183 1775
2184 mflags = get_map_flags(m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
2185 1777
2186 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1779 {
2187 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2188 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2189 break; 1782 break;
2190 } 1783 }
2191 1784
2192 1785
2193 /* If we did not find a player in the specified direction, transfer 1786 /* If we did not find a player in the specified direction, transfer
2194 * to anyone on top of us. This is used for the rune of transference mostly. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
2195 */ 1788 */
2196 if(plyr==NULL) 1789 if (plyr == NULL)
2197 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1790 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2198 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1791 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2199 break; 1792 break;
2200 1793
2201 if (!plyr) { 1794 if (!plyr)
1795 {
2202 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1796 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2203 return 0; 1797 return 0;
2204 } 1798 }
2205 /* give sp */ 1799 /* give sp */
2206 if(spell->stats.dam > 0) { 1800 if (spell->stats.dam > 0)
1801 {
2207 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2208 charge_mana_effect(plyr, caster_level(caster, spell)); 1803 charge_mana_effect (plyr, caster_level (caster, spell));
2209 return 1; 1804 return 1;
2210 } 1805 }
2211 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
2212 else if (op != plyr) { 1807 else if (op != plyr)
1808 {
2213 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1809 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2214 1810
2215 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1811 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2216 1812
2217 if (rate > 95) rate=95; 1813 if (rate > 95)
1814 rate = 95;
2218 1815
2219 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
2220 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
2221 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1818 if (QUERY_FLAG (op, FLAG_ALIVE))
1819 {
2222 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
2223 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
2224 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
2225 if (sucked > 0) { 1823 if (sucked > 0)
1824 {
2226 charge_mana_effect(op, caster_level(caster, spell)); 1825 charge_mana_effect (op, caster_level (caster, spell));
1826 }
1827 }
1828 return 1;
2227 } 1829 }
2228 }
2229 return 1;
2230 }
2231 return 0; 1830 return 0;
2232} 1831}
2233 1832
2234 1833
2235/* counterspell: nullifies spell effects. 1834/* counterspell: nullifies spell effects.
2236 * op is the counterspell object, dir is the direction 1835 * op is the counterspell object, dir is the direction
2237 * it was cast in. 1836 * it was cast in.
2238 * Basically, if the object has a magic attacktype, 1837 * Basically, if the object has a magic attacktype,
2239 * this may nullify it. 1838 * this may nullify it.
2240 */ 1839 */
1840void
2241void counterspell(object *op,int dir) 1841counterspell (object *op, int dir)
2242{ 1842{
2243 object *tmp, *head, *next; 1843 object *tmp, *head, *next;
2244 int mflags; 1844 int mflags;
2245 mapstruct *m; 1845 maptile *m;
2246 sint16 sx,sy; 1846 sint16 sx, sy;
2247 1847
2248 sx = op->x + freearr_x[dir]; 1848 sx = op->x + freearr_x[dir];
2249 sy = op->y + freearr_y[dir]; 1849 sy = op->y + freearr_y[dir];
2250 m = op->map; 1850 m = op->map;
2251 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1851 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2252 if (mflags & P_OUT_OF_MAP) return; 1852 if (mflags & P_OUT_OF_MAP)
1853 return;
1854
1855 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2253 1856 {
2254 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2255 next = tmp->above; 1857 next = tmp->above;
2256 1858
2257 /* Need to look at the head object - otherwise, if tmp 1859 /* Need to look at the head object - otherwise, if tmp
2258 * points to a monster, we don't have all the necessary 1860 * points to a monster, we don't have all the necessary
2259 * info for it. 1861 * info for it.
2260 */ 1862 */
2261 if (tmp->head) head = tmp->head; 1863 if (tmp->head)
2262 else head = tmp; 1864 head = tmp->head;
1865 else
1866 head = tmp;
2263 1867
2264 /* don't attack our own spells */ 1868 /* don't attack our own spells */
2265 if(tmp->owner && tmp->owner == op->owner) continue; 1869 if (tmp->owner && tmp->owner == op->owner)
1870 continue;
2266 1871
2267 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2268 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2269 * monsters either. 1874 * monsters either.
2270 */ 1875 */
2271 1876
2272 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2273 !(head->attacktype & AT_COUNTERSPELL) && 1878 && !(head->attacktype & AT_COUNTERSPELL)
2274 !QUERY_FLAG(head,FLAG_MONSTER) && 1879 && !QUERY_FLAG (head, FLAG_MONSTER)
2275 (op->level > head->level)) { 1880 && (op->level > head->level))
2276 remove_ob(head); 1881 head->destroy ();
2277 free_object(head); 1882 else
2278 } else switch(head->type) { 1883 switch (head->type)
1884 {
2279 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
2280 if(op->level > head->level) { 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
2281 remove_ob(head); 1887 // about sanctuary in spell_util.C
2282 free_object(head); 1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2283 } 1889 continue;
2284 break;
2285 1890
1891 if (op->level > head->level)
1892 head->destroy ();
1893
1894 break;
1895
2286 /* I really don't get this rune code that much - that 1896 /* I really don't get this rune code that much - that
2287 * random chance seems really low. 1897 * random chance seems really low.
2288 */ 1898 */
2289 case RUNE: 1899 case RUNE:
2290 if(rndm(0, 149) == 0) { 1900 if (rndm (0, 149) == 0)
1901 {
2291 head->stats.hp--; /* weaken the rune */ 1902 head->stats.hp--; /* weaken the rune */
2292 if(!head->stats.hp) { 1903 if (!head->stats.hp)
2293 remove_ob(head); 1904 head->destroy ();
2294 free_object(head); 1905 }
2295 } 1906 break;
2296 } 1907 }
2297 break;
2298 }
2299 } 1908 }
2300} 1909}
2301 1910
2302 1911
2303 1912
2304/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1914int
2305int cast_consecrate(object *op, object *caster, object *spell) { 1915cast_consecrate (object *op, object *caster, object *spell)
1916{
2306 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2307 1918
2308 object *tmp, *god=find_god(determine_god(op)); 1919 object *tmp, *god = find_god (determine_god (op));
2309 1920
2310 if(!god) { 1921 if (!god)
2311 new_draw_info(NDI_UNIQUE, 0,op, 1922 {
2312 "You can't consecrate anything if you don't worship a god!"); 1923 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2313 return 0; 1924 return 0;
2314 }
2315
2316 for(tmp=op->below;tmp;tmp=tmp->below) {
2317 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2318 if(tmp->type==HOLY_ALTAR) {
2319
2320 if(tmp->level > caster_level(caster, spell)) {
2321 new_draw_info_format(NDI_UNIQUE, 0,op,
2322 "You are not powerful enough to reconsecrate the %s", tmp->name);
2323 return 0;
2324 } else {
2325 /* If we got here, we are consecrating an altar */
2326 if(tmp->name) free_string(tmp->name);
2327 sprintf(buf,"Altar of %s",god->name);
2328 tmp->name = add_string(buf);
2329 tmp->level = caster_level(caster, spell);
2330 tmp->other_arch = god->arch;
2331 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2332 new_draw_info_format(NDI_UNIQUE,0, op,
2333 "You consecrated the altar to %s!",god->name);
2334 return 1;
2335 } 1925 }
2336 } 1926
1927 for (tmp = op->below; tmp; tmp = tmp->below)
2337 } 1928 {
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930 break;
1931 if (tmp->type == HOLY_ALTAR)
1932 {
1933
1934 if (tmp->level > caster_level (caster, spell))
1935 {
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1937 return 0;
1938 }
1939 else
1940 {
1941 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell);
1945 tmp->other_arch = god->arch;
1946 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp);
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1949 return 1;
1950 }
1951 }
1952 }
2338 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1953 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2339 return 0; 1954 return 0;
2340} 1955}
2341 1956
2342/* animate_weapon - 1957/* animate_weapon -
2343 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2344 * The golem is based on the archetype specified, modified by the caster's level 1959 * The golem is based on the archetype specified, modified by the caster's level
2347 * This code was very odd - code early on would only let players use the spell, 1962 * This code was very odd - code early on would only let players use the spell,
2348 * yet the code wass full of player checks. I've presumed that the code 1963 * yet the code wass full of player checks. I've presumed that the code
2349 * that only let players use it was correct, and removed all the other 1964 * that only let players use it was correct, and removed all the other
2350 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2351 */ 1966 */
2352 1967int
2353int animate_weapon(object *op,object *caster,object *spell, int dir) { 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1969{
2354 object *weapon, *tmp; 1970 object *weapon, *tmp;
2355 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2356 int a, i; 1972 int a, i;
2357 sint16 x, y; 1973 sint16 x, y;
2358 mapstruct *m; 1974 maptile *m;
2359 materialtype_t *mt; 1975
2360
2361 if(!spell->other_arch){ 1976 if (!spell->other_arch)
1977 {
2362 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2363 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2364 return 0; 1980 return 0;
2365 } 1981 }
2366 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2367 if(op->type!=PLAYER) return 0; 1983 if (op->type != PLAYER)
1984 return 0;
2368 1985
2369 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2370 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1987 if (object *golem = op->contr->golem)
2371 control_golem(op->contr->ranges[range_golem],dir);
2372 return 0;
2373 } 1988 {
1989 control_golem (golem, dir);
1990 return 0;
1991 }
2374 1992
2375 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2376 if(!dir) 1994 if (!dir)
2377 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1995 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2378 1996
2379 m = op->map; 1997 m = op->map;
2380 x = op->x+freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2381 y = op->y+freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2382 2000
2383 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2384 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2002 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2385 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2003 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2004 {
2386 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2387 return 0; 2006 return 0;
2388 } 2007 }
2389 2008
2390 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2391 weapon = find_marked_object(op); 2010 weapon = find_marked_object (op);
2392 2011
2393 if (!weapon) { 2012 if (!weapon)
2013 {
2394 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2395 return 0; 2015 return 0;
2396 } 2016 }
2397 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2017 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2018 {
2398 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2399 return 0; 2020 return 0;
2400 } 2021 }
2401 if (weapon->type != WEAPON) { 2022 if (weapon->type != WEAPON)
2023 {
2402 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2403 return 0; 2025 return 0;
2404 } 2026 }
2405 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2028 {
2406 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2407 query_name(weapon)); 2030 return 0;
2408 return 0;
2409 } 2031 }
2410 2032
2411 if (weapon->nrof > 1) { 2033 if (weapon->nrof > 1)
2034 {
2412 tmp = get_split_ob(weapon, 1); 2035 tmp = get_split_ob (weapon, 1);
2413 esrv_send_item(op, weapon); 2036 esrv_send_item (op, weapon);
2414 weapon = tmp; 2037 weapon = tmp;
2415 } 2038 }
2416 2039
2417 /* create the golem object */ 2040 /* create the golem object */
2418 tmp=arch_to_object(spell->other_arch); 2041 tmp = arch_to_object (spell->other_arch);
2419 2042
2420 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2421 CLEAR_FLAG(tmp, FLAG_MONSTER); 2044 CLEAR_FLAG (tmp, FLAG_MONSTER);
2422 SET_FLAG(tmp, FLAG_FRIENDLY);
2423 tmp->stats.exp=0; 2045 tmp->stats.exp = 0;
2424 add_friendly_object(tmp); 2046 add_friendly_object (tmp);
2425 tmp->type=GOLEM; 2047 tmp->type = GOLEM;
2426 set_owner(tmp,op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2427 set_spell_skill(op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2428 op->contr->ranges[range_golem]=tmp;
2429 op->contr->shoottype=range_golem;
2430 op->contr->golem_count = tmp->count;
2431 2051
2432 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* Give the weapon to the golem now. A bit of a hack to check the
2433 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if get_split_object was
2434 * used above. 2054 * used above.
2435 */ 2055 */
2436 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2437 remove_ob (weapon); 2057 weapon->remove ();
2058
2438 insert_ob_in_ob (weapon, tmp); 2059 insert_ob_in_ob (weapon, tmp);
2439 esrv_send_item(op, weapon); 2060 esrv_send_item (op, weapon);
2440 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* To do everything necessary to let a golem use the weapon is a pain,
2441 * so instead, just set it as equipped (otherwise, we need to update 2062 * so instead, just set it as equipped (otherwise, we need to update
2442 * body_info, skills, etc) 2063 * body_info, skills, etc)
2443 */ 2064 */
2444 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 SET_FLAG (tmp, FLAG_USE_WEAPON);
2445 SET_FLAG(weapon, FLAG_APPLIED); 2066 SET_FLAG (weapon, FLAG_APPLIED);
2446 fix_player(tmp); 2067 tmp->update_stats ();
2447 2068
2448 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* There used to be 'odd' code that basically seemed to take the absolute
2449 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2070 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2450 * if you're using a crappy weapon, it shouldn't be as good. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2451 */ 2072 */
2452 2073
2453 /* modify weapon's animated wc */ 2074 /* modify weapon's animated wc */
2454 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2075 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2455 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2076 if (tmp->stats.wc < -127)
2456 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2077 tmp->stats.wc = -127;
2457 2078
2458 /* Modify hit points for weapon */ 2079 /* Modify hit points for weapon */
2459 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2080 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2460 SP_level_duration_adjust(caster, spell) + 2081 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2461 + 8 * weapon->magic + 12 * weapon->stats.Con; 2082 if (tmp->stats.maxhp < 0)
2462 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2083 tmp->stats.maxhp = 10;
2463 tmp->stats.hp = tmp->stats.maxhp; 2084 tmp->stats.hp = tmp->stats.maxhp;
2464 2085
2465 /* Modify weapon's damage */ 2086 /* Modify weapon's damage */
2466 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2467 + weapon->stats.dam 2088 if (tmp->stats.dam < 0)
2468 + weapon->magic 2089 tmp->stats.dam = 127;
2469 + 5 * weapon->stats.Str;
2470 if(tmp->stats.dam<0) tmp->stats.dam=127;
2471 2090
2472 2091
2473 /* attacktype */ 2092 /* attacktype */
2474 if ( ! tmp->attacktype) 2093 if (!tmp->attacktype)
2475 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2476 2095
2477 mt = NULL;
2478 if (op->materialname != NULL)
2479 mt = name_to_material(op->materialname); 2096 if (materialtype_t *mt = name_to_material (op->materialname))
2480 if (mt != NULL) { 2097 {
2481 for (i=0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2482 tmp->resist[i] = 50 - (mt->save[i] * 5); 2099 tmp->resist[i] = 50 - (mt->save[i] * 5);
2483 a = mt->save[0]; 2100 a = mt->save[0];
2484 } else { 2101 }
2102 else
2103 {
2485 for (i=0; i < NROFATTACKS; i++) 2104 for (i = 0; i < NROFATTACKS; i++)
2486 tmp->resist[i] = 5; 2105 tmp->resist[i] = 5;
2487 a = 10; 2106 a = 10;
2488 } 2107 }
2108
2489 /* Set weapon's immunity */ 2109 /* Set weapon's immunity */
2490 tmp->resist[ATNR_CONFUSION] = 100; 2110 tmp->resist[ATNR_CONFUSION] = 100;
2491 tmp->resist[ATNR_POISON] = 100; 2111 tmp->resist[ATNR_POISON] = 100;
2492 tmp->resist[ATNR_SLOW] = 100; 2112 tmp->resist[ATNR_SLOW] = 100;
2493 tmp->resist[ATNR_PARALYZE] = 100; 2113 tmp->resist[ATNR_PARALYZE] = 100;
2494 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2114 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2495 tmp->resist[ATNR_FEAR] = 100; 2115 tmp->resist[ATNR_FEAR] = 100;
2496 tmp->resist[ATNR_DEPLETE] = 100; 2116 tmp->resist[ATNR_DEPLETE] = 100;
2497 tmp->resist[ATNR_DEATH] = 100; 2117 tmp->resist[ATNR_DEATH] = 100;
2498 tmp->resist[ATNR_BLIND] = 100; 2118 tmp->resist[ATNR_BLIND] = 100;
2499 2119
2500 /* Improve weapon's armour value according to best save vs. physical of its material */ 2120 /* Improve weapon's armour value according to best save vs. physical of its material */
2501 2121
2502 if (a > 14) a = 14; 2122 if (a > 14)
2123 a = 14;
2124
2503 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2125 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2504 2126
2505 /* Determine golem's speed */ 2127 /* Determine golem's speed */
2506 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2128 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2507 2129
2508 if(tmp->speed > 3.33) tmp->speed = 3.33;
2509
2510 if (!spell->race) { 2130 if (!spell->race)
2131 {
2511 sprintf(buf, "animated %s", weapon->name); 2132 sprintf (buf, "animated %s", &weapon->name);
2512 if(tmp->name) free_string(tmp->name); 2133 tmp->name = buf;
2513 tmp->name = add_string(buf);
2514 2134
2515 tmp->face = weapon->face; 2135 tmp->face = weapon->face;
2516 tmp->animation_id = weapon->animation_id; 2136 tmp->animation_id = weapon->animation_id;
2517 tmp->anim_speed = weapon->anim_speed; 2137 tmp->anim_speed = weapon->anim_speed;
2518 tmp->last_anim = weapon->last_anim; 2138 tmp->last_anim = weapon->last_anim;
2519 tmp->state = weapon->state; 2139 tmp->state = weapon->state;
2520 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2521 SET_FLAG(tmp,FLAG_ANIMATE);
2522 } else {
2523 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2524 }
2525 update_ob_speed(tmp);
2526 } 2141 }
2527 2142
2528 /* make experience increase in proportion to the strength of the summoned creature. */ 2143 /* make experience increase in proportion to the strength of the summoned creature. */
2529 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2144 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2530 2145
2531 tmp->speed_left= -1; 2146 tmp->speed_left = -1;
2532 tmp->x=x;
2533 tmp->y=y;
2534 tmp->direction=dir; 2147 tmp->direction = dir;
2535 insert_ob_in_map(tmp,m,op,0); 2148
2149 m->insert (tmp, x, y, op);
2536 return 1; 2150 return 1;
2537} 2151}
2538 2152
2539/* cast_daylight() - changes the map darkness level *lower* */ 2153/* cast_daylight() - changes the map darkness level *lower* */
2540 2154
2541/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2542 * This changes the light level for the entire map. 2156 * This changes the light level for the entire map.
2543 */ 2157 */
2544 2158
2159int
2545int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2160cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{
2546 int success; 2162 int success;
2547 2163
2548 if(!op->map) return 0; /* shouldnt happen */ 2164 if (!op->map)
2165 return 0; /* shouldnt happen */
2549 2166
2550 success=change_map_light(op->map,spell->stats.dam); 2167 success = op->map->change_map_light (spell->stats.dam);
2168
2551 if(!success) { 2169 if (!success)
2170 {
2552 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2554 else 2173 else
2555 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2556 } 2175 }
2557 return success; 2176 return success;
2558} 2177}
2559
2560
2561
2562
2563 2178
2564/* create an aura spell object and put it in the player's inventory. 2179/* create an aura spell object and put it in the player's inventory.
2565 * as usual, op is player, caster is the object casting the spell, 2180 * as usual, op is player, caster is the object casting the spell,
2566 * spell is the spell object itself. 2181 * spell is the spell object itself.
2567 */ 2182 */
2183int
2568int create_aura(object *op, object *caster, object *spell) 2184create_aura (object *op, object *caster, object *spell)
2569{ 2185{
2570 int refresh=0; 2186 int refresh = 0;
2571 object *new_aura; 2187 object *new_aura;
2572 2188
2573 new_aura = present_arch_in_ob(spell->other_arch, op); 2189 new_aura = present_arch_in_ob (spell->other_arch, op);
2574 if (new_aura) refresh=1; 2190 if (new_aura)
2191 refresh = 1;
2192 else
2575 else new_aura = arch_to_object(spell->other_arch); 2193 new_aura = arch_to_object (spell->other_arch);
2576 2194
2577 new_aura->duration = spell->duration + 2195 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2578 10* SP_level_duration_adjust(caster,spell);
2579 2196
2580 new_aura->stats.dam = spell->stats.dam 2197 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2581 +SP_level_dam_adjust(caster,spell);
2582 2198
2583 set_owner(new_aura,op);
2584 set_spell_skill(op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2585 new_aura->attacktype= spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2586 2201
2587 new_aura->level = caster_level(caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2588 if (refresh) 2204 if (refresh)
2589 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2590 else 2206 else
2591 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2208
2592 insert_ob_in_ob(new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2593 return 1; 2212 return 1;
2594} 2213}
2595 2214
2596 2215
2597/* move aura function. An aura is a part of someone's inventory, 2216/* move aura function. An aura is a part of someone's inventory,
2598 * which he carries with him, but which acts on the map immediately 2217 * which he carries with him, but which acts on the map immediately
2601 * duration: duration counter. 2220 * duration: duration counter.
2602 * attacktype: aura's attacktype 2221 * attacktype: aura's attacktype
2603 * other_arch: archetype to drop where we attack 2222 * other_arch: archetype to drop where we attack
2604 */ 2223 */
2605 2224
2225void
2606void move_aura(object *aura) { 2226move_aura (object *aura)
2227{
2607 int i, mflags; 2228 int i, mflags;
2608 object *env; 2229 object *env;
2609 mapstruct *m; 2230 maptile *m;
2610 2231
2611 /* auras belong in inventories */ 2232 /* auras belong in inventories */
2612 env = aura->env; 2233 env = aura->env;
2613 2234
2614 /* no matter what we've gotta remove the aura... 2235 /* no matter what we've gotta remove the aura...
2615 * we'll put it back if its time isn't up. 2236 * we'll put it back if its time isn't up.
2616 */ 2237 */
2617 remove_ob(aura); 2238 aura->remove ();
2618 2239
2619 /* exit if we're out of gas */ 2240 /* exit if we're out of gas */
2620 if(aura->duration--< 0) { 2241 if (aura->duration-- < 0)
2621 free_object(aura);
2622 return;
2623 } 2242 {
2243 aura->destroy ();
2244 return;
2245 }
2624 2246
2625 /* auras only exist in inventories */ 2247 /* auras only exist in inventories */
2626 if(env == NULL || env->map==NULL) { 2248 if (env == NULL || env->map == NULL)
2627 free_object(aura);
2628 return;
2629 } 2249 {
2630 aura->x = env->x; 2250 aura->destroy ();
2631 aura->y = env->y; 2251 return;
2252 }
2632 2253
2633 /* we need to jump out of the inventory for a bit 2254 /* we need to jump out of the inventory for a bit
2634 * in order to hit the map conveniently. 2255 * in order to hit the map conveniently.
2635 */ 2256 */
2636 insert_ob_in_map(aura,env->map,aura,0); 2257 aura->insert_at (env, aura);
2637 2258
2638 for(i=1;i<9;i++) { 2259 for (i = 1; i < 9; i++)
2260 {
2639 sint16 nx, ny; 2261 sint16 nx, ny;
2262
2640 nx = aura->x + freearr_x[i]; 2263 nx = aura->x + freearr_x[i];
2641 ny = aura->y + freearr_y[i]; 2264 ny = aura->y + freearr_y[i];
2642 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2643 2266
2644 /* Consider the movement tyep of the person with the aura as 2267 /* Consider the movement tyep of the person with the aura as
2645 * movement type of the aura. Eg, if the player is flying, the aura 2268 * movement type of the aura. Eg, if the player is flying, the aura
2646 * is flying also, if player is walking, it is on the ground, etc. 2269 * is flying also, if player is walking, it is on the ground, etc.
2647 */ 2270 */
2648 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2271 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2272 {
2649 hit_map(aura,i,aura->attacktype,0); 2273 hit_map (aura, i, aura->attacktype, 0);
2650 2274
2651 if(aura->other_arch) { 2275 if (aura->other_arch)
2652 object *new_ob; 2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2653 2277 }
2654 new_ob = arch_to_object(aura->other_arch);
2655 new_ob->x = nx;
2656 new_ob->y = ny;
2657 insert_ob_in_map(new_ob,m,aura,0);
2658 } 2278 }
2659 } 2279
2660 }
2661 /* put the aura back in the player's inventory */ 2280 /* put the aura back in the player's inventory */
2662 remove_ob(aura); 2281 aura->remove ();
2663 insert_ob_in_ob(aura, env); 2282 insert_ob_in_ob (aura, env);
2664} 2283}
2665 2284
2666/* moves the peacemaker spell. 2285/* moves the peacemaker spell.
2667 * op is the piece object. 2286 * op is the piece object.
2668 */ 2287 */
2669 2288void
2670void move_peacemaker(object *op) { 2289move_peacemaker (object *op)
2290{
2671 object *tmp; 2291 object *tmp;
2672 2292
2673 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 {
2674 int atk_lev, def_lev; 2295 int atk_lev, def_lev;
2675 object *victim=tmp; 2296 object *victim = tmp;
2676 2297
2677 if (tmp->head) victim=tmp->head; 2298 if (tmp->head)
2299 victim = tmp->head;
2678 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2300 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue;
2679 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue;
2680 if (victim->stats.exp == 0) continue; 2304 if (victim->stats.exp == 0)
2305 continue;
2681 2306
2682 def_lev = MAX(1,victim->level); 2307 def_lev = MAX (1, victim->level);
2683 atk_lev = MAX(1,op->level); 2308 atk_lev = MAX (1, op->level);
2684 2309
2685 if (rndm(0, atk_lev-1) > def_lev) { 2310 if (rndm (0, atk_lev - 1) > def_lev)
2311 {
2686 /* make this sucker peaceful. */ 2312 /* make this sucker peaceful. */
2687 2313
2688 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2314 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2689 victim->stats.exp=0; 2315 victim->stats.exp = 0;
2690#if 0 2316#if 0
2691 /* No idea why these were all set to zero - if something 2317 /* No idea why these were all set to zero - if something
2692 * makes this creature agressive, he should still do damage. 2318 * makes this creature agressive, he should still do damage.
2693 */ 2319 */
2694 victim->stats.dam = 0; 2320 victim->stats.dam = 0;
2695 victim->stats.sp = 0; 2321 victim->stats.sp = 0;
2696 victim->stats.grace = 0; 2322 victim->stats.grace = 0;
2697 victim->stats.Pow = 0; 2323 victim->stats.Pow = 0;
2698#endif 2324#endif
2699 victim->attack_movement = RANDO2; 2325 victim->attack_movement = RANDO2;
2700 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2701 SET_FLAG(victim,FLAG_RUN_AWAY); 2327 SET_FLAG (victim, FLAG_RUN_AWAY);
2702 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2328 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2703 CLEAR_FLAG(victim,FLAG_MONSTER); 2329 CLEAR_FLAG (victim, FLAG_MONSTER);
2704 if(victim->name) { 2330 if (victim->name)
2331 {
2705 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 }
2706 } 2335 }
2707 } 2336}
2708 } 2337
2709}
2710
2711 2338
2712/* This writes a rune that contains the appropriate message. 2339/* This writes a rune that contains the appropriate message.
2713 * There really isn't any adjustments we make. 2340 * There really isn't any adjustments we make.
2714 */ 2341 */
2715 2342
2343int
2716int write_mark(object *op, object *spell, const char *msg) { 2344write_mark (object *op, object *spell, const char *msg)
2345{
2717 char rune[HUGE_BUF]; 2346 char rune[HUGE_BUF];
2718 object *tmp; 2347 object *tmp;
2719 2348
2720 if (!msg || msg[0] == 0) { 2349 if (!msg || msg[0] == 0)
2350 {
2721 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2722 return 0; 2352 return 0;
2723 } 2353 }
2724 2354
2725 if (strcasestr_local(msg, "endmsg")) { 2355 if (strcasestr_local (msg, "endmsg"))
2356 {
2726 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?");
2727 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)
2728 return 0; 2362 return 0;
2729 }
2730 if (!spell->other_arch) return 0;
2731 tmp = arch_to_object(spell->other_arch); 2363 tmp = arch_to_object (spell->other_arch);
2732 strncpy(rune, msg, HUGE_BUF-2); 2364
2733 rune[HUGE_BUF-2] = 0; 2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2734 strcat(rune, "\n"); 2366
2735 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2367 tmp->race = op->name; /*Save the owner of the rune */
2736 tmp->msg = add_string(rune); 2368 tmp->msg = rune;
2737 tmp->x = op->x; 2369
2738 tmp->y = op->y; 2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2739 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2740 return 1; 2371 return 1;
2741} 2372}

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